Psionics
Paranormal mental powers — how psi is structured as advantages with power modifiers, the six core powers from Antipsi to Teleportation, psionic Talents, how to customise and build psi characters, and the critical difference between psi and magic.
Psi Glossary
Psionics has its own vocabulary. These terms appear throughout the rules and across GURPS supplements — understand them before anything else.
| Term | Definition |
|---|---|
| Antipsi | The power to interfere with other psi. Also used to describe a character who possesses this power. |
| ESP | Extrasensory perception — the power to see, hear, or know things that the ordinary five senses cannot detect. |
| Esper | A psi who possesses the ESP power. |
| Latent | Someone who has a psionic Talent but no actual psi abilities. May have psi potential without yet expressing it. |
| PK | Psychokinesis — the power to affect matter with the mind. Telekinesis, levitation, pyrokinesis. |
| Psi | The generic term for superhuman mental powers. Also used for any person who possesses such powers. |
| Psionic | Of or pertaining to psi powers. |
| Psychic healing | The ability to heal injury and illness with the mind. |
| Screamer | An uncontrolled antipsi. Also called a "jammer." Their presence suppresses all psi around them. |
| Talent | An advantage that makes it easier to use all psi abilities of one type. Costs 5 pts/level. |
| Telepath | A psi who can read or influence the minds of others. |
| Teleportation | The power to transport objects or people across space, time, or dimensions instantaneously. |
The Power Framework
Psionics in GURPS is built on a three-part framework. Every psionic power consists of the same three elements working together:
- A set of abilities — specific advantages (from Chapter 2) that represent how the power manifests. Each ability does something concrete.
- A power modifier — a special limitation (usually −10%) applied to each ability, making it part of the power and subject to that power's countermeasures.
- A Talent — an optional advantage that gives a flat bonus to all rolls made with abilities in that power.
Owning a Power
You possess a psionic power the moment you have at least one of its abilities. From that point, you may spend earned points to add new abilities within the same power. You may not buy abilities from a power you do not already possess — unless the GM specifically permits it (usually through dangerous experimentation or extraordinary events).
Starting with Talent Only
You may start with a psionic Talent and no abilities. This makes you a latent — you have potential but no active power. You may spend earned points later to buy abilities within that power's Talent. A latent's psi does not activate involuntarily.
Unlike magic spells, psionic abilities are innate. You cannot learn them from a teacher or study them from a book. Under normal circumstances, you can only expand powers you already possess. New powers require GM intervention — lab experiments, genetic modification, divine gifts, or similar dramatic events.
Potential Advantages
A psi ability can be taken as a potential advantage. It functions as if it had the Unconscious Only and Uncontrollable limitations until fully paid for. This lets you build a character who has latent psi that they cannot yet control — common for young or newly awakened psionics.
In D&D 5e, psionics are usually modelled as spell-like abilities or a separate spell-slot system. In GURPS, psi is entirely advantage-based — no spell slots, no power point pools. Each ability activates when used, just like any other advantage. Management is through FP only (for abilities that cost Fatigue).
The GM decides whether psi exists and who may possess it. If it's rare, Unusual Background adds extra cost without adding power — it's a "permission fee" for an ability normally off-limits. Some settings allow all six powers; others restrict to one or two.
Power Modifiers
Every psi ability has a special limitation called a power modifier. This limitation identifies the ability as belonging to a specific psionic power, and makes it subject to that power's countermeasures.
Without the power modifier, an advantage would be blocked only by specific, targeted counters. With the modifier, it is also blocked by anything that affects the entire power (or all psi powers). This vulnerability is the mechanical reason the modifier is a limitation.
Most psionic power modifiers are worth −10%. The modifier name matches the power — ESP, Telepathic, Psychokinetic, Psychic Healing, Psionic Teleportation. Antipsi is the exception: its modifier is None, because Antipsi abilities cannot themselves be blocked.
Calculating the Point Cost
Apply the power modifier like any other limitation. If an advantage costs 30 points and gains the Telepathic −10% modifier, it becomes 30 × 0.90 = 27 points. All fractions round normally (0.5 rounds up).
