Psychic Abilities and Balance

Psychics aren't mandatory. Non-psychics contribute through skills, equipment, and ingenuity.

Overuse has consequences. After 2-3 psychic feats in a session, impose stress or require rest.

Psychic abilities create opportunities, not solutions. Weather working can't stop a superstorm, only redirect it. Deep bonding doesn't make creatures invincible.

Narrative power is fine. If a player's thermal sensing creates a cool moment, let it happen without a check.


Revision #6
Created 2025-11-28 13:28:11 UTC by zeruhur
Updated 2025-11-28 14:56:07 UTC by zeruhur