TEXT: ©2013 Evil Hat Productions, LLC and Carl McLaughlin • 1
  PSYCHIC POWERS
  Written by Brian Engard • Edited by John Adamus • Layout by Fred Hicks
  The following is an official Fate Core rules supplement, created for Carl McLaughlin 
  as part of a Fate Core Kickstarter commission.
  Psychic powers take the form of two things in the rules: forms and talents.
  A form is a word that represents a broad way of doing things. It’s rated on the 
  ladder and, when you accomplish a psychic task, you roll one of your forms. The 
  form you roll depends on how you’re describing the action, but also on what talent or 
  talents you’re using. The forms are: Project, Receive, and Deflect. 
  A talent represents a specific psychic knack, a thing you can do with your forms. 
  You can have a general talent, which applies to any forms you possess a rating in; or 
  you can have a focused talent, which applies to only a single form. The talents are: 
  telepathy, empathy, awareness, telekinesis, and energy.
  © tcrawford78 on istockphoto.com
  
  2 • ©2013 Evil Hat Productions, LLC and Carl McLaughlin
  FORMS
  Forms are rated on the ladder, and represent how you accomplish a task with your 
  psychic powers. In order to be a psychic, you must reduce your refresh by 1 and have 
  an appropriate aspect. Once you do these things, you may take forms as if they were 
  skills. You put them in your pyramid like any other skill, and they take up a skill slot 
  that you might otherwise use for something else. There are three chief differences 
  between skills and forms though:
  • A form is only used for psychic actions
  • A form must have one talent assigned to it; including the general talents 
  assigned to all forms
  • If you don’t have a rating of at least Average (+1) in a form, you can’t use it
  PROJECT
  You use Project to affect things directly in the environment. Speaking into peo-
  ples’ minds, moving things around with telekinesis, and setting a room on fire are all 
  uses of Project.
   
  OOvercome an obstacle: You might use telekinesis to open a locked door, tele-
  pathically speak to a friend so as not to arouse suspicion, or levitate yourself 
  above an obstacle.
   
  CCreate an advantage: A Project advantage might come in the form of an emo-
  tion or though you plant in someone’s head, some Sensory Overload, or just 
  setting someone On Fire.
   
  AAttack: Project is the de facto psychic attack form. Telekinetic punches, flames 
  springing from your hands, mental assaults; all these things are possible.
   
  DDefend: You might move an interdicting obstacle between yourself and an 
  opponent or meet their psychic assault with one of your own.
  RECEIVE
  Receive is the form for taking things into yourself. You can use this form to read 
  another’s thoughts or emotions, to harmlessly dissipate a blaster shot, or to heighten 
  your senses.
   
  OOvercome an obstacle: Need to figure out what the guard’s orders are? Read 
  his mind! Need to walk through a freezing cold plain? Absorb and dissipate 
  the cold!
   
  CCreate an advantage: Did the diplomat think about some Sensitive Secret 
  while you were scanning her thoughts? Maybe your Life Sense alerted you to 
  a nearby life-form.
   
  AAttack: Receive isn’t used for attack.
   
  DDefend: When you absorb and dissipate the cold, you’re defending. When you 
  catch and disperse the force of a bullet, that’s also a defense.
  
  ©2013 Evil Hat Productions, LLC and Carl McLaughlin • 3
  DEFLECT
  Deflect is used for defense, but also for stealth and obfuscation. You can use it to 
  telekinetically block a plasma blast just as easily as you can use it to reflect and bend 
  the light around you, hiding you from sight.
   
  OOvercome an obstacle: You might need deflect the rain to keep dry, or you 
  might need to deflect someone’s attention from you.
   
  CCreate an advantage: When you create a Cloaking Field, you’re using 
  Deflect to bend the light. When you don’t let the flames touch you, that’s also 
  a use of Deflect.
   
