# Step 3: Psychic Ability (Optional)

Psychic abilities are common on Duskara but not universal. If you want one, choose from the list below or roll randomly.

**Overuse causes psychic burnout**—represented by stress or skill degradation. The GM decides when you've pushed too hard.

### Psychic Abilities

**1. Thermal Sensing:** Perceive heat signatures and temperature gradients with precision. Navigate day-side margins, detect hidden life, sense geothermal activity.

**2. Weather Working:** Sense and subtly influence atmospheric patterns—wind speed, pressure changes, storm formation. Guide caravans, protect settlements, predict superstorms.

**3. Deep Bonding:** Psychic connection to native fauna (wind serpents, thermal lizards, shadow stalkers). Communicate, command, and share senses with bonded creatures.

**4. Shadow Walking:** Move unseen through low-light environments. Blend with darkness, traverse night side undetected, infiltrate settlements.

**5. Water Finding:** Sense underground aquifers, hidden water caches, and moisture in air. Invaluable in a world of scarcity.

**6. Resonance:** Perceive and manipulate vibrations through stone. Communicate across kilometers in cave systems, detect structural instability, navigate Deep Roads.

**Psychic abilities can add narrative advantage** (GM may reduce risk or allow automatic success) or **replace skills for certain checks** (use a d10 or d12 for abilities you've mastered).