Mind Over Matter
Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.
Psionics is the ultimate sourcebook for psi powers. It includes a complete world background - and the GM can use it as a resource for campaigns in any background.
In Psionics you'll find:
Unified Rules - the psi systems from GURPS Basic Set Third Edition and GURPS Supers combined into a complete, official whole.
New Abilities - including Mindswitch, Combat Teleport, psychic vampirism and cyberpsi.
New Rules - featuring gestalts, group minds, latent psis, ghosts, psionic combat and poltergeists.
Psionic Technology - two chapters of psionic equipment, including psychotronic weaponry, dreamscanners and psionic computers - even psionic starship drives!
Campaign Advice - on smoothly integrating psi into other GURPS worldbooks, or designing your own psi campaign.
Complete Campaign Background - in which powerful psis struggle with secret with secret government agencies and globe-spanning conspiracies in a world eerily like our own...
There were five printings of this book. The 2nd printing claims it's the 3rd, the 3rd claims it's the 4th, but the 1st, 4th and 5th have it right. You can tell by the copyright dates which one you truly have – 1991 == 1st, 1992 == 2nd, 1995 == 3rd, 1999 == 4th, post 1999(?) == 5th.
While all are supposedly the same book, the errata for the 3rd printing is extensive, while the others are not. Apparently the whole book was re-typeset and a lot of issues crept in. The 3rd printing is the first one with the new cover.