Danger Sense costs 15 points as a base advantage. As an ESP ability with the ESP −10% power modifier: 15 × 0.90 = 13.5, rounded to 14 points. It now functions as normal Danger Sense, but is subject to anything that blocks ESP — and benefits from ESP Talent.
Unlike most limitations, a power modifier cannot be removed through earned points. The GM may also designate other limitations as intrinsic to how psi works in a specific setting — those become equally permanent. The power modifier is fundamental to what makes an ability psionic rather than mundane.
Psionic Talents
Each psionic power has a matching Talent. A Talent represents natural aptitude or trained control over that specific power. It is an advantage separate from the abilities themselves.
| Talent | Cost | Bonus Given | Applies To |
|---|---|---|---|
| ESP Talent | 5 pts/level | +1/level | All rolls to use any ESP ability |
| Psychic Healing Talent | 5 pts/level | +1/level | All rolls to use any Psychic Healing ability |
| PK Talent | 5 pts/level | +1/level | All rolls for PK abilities — including DX rolls |
| Telepathy Talent | 5 pts/level | +1/level | All rolls to use any Telepathy ability |
| Teleportation Talent | 5 pts/level | +1/level | All rolls to use any Teleportation ability |
| Antipsi | — | — | No Talent — Antipsi works passively, no rolls needed |
Talent rolls modify IQ, Will, and Perception rolls when activating or using psi abilities. PK Talent is the notable exception — it also applies to DX rolls made as part of using PK abilities (such as targeting with Telekinesis or manoeuvring with PK-powered Flight).
You may buy up to four levels of any psionic Talent without GM permission. Beyond that, the GM must agree. Talent 4 in a power means +4 to every roll you make with that power — a significant advantage, especially for Will-based abilities like Mind Control.
You may have Talent without any abilities (making you a latent), or abilities without any Talent (raw power, but poor control). Having both is the most effective — Talent amplifies every ability you possess in that power.
Using Psi Abilities
A psi ability is simply an advantage with a power modifier attached. It functions exactly like the unmodified advantage in all respects — with a few important exceptions related to countermeasures.
Psi vs. Mana — A Critical Difference
Psionic abilities are not affected by mana levels. A psi can use their abilities in a No Mana zone where a mage is completely powerless. Psi power comes from the character's own mind, not from ambient magical energy. This makes psionics uniquely reliable in anti-magic environments — and uniquely dangerous opponents for mages.
Resisting Psi
Several advantages and technologies can interfere with psionic abilities:
- Resistant to Psionics — Gives a flat bonus to all rolls made to resist any psi ability that allows a resistance roll. Applies whether the character is the target or merely in the area of effect. Has no effect on abilities that offer no resistance roll.
- Neutralize — Can interfere with psi abilities directly. May be part of the Antipsi power or have other origins.
- Psi Static — Creates an area or condition in which psi abilities cannot function. May be part of Antipsi or have technological origins.
- Technology — Science-fiction settings often feature technological mind shields (blocking Telepathy), psi dampeners (blocking all psi), or power-specific scramblers.
A spell that detects magic cannot reveal a psi effect, and a drug that neutralizes psi cannot affect a mage. The systems are separate. However, physical effects of the two disciplines do interact — if a psychokinetic creates fire, that fire is real fire and can be extinguished by water magic normally.
Customizing Psi Abilities
Psi abilities can be modified with enhancements and limitations exactly like any other advantage — with the requirement that the power modifier is always present. Additional limitations reduce cost further; enhancements increase it.
Common Psi Limitations
These limitations appear frequently in psionic characters, especially in fiction:
- Costs Fatigue — The ability drains FP when used, even though most psi abilities don't normally cost energy.
- Emergencies Only — The ability only activates under life-threatening stress. Dramatically reduces cost.
- Nuisance Effect — Using the ability causes a minor side effect — headaches, nosebleeds, visible aura, etc.
- Unconscious Only — The ability functions without deliberate control. The character cannot choose to activate it.
- Uncontrollable — The ability triggers randomly under conditions the GM specifies. Common for children, adolescents, and newly manifesting psionics.
