Psychic Powers: Difference between revisions

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{{trope}}
[[File:JeanUXM1p9frm6_3447JeanUXM1p9frm6 3447.jpg|link=X-Men (Comic Book)|rightframe]]
 
{{quote|''"Also? I can kill you with my brain."''|'''River Tam''', |''[[Firefly (TV series)|Firefly]]''}}
 
[[Telepathy]], clairvoyance, [[Playing with Fire|pyrokinesis]] -- the—the powers are supernatural, but the names are scientific, which is good enough for [[Mohs Scale of Sci Fi Hardness|soft]] [[Sci Fi]]. [[Pointy Ears|Pointy-eared]] [[Our Elves Are Better|elves]] mumbling ancient spells on shiny spaceships [[Fantasy Kitchen Sink|would be incongruous]]; [[Star Trek|pointy-eared]] [[Telepathic Spacemen|aliens reading minds]] on shiny spaceships doesn't raise any eyebrows.
 
In general, the more powerful and [[Pstandard Psychic Pstance|dramatic]] the psychic, the [[Mohs Scale of Science Fiction Hardness|softer]] the [[Sci Fi]]. The extreme cases are largely confined to the horror and superhero genres (with exceptions, such as ''[[Star Wars]]''), but the weakest powers can [[Psychic Dreams for Everyone|crop up even in mainstream shows]].
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In order of increasing power, the standard abilities are:
 