  AAttack: Deflect isn’t usually used for attack, though it’s not outside the realm 
  of possibility. You might redirect the path of a laser using Deflect, for example.
   
  DDefend: It’s easy to use Deflect for defense. Want to shield your mind from a 
  telepathic invasion? Stop a bullet in its tracks? Both use Deflect.
  TALENTS
  Talents represent the specific applications of your psychic ability. They can be 
  general or focused, and you gain them by taking the following stunts. You get one 
  automatically if you’re a psychic character; it’s built into the cost of being psychic. 
  You can choose either one, and you can take each stunt as many times as you wish, 
  provided you can pay the refresh cost of doing so.
  • General Talent: Choose one talent you don’t already possess. It’s a general talent: 
  you can use it with every form you have a rating of at least Average (+1) in.
  • Focused Talent: Choose a form  you have at least an Average (+1) rating in and 
  choose one talent you don’t already possess for that form. It’s a focused talent: 
  it applies only to the chosen form but, when you use it, you get a +2 bonus to 
  your form roll.
  The talents themselves each describe what they have influence over.
  • Awareness: This talent affects the physical senses as well as more the esoteric 
  senses, such as ESP, life sense, aura reading, psychometry, and so forth. You 
  can’t use it to read thoughts or emotional states.
  • Empathy: Empathy gives you influence over emotions. You can read them, 
  project them, manipulate them, change them, and so forth. 
  • Energy: This talent gives you control over different kinds of energy such as 
  heat, cold, light, electricity ,and so forth. You can neither create nor destroy 
  energy with this talent, but you may manipulate, amplify, and suppress.
  • Telekinesis: You can create a force that allows you to move and manipulate 
  things with the power of your mind. 
  • Telepathy: You can read the thoughts of others and project your own thoughts 
  into the minds of others. When you project your thoughts into someone else’s 
  mind, he will know it is not his own.
  
  4 • ©2013 Evil Hat Productions, LLC and Carl McLaughlin
  USING PSYCHIC POWERS
  When you use your psychic powers, follow these steps:
  • Decide what you want to do
  • Choose a form
  • Determine talents
  • Determine scope
  • Roll and resolve
  DECIDE WHAT YOU WANT TO DO
  In fictional terms, what are you trying to do with your psychic powers? Read 
  someone’s mind? Make them feel fear? Hurl them across the room? Don’t worry 
  about forms and talents at this point, just say what you want to try to do.
  CHOOSE A FORM
  Pick the form that best applies to what you’re trying to do. If you’re learning, 
  absorbing, or otherwise taking things into yourself, it’s Receive. If you’re exerting 
  influence on the world around you or the people in it directly, it’s Project. If you’re 
  blocking, obscuring, or redirecting something, you’re using Deflect.
  DETERMINE TALENTS
  One or more talents should apply to any given roll. Look at the talent descriptions 
  to see what they cover; if you’re trying to do something not covered by a talent, it’s 
  not possible with your psychic powers. If you’re using multiple talents, increase the 
  opposition by 1 for every talent past the first that you’re using, starting at Average (+1) 
  passive opposition unless someone’s actively opposing you. If you manage to apply 
  multiple focused talents, you get the benefits of all of them.
  DETERMINE SCOPE
  The scope of a psychic feat is how big and complex what you’re trying to do 
  is. If you’re affecting a large area, increase the opposition by 2. If you’re affecting a 
  large number of people (more than two or three), increase the opposition by 2. If 
  you’re attempting something very delicate or complex, increase the opposition by 2. 
  Finally, if you’re trying to cover your tracks, increase the opposition by 2. All of these 
  increases are cumulative.
  ROLL AND RESOLVE
  Roll your chosen form; apply any bonuses for talents, plus any other bonuses for 
  stunts or aspects. Compare that to either passive opposition or active opposition 
  modified as above for number of talents and scope. Resolve the action as you would 
  any other action.
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/1 Fate System Rules/Psychic-Powers.pdf