- Unreliable — The ability may fail entirely even on a "success" roll. The character is never certain it will work.
Taking severe limitations like Emergencies Only, Unconscious Only, and Unreliable lets you buy many psi abilities for very few points — but you cannot use them effectively. This models a character who has power but can't control it. Later in the campaign, buy off the limitations with earned points. Each limitation removed is a dramatic moment of growing mastery.
Mixed-Level Abilities
If a psi ability comes in levels, you can buy some levels with extra limitations and others without — as long as all levels have the power modifier. Example: Telekinesis 5 with no extra limitations, plus another 20 levels that are Unconscious and Uncontrollable. Enormous latent strength, impossible to control deliberately.
Buying Off Limitations
With GM approval, you may spend earned points to remove limitations that practice could plausibly negate — such as Uncontrollable or Unreliable. The GM decides which limitations are "learnable." The power modifier itself and any limitations the GM deems fundamental to the setting's psi rules cannot be bought off.
Antipsi
Antipsi is the power of interfering with other psionic use. Some researchers theorise that unconscious, uncontrollable Antipsi may be common — which would explain why documented psi phenomena are so rare. If you have this power, you may not even believe in psi, because it never seems to work near you.
Antipsi has no Talent because most of its abilities work passively — there are no rolls to enhance. It also has no power modifier (modifier value: None), because Antipsi abilities cannot be blocked by other psi countermeasures. An antipsi ability is, by definition, immune to the interference that would stop other powers.
Antipsi Abilities
The following advantages can function as Antipsi abilities:
- Neutralize — Suppresses or cancels a specific psi ability in a target.
- Obscure (vs. Para-Radar or any psionic Detect) — Prevents psi sensing abilities from perceiving the character or an area.
- Psi Static — Creates an aura or field in which psi abilities fail. Uncontrolled screamers radiate this constantly.
- Resistant to Psionics — Gives a bonus to resist all psi effects. As an Antipsi ability, it may be especially potent.
An uncontrolled antipsi — called a screamer or jammer — radiates Psi Static constantly without meaning to. Psi abilities simply fail around them. Other psis tend to avoid screamers instinctively, since their own powers become unreliable nearby. A screamer may be unaware of their own nature.
ESP
ESP — Extrasensory Perception — covers "sixth sense" abilities: perceiving things the ordinary senses cannot reach. Past events, future possibilities, distant scenes, invisible presences, hidden dangers. ESP abilities are among the most commonly reported psionic phenomena in fiction and folklore.
ESP Talent
5 points/level. Gives +1 per level to all rolls to use any ESP ability. With ESP Talent, you can spend earned points to acquire new ESP abilities even if you did not start with them — as long as you possess the Talent.
The GM Rolls Secretly
All ESP skill rolls are made in secret by the GM. The better the roll, the more accurate and detailed the information provided. On any failure, the GM tells the player: "You learn nothing." The character receives no indication of whether the ability failed or simply found nothing.
If the GM rolls a critical failure on a Psychometry or Precognition attempt (failing by more than 5), they lie — giving the character false information as convincingly as if it were accurate. The character has no way to know they were misled. This is a significant hazard of relying heavily on ESP intelligence.
ESP Abilities
The following advantages can be ESP abilities with the ESP −10% power modifier:
- Channeling — Communicate with spirits of the dead.
- Clairsentience — Project your senses to a distant location.
- Danger Sense — Receive a warning before ambush or surprise attack. 14 pts with ESP −10%
- Detect — Sense psis, psionic activity, or other defined targets.
- Medium — Perceive and speak with the dead.
- Oracle — Receive cryptic visions of future events.
- Para-Radar (Scanning Sense variant) — Perceive surroundings via extrasensory echo.
- Penetrating Vision — See through obstacles.
- Precognition — Perceive events before they happen.
- Psychometry — Read the history of an object by touching it.
- Racial Memory — Access the collective memories of your species.
- See Invisible — Perceive beings that are invisible to normal sight.