* [[My Significance Sense Is Tingling|Clairvoyance]]/Clairaudience -- alsoClairaudience—also called TeleSense, Remote Viewing, Remote Sensing, Extra-Sensory Perception or ESP. Seeing (and sometimes hearing, or using other senses, including ones that aren't part of the standard package) far-away places, localizing specific persons one concentrates on, usually involves a [[Charm Person|trance state]]; the amount of control over what is seen can vary wildly, depending on the talent and training of the psychic and how the power works in your [[The Verse|'verse]].
** Variants of this include [[Aura Vision]] -- varying—varying in power from just visible to reading someone like a book; can encompass a wide variety of other sensing powers, usually tied to [[Pineal Weirdness]] and the [[Third Eye]]. [[Astral Projection]] and BiLocation (the ability to [[Me's a Crowd|create a double of oneself]], physical or [[Projected Man|otherwise]], in another place and/or time). The latter may overlap with some forms of [[Teleporters and Transporters|teleportation]].
** In dream form, this is [[Dream Spying]].
* [[Seers|Precognition]] -- seeing—seeing the future in prophetic visions, sometimes in [[What Do You Mean Its Not Symbolic|allegorical pictures]]. Often leads to a [[Prophecy Twist]] or [[Self-Fulfilling Prophecy]]. [[Dreaming of Things to Come]] is a common form.
* Retrocognition/Postcognition -- seeingPostcognition—seeing things that happened in the past-- notpast—not including watching security footage, natch. Often happens at crime scenes and may be considered a subset of clairvoyance.
** A more limited version of this is called Psychometry, or object reading, which "reads" the past of an object. Sometimes also includes aspects of Empathy, by picking up an imprint of strong emotions from the object left by the person who last handled said object. Can include sensing the "auras" of places, too, especially if something violent happened there recently.
*** Certain versions of Pyschometry have [[Heart Is an Awesome Power|combat applications]] in that a Psychometer who picks up a weapon may theoretically be able to [[Instant Expert|absorb the skills of anyone who's ever wielded that weapon]].
** Another fairly common variant is sensing the memories of one's ancestors or (in [[The Verse|universes]] with [[Reincarnation]]) past lives, similar to [[Genetic Memory]].
** This can manifest as [[Dreaming of Times Gone By]].
* Empathy -- theEmpathy—the talent of [[The Empath]], the ability to sense another person's emotional state. At times, even [[I Sense a Disturbance In The Force|disturbances in the force]] and [[The Force Is Strong with This One|how strong the force is with someone]].
** Sometimes includes the ability to send emotions the other way.
* [[Telepathy]] -- [[Mind Probe|mind reading]], can sometimes also transmit thoughts or [[Mind Manipulation|implant suggestions]], etc. Telepathy is the psychic power most commonly attributed to [[Telepathic Spacemen|aliens]] or [[Evolutionary Levels|"advanced" humans]].
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** Telepathy can often be stopped by [[Psychic Static]] and [[Psychic Block Defense]].
** Telepaths are often shown to be able to detect the presence of others; sensing their thoughts or merely the presence of a mind in a sort of [[Psychic Radar]].
* [[Mind Over Matter|Telekinesis/Psychokinesis]] -- moving—moving physical objects by pure willpower. Can range from atoms to paperclips to cars or, in extreme cases, whole planets. Specialized expressions of it:
** [[Playing with Fire|Pyrokinesis]] -- setting—setting things on fire. In [[Mohs Scale of Sci Fi Hardness|slightly harder sci-fi]], this will [[Shown Their Work|explicitly reference]] making the molecules in an object more agitated until it bursts into flames (essentially, that's the way a microwave oven works). Sometimes the fire itself can [[Elemental Powers|be controlled]], changing size or even becoming a particular shape.
** Similarly, [[An Ice Person|Cryokinesis]] -- freezing—freezing things. Slowing molecular motion until the object stops exuding heat, or just until it freezes solid. Often combined with [[Elemental Baggage|condensing water from the air]] to form ice in thick coatings or free-standing shapes.
** [[Shock and Awe|Fulgurkinesis]]/Astrakinesis - the ability to create electrical discharges and lightning bolts, and/or to control the flow of electrons inside machines. Sometimes encompasses the control of magnetic fields, too, if the author had a passing grade in high school science. (Note that the word "[[wikipedia:Electrohydrodynamics#Electrokinesis|electrokinesis]]" actually has a real-world scientific meaning that has nothing to do with [['''Psychic Powers]]''', but most writers/fanboys who use the term [[Did Not Do the Research|don't seem to know that]].)
*** A variant of this is [[Technopath|Machine Empathy or Technopathy]] -- the—the ability to mentally link to and control computer systems.
** Biopsychokinesis, or Bio-PK -- thePK—the ability to influence living tissue on the cellular or molecular level. Used for [[Healing Hands|psychic healing]], [[Healing Factor|regeneration]], [[Psychic Surgery]] or as a darker power the ability to [[Touch of Death|kill people with]] [[Firefly (TV series)|your brain]], traditionally by stopping their heart, but can also cause a massive stroke, simply shut the brain down, prevent the lungs from working...
** Basically, [[Fan Boy|Fanboys]] love to stick -kinesis as a suffix on anything and describe it as a psychic power. Thus you get bastardized terms like Chlorokinensis ([[Green Thumb|controlling plants]]), Chronokinesis ([[Time Stands Still|controlling time]]), Umbrakinesis ([[Casting a Shadow|controlling shadows]]), Hydrokinesis ([[Making a Splash|controlling water]]), [[Hurricane of Puns|Terrakinesis]] ([[Dishing Out Dirt|controlling stone and soil]]), [[What Do You Mean It's Not Awesome?|Curvacionubiliterriclothokinesis]] (The ability to [[Fan Service|whip the towel off a co-ed]] in a locker room without being physically present) etc., etc., Ad Infinitum.
*** Which is especially funny given that -kinesis is "movement" or "motion", and [[You Keep Using That Word|has nothing to do with psychic powers]]. The word pyrokinesis originated with Stephen King [[Did Not Do the Research|not knowing which of tele- and -kinesis meant "remote"]] in "telekinesis" (lit. "remote movement") and [[Blind Idiot Translation|picking the wrong one]]...
* [[Teleporters and Transporters|Teleportation]] -- [[Fetish Fuel|with or without your clothes]]
** A subset is Apportation -- theApportation—the ability to transport objects or people from location A to B without transporting yourself. A bit like the transporter in [[Star Trek]]. Usually the psychic will either [[Summon Magic|call things to him]] or has to touch them to send them away to someplace else. If he's really powerful, he can use Clairvoyance instead and move objects from/to both target locations from afar while physically being in location C.
* [[I See Dead People|Mediumship]] -- the—the ability to see, communicate with or [[Willing Channeler|channel]] spirits, sometimes with the side effect that they'll [[Magnetic Medium|follow the medium around]] in attempts to resolve their [[Unfinished Business]].
 
