Pulp Psychic rules from my Mini Six group. (The skills are taken from chapter 13 of D6 Adventure – available free online)
Either I restrict characters to one skill or divide the skills into groups and allow one group per character or restrict the usefulness of the groups.
I’m giving Telepathy and Telekinesis a pass for now.
Spiritual Group: Astral Projection and Medium.
Mental Group: Empathy, Far Sensing, and Psychometry.
Physical Group: Healing, Protection, and Strike.
The primary groups skills are at cliche level, the secondary at -2, the tertiary at -3.
That seems steep, better than not having them at all.