Dai Blackthorn (first mentioned in Ch1) takes Danger Sense (ESP, −10%) [14] as his ESP ability. He has no ESP Talent, but could spend earned points to buy it later. His Danger Sense rolls are made secretly by the GM — he simply gets a warning when ambush is imminent, with no way to know exactly what the threat is or how the GM made the roll.
If you knew the GM rolled a failure, you'd know your ability didn't find anything. But not knowing whether you failed or simply drew a blank is part of the ESP experience — you're never certain your perception is complete. Uncertainty is the cost of working with extrasensory information.
Psychic Healing
Psychic Healing is the ability to heal injury and illness by channelling "positive" psychic energy. In many fictional settings, faith healers possess this power while believing they are channelling divine or spiritual force — the actual mechanism is psychic regardless of the belief system attached to it.
Psychic Healing Talent
5 points/level. Gives +1 per level to all rolls to use any Psychic Healing ability. With this Talent, you may acquire new Psychic Healing abilities with earned points even if you did not start with them.
Psychic Healing Abilities
The following advantages can be Psychic Healing abilities with the Psychic Healing −10% power modifier:
- Detect (disease, poison, injury) — Diagnose ailments psionically.
- Healing — Restore HP to yourself or others by touch.
- Metabolism Control — Master fine control of your own physiological processes.
- Regeneration — Recover from injury rapidly, growing back tissue over time.
- Regrowth — Regenerate lost limbs and organs completely.
- Resistant (to most noxious physical effects) — Psionically fortify yourself against disease, poison, and environmental harm.
A party with a Psychic Healer does not need a mage. Unlike magic-based healing, Psychic Healing works in No Mana zones where spells fail. It is blocked by Antipsi and psi countermeasures instead — a different vulnerability profile. In settings where both systems exist, GMs should clarify which healers can serve as which type of backup.
Psychokinesis (PK)
Psychokinesis is the power of mind over matter. Most commonly expressed as telekinesis — moving objects with the mind — PK also covers levitation, pyrokinesis (fire-raising), and other physical-force phenomena. Many parapsychologists link PK to poltergeist activity. It is frequently associated with uncontrolled children and teenagers, making the Uncontrollable limitation especially common on PK abilities.
PK Talent
5 points/level. Gives +1 per level to all rolls to use any PK ability — and uniquely among the psionic Talents, this includes DX rolls made as part of PK abilities. Telekinetic attacks, PK-powered Flight manoeuvres, and similar DX-based actions all gain the Talent bonus.
PK Abilities
The following advantages can be PK abilities with the Psychokinetic −10% power modifier:
- Binding — Immobilise a target with telekinetic force.
- Damage Resistance (with Force Field enhancement) — A telekinetic barrier that deflects physical blows.
- Enhanced Move (Air or Water) — Increase movement speed via PK propulsion.
- Flight — Levitate and fly using psychokinetic force. 36 pts with Psychokinetic −10%
- Innate Attack — Telekinetic strikes, thrown force blasts, pyrokinetic fire.
- Super Jump — Leap extraordinary distances by pushing off with PK.
- Telekinesis — Move objects at range with ST equal to your Telekinesis level.
- Temperature Control — Raise or lower the temperature of objects or areas.
- Vibration Sense — Detect objects and movement through vibrations felt at a distance.
- Walk on Air — Move across air as if on solid ground.
- Walk on Liquid — Move across liquid surfaces without sinking.
Danielle is a pyrokinetic levitator. She builds her abilities as:
- Burning Attack 4d (Psychokinetic, −10%) [18] — A telekinetically generated fireball. PK Talent 2 adds +2 to her Innate Attack roll to hit.
- Flight (Psychokinetic, −10%) [36] — Levitation. PK Talent 2 adds +2 to DX rolls made to manoeuvre in flight.
- PK Talent 2 [10] — Covers both abilities. Total PK investment: 64 points.
Telepathy
Telepathy is the power of mental communication and control. In most settings, it only works on living, sentient beings — attempting to read a recording, a dummy, or an unintelligent creature's mind fails automatically.
Telepathy Talent
5 points/level. Gives +1 per level to all rolls to use any Telepathy ability. With this Talent, you may acquire new Telepathy abilities using earned points even if you did not start with them.