The first five powers are purely internal. There's no evidence they're being used apart from the occasional [[Psychic Nosebleed]] (and of course, [[Pstandard Psychic Pstance|the stance]]). The remaining powers have much more obvious effects. However, all these powers have stronger versions, found generally at the [[Mohs Scale of Sci Fi Hardness|softer end of sci-fi]]. That is, strong clairvoyance is as good as [[X-Ray Vision]], or even a [[Crystal Ball]]. Strong telepathy allows for complete [[Mind Control]]. Strong telekinesis or apportation can become a means of saying [[You Will Not Evade Me]], and so on. The ultimate manifestation of psychic power is the ability to just [[Reality Warper|make your thoughts into reality]]. As generally portrayed, all of these powers display [[No Conservation of Energy]], though there are exceptions, especially if the writer wants to [[Mohs Scale of Sci Fi Hardness|stiffen up]] the story's science yet still include cool <s>magic</s> Psionics; if so, expect terms like [[Techno Babble|"quantum uncertainty", "observer effect" and "particle entanglement"]] to be slung around with abandon.
 
Stories can have both [['''Psychic Powers]]''' and [[Functional Magic]], but they'll usually be treated as fundamentally different. This does not preclude them from being related or even the same thing; supernatural powers are still supernatural powers, no matter what they're referred to as.
 
