|Click the image for a PDF version of the rules|
Here are a couple paragraphs of elaboration on the PSIONICS rules from the last post.
This might be a contentious opinion but I think psionics are cool and good, actually. The only issue is that they can't seem to be implemented right. Every "official" psionics system I've played with is a total drag and all the homemade attempts to remedy them never really land with me. Yet, much like classic D&D, the concept is strong enough that people just keep coming back to it. Some alternative rules are pretty good, like the ones in Carcosa, but they all suffer the same problem of just being just another per-day magic-adjacent ability with an ostensibly sci-fi flavor.