Telepathy Abilities
The following advantages can be Telepathy abilities with the Telepathic −10% power modifier:
- Animal Empathy — Sense the emotions and basic intentions of animals.
- Empathy — Sense the emotional state of sentient beings.
- Invisibility — Psionically cause others to overlook your presence.
- Mind Control — Dominate the thoughts and actions of another.
- Mind Probe — Deep scan of a target's memories. More invasive than Mind Reading.
- Mind Reading — Read surface thoughts from a willing or unwilling subject. 27 pts with Telepathic −10%
- Mind Shield — A telepathic barrier that resists all Telepathy abilities — and also resists the Mind-Reading spell from Chapter 5.
- Mindlink — Maintain a permanent telepathic channel with a specific individual.
- Possession — Take control of another being's body.
- Speak with Animals — Hold a two-way conversation with animals.
- Special Rapport — A profound emotional and mental bond with a specific individual.
- Telesend (Telecommunication variant) — Broadcast thoughts to another mind.
- Terror — Project overwhelming psychic fear.
An Affliction or Innate Attack can qualify as a Telepathy ability if it has the Malediction enhancement and only causes: fatigue, stunning, incapacitation, a temporary mental disadvantage, or a DX/IQ/Will penalty. This covers many "psychic attack" abilities — mental blasts, psionic stuns, will-sapping effects.
In most accounts of telepathy, raw distance matters far less than emotional connection. A telepath might send a message across the world to someone they love, yet fail to read the surface thoughts of a stranger standing next to them. GURPS reflects this with range modifiers — but GMs should consider allowing emotional bonds to override distance in dramatic moments.
Teleportation
Teleportation is the power of moving yourself — or other objects — across space, time, or dimensions without traversing the distance between. Unlike PK movement (which is physically powered), teleportation is a direct displacement of matter through psionic will.
Teleportation Talent
5 points/level. Gives +1 per level to all rolls to use any Teleportation ability. With this Talent, you may acquire new Teleportation abilities using earned points.
Teleportation Abilities
The following advantages can be Teleportation abilities with the Psionic Teleportation −10% power modifier:
- Jumper — Teleport to any location you can visualise or have visited, with no distance limit.
- Snatcher — Teleport objects to your location without going to them yourself.
- Warp — A more limited form of teleportation, often with range restrictions and skill-based accuracy.
Dai buys his teleportation as Warp (Psionic Teleportation, −10%; Range Limit 10 yards, −50%) [40].
Math: Warp costs 100 base. Psionic Teleportation (−10%) + Range Limit/10 yards (−50%) = −60% total. 100 × 0.40 = 40 points.
He has no Teleportation Talent yet — but could buy it with earned points later to improve his accuracy on difficult warps.
Teleportation abilities are among the most expensive in the game. Jumper (the unlimited version) costs 100 points before modifiers. Even with the −10% power modifier alone, it remains 90 points. Characters built around teleportation typically invest most of their point budget in this single ability — making Talent and range limitations key tools for managing costs.
Custom Powers & Psi vs. Magic
Creating New Psionic Powers
The GM can create entirely new psionic powers beyond the six in this chapter. The formula is straightforward:
- Name the power — Something evocative and clear (Biokinesis, Chronopathy, etc.)
- List its abilities — Which advantages can be taken with the power modifier
- Set Talent cost — 5 points/level in almost all cases. Very broad powers may cost more.
- Determine the modifier value — Based on how common countermeasures are:
| Countermeasure Availability | Power Modifier Value |
|---|---|
| Common — includes Neutralize and Psi Static variants | −10% |
| Common — but no Neutralize/Psi Static equivalents | −5% |
| Rare | No modifier (0%) |
| Nonexistent | Cosmic enhancement applies instead |
This system isn't limited to psionics. Comic-book super powers use the same power framework. A Fire Powers ability set might include Innate Attack, Damage Resistance, Flight, and Temperature Control — all with a "Flame Powers" modifier blocked by an "Ice Powers" counter. Talent costs 5 pts/level. All super powers are susceptible to variant forms of Neutralize and Psi Static, giving a standard −10% modifier.