Compare [[Ki Attacks]], [[Enlightenment Superpowers]], and [[Functional Magic]] for other genre's "special powers." See also [[Mind Over Manners]] and [[Brain Critical Mass]]. [[90% of Your Brain]] is sometimes brought in as an [[Hand Wave|explanation]] for them. See also [[Phony Psychic]] and [[Not-So-Phony Psychic]].
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* ''[[Read or Die]]'' has an interesting variant: Paper Masters have the ability to telekinetically control paper. At one point {{spoiler|Donny}} implies that ''all'' psychic powers are possible, and that the only thing stopping people from achieving them is [[Clap Your Hands If You Believe|their belief that it's impossible]].
* The Contractors from ''[[Darker than Black]]'' wield a wide variety of psychic powers. However, due to the nature of their [[Conditional Powers|Remunerations]], there are no pure telepaths or telekinetics.
* Most of the ''witch'' powers in ''[[Witch Hunter Robin]]'' are standard [[Psychic Powers]], and are sometimes referred to in this fashion. One character uses psychometry, while Robin herself is a pyrokinetic. Telekinesis, projective empathy and psychic healing were all demonstrated by various witches.
* While [[Functional Magic|magecraft]] is something you can learn with the right requirements, psychic powers in ''[[Nasuverse]]'' are abnormalities that generally only last one generation. That being said, they have [[The Empath|Empathy]], [[More Than Mind Control|Telepathic Suggestion]], and Teleportation (well, close). One character has the double-whammy of Clairvoyance coupled with [[Mind Over Matter|Telekinesis]].
* The Diclonius in ''[[Elfen Lied]]'' can telekinetically lift objects, as well as rip people apart with a thought.
* Psychic powers are a normal part of the future in ''[[Zettai Karen Children]]'', but the only ones who have it at a high enough level to be destructive/heroic are the eponymous heroes -- threeheroes—three ten-years-old girls. Kaoru has telekinesis, Aoi has [[Teleporters and Transporters|teleportation]] and Shiho has psychometry.
** {{spoiler|There's also the [[Big Bad]], who's so powerful that no antipsychic countermeasures are effective against him. He's also not limited to one type of ability}}.
* '[['Psychometrer Eiji]]'', where the hero is a [[Exactly What It Says on the Tin|Psychometrer]].
* In ''[[JoJo's Bizarre Adventure]]'', psychic abilities are present in the form of Stands -- (usually) humanoid ethereal bodies whose powers range from the typical (clairvoyance, pyrokinesis) to the rare (time manipulation, age alteration, preventing truth-telling) to the utterly... well... bizarre (summoning rods -- asrods—as in the urban legend skyfish, creating deadly viruses, trapping people and objects in paper). Oh, and apparently anyone and ''everything'' can have [[Psychic Powers]]. A sword and ''plankton'' have formed their own stands.
* The eponymous Geass abilities in ''[[Code Geass]]'' are basically an assortment of all kinds of [[Psychic Powers]]: suggestion, mind reading, pseudo-"[[Time Stands Still|time stopping]]", memory manipulation, precognition ({{spoiler|Nunnaly in an alternate manga}})... take your pick. It apparently depends on each individual who is granted a Geass how exactly it'd work in their case.
* ''[[Cyborg 009]]'', in which Cyborg 001 is a baby with psychic powers and Cyborg 005 is an empath. Also, a [[Quirky Miniboss Squad]] is composed of only espers.
* The espers in ''[[Haruhi Suzumiya]]'' ''supposedly'' have psychic powers, although it's really more like in a [[Magical Girl]]-way. As a matter of fact, Kyon asks Koizumi to lift a cup of coffee with [[Mind Over Matter|telekinesis]] to which Koizumi replies "My powers [[Not That Kind of Mage|aren't like that]]". What they can do is enter the [[Phantom Zone]], fly around in cool energy bubbles and shoot fireballs. They also have a person-specific form of empathy, and are all able to feel Haruhi's mental state.
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* A few people from ''[[Pokémon Special]]''. [[Kill All Humans|Lance]] and [[The Medic|Yellow]] both can read Pokémon's minds and Yellow has the added bonus of limited telekinetic powers. Sabrina can 'see' even if her physical eyes are blinded and can track things and people by putting her energy into her Alakazam's spoons. Morty has the ability to see with his mind pretty much whatever he's looking for.
* Dynamis users in ''[[Gilgamesh]]'' are essentially psychics with a different name.
* Possibly Serena in ''[[Yu-Gi-Oh! GX]]''. She's a [[Miko]], but it's not explicitly stated whether she's a ''real'' one or not, so it's ambiguous whether her powers are psychic or mystical.
* This is apparently Aki Izayoi's [[Blessed with Suck]] in ''[[Yu-Gi-Oh! 5D's|Yu-Gi-Oh 5 Ds]]''.
* The Kasuga clan of ''[[Kimagure Orange Road]]'' (Kyousuke's mother's family) all have psychic powers of one sort or another.
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** Cousin Akane can [[More Than Mind Control|appear to be someone else to others]], while her little brother Kazuya has all of the powers Kyousuke has, but much stronger.
* ''[[Katsuhiro Otomo]]'' seems to like this trope. His first manga was a rather forgettable one about cops investigating psychic crimes, next was ''[[Domu: A Child's Dream]]'', a story of a heroic little girl with telekinesis who must save a city pitted against an equally-powered [[Psychopathic Manchild]], finally culminating in ''[[Akira]]'', which was about the government trying to replicate the powers they saw in [[Domu: A Child's Dream|Etsuko]]'s story.
* Lily Strosek the Fourth from ''[[Magical Girl Lyrical Nanoha|Magical Girl Lyrical Nanoha Force]]'' has a limited kind of Psychic ability. She can send psychic thoughts, sometimes to the point of sending others reeling, but unlike telepaths, she can't read minds. It's also noted to be different from the telepathic ability that mages in the setting have. As a [[Cute Mute]], she mostly uses this to talk to others, which can lead to some problems when the being she's trying to communicate with is immune to psychics.
* ''[[Mobile Suit Gundam 00]]'' goes a bit easier on the Psychic Powers thing. Every Gundam Meister in Season 2 can communicate through means of Quantum Brainwaves, except for Lyle Dylandy (AKA Lockon Stratos). This actually turns out to be an advantage for Lockon in the movie, because the ELS constantly try to communicate with anyone using Quantum Brainwaves, rendering them unable to fight due to the accidental mind rape. Lockon's inability to use Quantum Brainwaves is actually what also saves Setsuna.
* ''[[ToA AruCertain Majutsu noMagical Index]]'' has an entire city devoted to artificially inducing esper powers. The process has a success rate of about 60% and no side effects at all, and it's mentioned that magic was invented specifically to grant supernatural abilities to non-espers. One deadly side effect to the combination of esper and magic powers is that they counteract with one another, causing severe damage toor the bodydeath when one person usesattempts to use both abilities.
* Rei Hino/Sailor Mars of ''[[Sailor Moon]]'' possesses psychic abilities.
* ''[[Deadman Wonderland]]'', a manga and short anime series, is based around Ganta Igarashi who's accused of massacring his classmates. Eventually Ganta finds out that the Red Man (Wretched Egg) gave him a red stone that makes him a "Deadman", a human with the power to manipulate their own blood for offensive/defensive purposes called "Branches of Sin".
* The eponymous character of ''[[Helen ESP]]'' possesses a variety of psychic powers, at the start mainly telepathy and being able to sense things that are [[Invisible to Normals]], though she later gains the ability of flight. She's not the only one with such powers, but {{spoiler|they get preyed upon by such things as a giant cloud spider...thing.}}
* [[Akira]] includes psychic characters such as the infamous Tetsuo, as well as the titular Akira, who {{spoiler|levels all of Tokyo in a massive psychic explosion.}}
 
