# 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.