Psionics vs. Magic — The Full Comparison
Both systems can achieve many of the same effects. The differences are systemic:
| Factor | Magic (Ch5) | Psionics (Ch6) |
|---|---|---|
| Activation | Concentrate maneuvers; roll spell skill | Works like an advantage — usually instant, no roll needed |
| Energy cost | FP always; HP optional | FP only if Costs Fatigue limitation is taken |
| Mana dependency | Fails completely in No Mana zones | Unaffected by mana levels |
| Range of effects | Broader — hundreds of specific spells | Narrower — fewer abilities, each more versatile |
| Point cost | Usually lower per effect | Usually higher per ability |
| Counters | Anti-magic fields, Counterspell spells | Antipsi, Psi Static, Neutralize, Resistant to Psionics |
| While restrained | Requires speech and gestures (usually) | Works even bound and gagged — it's mental |
| Detection cross-over | Detect Magic cannot find psi | ESP cannot detect spells |
The two systems are not better or worse — they have different strengths. A character who masters both psi and magic will be formidable precisely because each system's weaknesses are covered by the other's strengths.
Psi in Play
How do our three running example characters engage with psionics? Psi is expensive and inborn — not everyone invests. Below, each character weighs the decision based on their concept and remaining budget.
Aldric passes on psionics. His magical focus is already maximal — Magery 3 and a deep spell list consume the majority of his budget. More importantly, psi and magic are separate systems: there is no synergy between Telepathy Talent and spell-based Mind Reading, no cross-over bonuses.
If he were to invest here, Telepathy Talent 1 [5] would make him a latent telepath with the option to add psionic Mind Reading later. At IQ 14, his natural Will score of 14 means his telepathic abilities would roll against a solid base. But spending 5 points on a Talent with no abilities is a speculative investment he's not ready for in this campaign.
Aldric's verdict: His 43 reserved points carry forward to Ch7 and beyond. Magic is his path. Psi is not.
Mira's attribute budget is tight — DX 14 and HT 13 alone cost 110 points, leaving very little room. She invested nothing in Ch5. Psi is genuinely appealing: Danger Sense (ESP, −10%) [14] would give her a GM-rolled warning before ambushes — perfect for a scout and former guard.
However, at 14 points, Danger Sense would consume most of her available budget and leave nothing for skill improvements in later chapters. Her IQ 12 means her ESP rolls would run against a base of 12 — solid but not exceptional. She'd get no Talent bonus unless she invested another 5 points in ESP Talent.
Mira's verdict: The combination is too expensive right now. She holds her remaining budget for Ch8 equipment purchases and Ch9 skill improvements. She notes that if the campaign introduces a major threat that justifies the investment, Danger Sense remains on the table.
Vora has no involvement with psionics. Her budget has been fully spent since Chapter 4, and her IQ 8 puts every Telepathy, Telekinesis, and ESP ability well out of reach both financially and statistically.
More practically: Vora is a berserker raider. Subtlety-based tools like Mind Reading or Danger Sense don't fit her combat archetype. Her build is complete — raw physical power, a high HT survival baseline, and the disadvantages to match her personality.
Vora's Ch6 spend: Nothing. She watches Aldric and Mira evaluate psionic options while she sharpens her axe.
Ch.6 Example Sheets
Updated character records after Ch6. None of our example characters make a psionic investment — Aldric relies on magic, Mira keeps her budget for equipment, and Vora's build has been complete since Ch4.
Attributes: 110 · Advantages: 42 · Disadvantages: −25 · Spells + Skills: 36 ~43 pts reserved for Ch7+. No psi investment this chapter.
Attributes: 170 · Advantages: 35 · Disadvantages: −25 · Skills: ~20 No Ch6 spend. Points held for Ch8 equipment and Ch9 skill improvements.
Attributes: 100 · Sec. Chars: 9 · Advantages: 33 · Disadvantages: −50 · Skills: 57 · Ch5–6: 0 Budget fully spent since Ch4. No changes in Ch5 or Ch6.
Chapter Quiz
Test your understanding of the GURPS psionics system. Questions shuffle and repeat infinitely.