 
== Comic Books ==
* In the [[Marvel Universe]] and [[The DCU|DC]] universes (and many [[Take a Third Option|other companies]]). Marvel has numerous [[Mutants]] with telepathy, including [[X-Men (Comic Book)|Professor X, Phoenix, Psylocke]], and dozens of others. Some of these also have telekinesis or other related powers. Oddly enough, Marvel in particular differentiates between mutant and non-mutant psychics. [[Spider-Man]] has a minor form of this in his [[Spider Sense]]. DC has a few alien races, including [[Martian Manhunter|Martians]] and [[Legion of Super-Heroes (comics)|Titanians]], who have native psychic powers of various kinds.
** [[The Flash]]'s enemy Gorilla Grodd is a [[Intellectual Animal|fully-sapient]] [[Everything's Better with Monkeys|gorilla]] [[Super Villain]] with [[Psychic Powers]].
** Even the original "Superman" Siegel and Shuster created for their short story "Reign of the Superman" had psychic powers instead of physical ones (specifically [[Mind Control]].)
** The actual [[Superman]] could have this at times during the [[Silver Age]] (at one point using "telepathic will-control", for example) as part of his whole [[New Powers as the Plot Demands]] deal.
* [[Mermaid]]s in the DC Universe (such as Lori Lemaris, an old girlfriend of [[Superman]]) can both read minds and communicate telepathically; Lori figured out his identity in about two minutes. As she claims, this is a [[Required Secondary Power]] for mermaids, as actual speech is impossible underwater.
* The Judges of ''[[Judge Dredd]]'' have a Psi-Division just for people with "special talents".
* The elven "magic" in ''[[Elf Quest]]'' is this. Telepathy is almost universal among them, and other powers crop up. It's implied early on that humans have the potential, too, and stories later in the timeline confirm this.
* [[Madman (Comic Book)|Madman]] has a variety of psychic powers as well.
* A full list of comics characters with [[Psychic Powers]] would probably crash this server, so let's just conclude with "lots" and leave it at that.
 
