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.