== Fan Works ==
 
== Fanfiction ==
* In ''[[Kyon: Big Damn Hero]]'', the key to [[Haruhi Suzumiya|Koizumi]]'s use of his powers are stated to be linking to Haruhi's mind and acknowledging the differences between his own emotions and hers. Eventually he manages to form mind links with anybody else, possibly getting to read their surface thoughts. Through his limited experimentation, he learns that most of the SOS Brigade have some kind of [[Psychic Block Defense]] with varying strengths, ranging from feeling like a strong wind, to being completely undetectable.
* In ''[[Oh God, Not Again]]'', Harry claims that his scar is psychic to explain how he knows so much (in actuality, he [[Time Travel|time traveled]]). Note that he doesn't say ''he'' is psychic- just his scar is. Professor Trelawney calls him a Seer by proxy.
* Ringo in ''[[With Strings Attached]]'' is ''exceptionally'' psychic, with [[My Significance Sense Is Tingling|mindsight]] that lets him see everything from atoms to the surface of the sun, [[Mind Over Matter|telekinesis]] with which he can feel stuff at least 100 miles away and move it around, a latent [[Teleporters and Transporters|teleport escape clause]], and the ability to sense (and, unfortunately, be affected by) other things operating on the psychic plane. Luckily, as an [[Actual Pacifist]], he's a very peaceable soul; all he wants to do is lie around all day looking at things.
** John can link “water-strings” with people and communicate [[Psychic Link|telepathically]] with them, usually by touch. He can also tap into and share Ringo's [[My Significance Sense Is Tingling|mindsight]], though he does not experience it as fully as Ringo does. It is not known whether he can delve deeper into anyone's thoughts.
* ''[[Astral Journey: It's Complicated]]'', [[Spice Girls|Emma, Melanie]], [[Brandy Norwood| Brandy]], and [[Jewel]] have discuss about developing strange psychic powers following the pitch accident had left the area electrified. Melanie started obtains hers after getting shocked by the fence. On the other hand, Emma is subjected to many examinations thanks to her developing ability.
 
 
== Film ==
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* In ''[[The Black Hole]]'', Yvette Mimieux's character had a telepathic link to a robot.
* [[The Force]] in ''[[Star Wars]]'' includes many of these, most notably telekinesis, empathy, precognition, and mind control. It also includes telepathy (as when Vader is able to talk to Luke telepathically, or when Luke is able to call for help to Leia on Bespin).
** The ''[[Star Wars]]'' Extended Universe (EU) takes these powers, and runs with them beyond ridiculous-- upridiculous—up to and including the "Force Storm," which creates a wormhole that can destroy entire fleets of ships.
** And of course there are the Kiffar, a species of humanoids with a relatively high occurrence of psychometrics.
* The psychics in ''[[Scanners]]'' not only control thoughts, they can alter your biological functions (heartrate, etc.) and really powerful ones can make [[Your Head Asplode]]. Spawned a series of films of [[Sequelitis|increasingly lower quality]].
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* In ''[[Serenity]]'', River Tam's psychic powers are finally confirmed.
* The telepath Kuato and various other mutants in ''[[Total Recall]]''.
* The lame superhero film ''Zoom'' has a [[Heroes Want Redheads|hot red-headed]] telekinetic teen (hmm, [[X-Men (Comic Book)|where did they get that idea?]]) and the [[Invisible]] Man also develops "mindsight".
* Samara Morgan and her Japanese counterpart Sadako Yamamura, from ''[[The Ring]]'' films wield all these abilities, and then some, to tremendous effect. However, in contrast to [[Person of Mass Destruction|the novel version]] (see below) their powers are more sedate.
* ''[[Push]]''. The premise that people are born with different powers, and each are given a shorthand term for whatever power they are born with:
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== Gamebooks ==
* [[Lone Wolf]] and the other Kai are essentially Psychic [[Warrior Monk|warrior monks]], not unlike the Jedi. The various Kai skills are nearly all [[Psychic Powers]], ranging from clairvoyance/danger sense, resistance to poison and hostile environment, psychic defense/attacks, animal empathy, and telekinesis.
 
 
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** ''[[Escape to Witch Mountain]]'': Tony has clairvoyance and telekinesis. His sister Tia has a form of telekinesis that lets her open locks; she is also a [[Friend to All Living Things]]. They are ''not'' telepathic, however as in the film adaptations.
** ''[[The Forgotten Door]]'': Little Jon is telepathic (which lets the author [[Hand Wave]] how quickly he learned English), an ability which carries over to reading the thoughts of animals. He is also telekinetic in that he can 'lighten his feet' to run and jump unusually fast.
* Many of [[Stephen King]]'s novels (and [[The Film of the Book|the film adaptations]]) concern someone with [[Psychic Powers]]; the origin may be scientific or magical/occult depending on the novel.
** ''[[The Dead Zone]]'': clairvoyance and precognition.
** ''[[The Shining]]'' gives Danny Torrance and Dick Halloran pretty much the whole package: telepathy, clairvoyance, precognition, and postcognition.
** ''[[Firestarter]]'' features a couple who, as students, took part in what was secretly an MK-ULTRA-style government experiment and were subjected to drugs that gave them psychic powers (or activated latent powers): telepathic hypnosis (father) and minor telekinesis (mother). Years later, their daughter turns out to have strong pyrokinetic powers, along with minor clairvoyance and enough telekinesis to jimmy a pay phone. The film version features a lot of [[Psychic Nosebleed|Psychic Nosebleeds]]s from the father whenever he tries to "push" suggestions into the minds of others.
** ''[[Carrie]]'' gives its title character both telekinesis and a sort of "broadcast telepathy"; during her rampage, everyone in town has Carrie's thoughts beamed into their head, and she [[Mind Rape|mind rapes]] Sue near the end. Powers are passed down genetically through the mother, and manifest around puberty; it's also strongly implied that they are a lot stronger when she's [[Woobie, Destroyer of Worlds|distressed or angry]]. The film version removes her telepathy and focuses on her telekinesis.
* The Heralds of [[Mercedes Lackey]]'s ''[[Heralds of Valdemar]]'' novels all have at least one Gift that fall into these categories. The most common include Mindspeech, which sometimes includes mind reading as well as mental conversations, Fetching (telekinesis and apportation), including the rather rare subcategory Firestarting (pyrokinesis), FarSight (clairvoyance), and ForeSight (precognition). Empathy is another possible, but rare, Gift -- powerfulGift—powerful, projective empathy being particularly rare. Considered separate, but related, is the Mage-Gift, the ability to work the series' [[Functional Magic]].
* Julian May's ''[[Saga of the Exiles|Galactic Milieu/Pliocene Exile]]'' series had a detailed scientific classification of these, and high end powers including intergalactic teleportation.
* The ''[[Tower and The Hive|Rowan]]'' and ''Pegasus'' series by [[Anne McCaffrey]] revolve around the [[Differently-Powered Individual|Talents]], the world's first real, proven psychics who quickly become the cornerstone of the world's economy, and later the foundation of a galactic civilization. Their powers run the gamut of those listed here, and are [[Superpowerful Genetics|inheritable]].
** They're present as well, on a lower level, in the ''[[Dragonriders of Pern]]'' books -- atbooks—at least as far as humans go. Lessa is never explicitly called telepathic, but her ability to "lean" on people and influence their behavior is a known quantity. The dragons themselves are telepathic, able to teleport, and, revealed in later books, telekinetic.
* Appears several times in [[Larry Niven]]'s ''[[Known Space]]'' universe. The Kzin have a telepathic subspecies, the Grogs have powerful telepathy and [[Mind Control]] (which, being immobile, they use to draw prey into their mouths), and several psychic humans have shown up, particularly Gil the ARM, who has a telekinetic third limb. Teela Brown was originally implied to have "[[Born Lucky|psychic luck]]", but this is [[Deconstruction|deconstructed]] and left ambiguous in later stories. Matt Keller had Plateau Eyes which could either make you ''really'' not notice him, or completely fascinate you.
** Depending on how you count, you might say Gil the ARM has a telekinetic second arm (or forth limb); he's lost one arm, and his previously latent TK powers provide a "prosthetic" invisible replacement arm. While the tech level in the Gil stories do mean he could get the missing arm replaced, he deliberately doesn't do so as he suspects the telekinetic one might then vanish - and with creative use it offers substantial advantages over and above what a regular arm could provide.
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* [[Fred Saberhagen]]'s ''[[Berserker (Literature)|Berserker]]'' universe has the Carmpans, with the [[Framing Device|Framing Story]] being narrated by the Third Historian who has the power to sense events throughout time and space. Then there are the Carmpan Prophets of Probability who can predict more immediate events.
* ''[[Coils]]'' (1980) by [[Roger Zelazny]] and [[Fred Saberhagen]] features a whole team of psychics selected by a [[Corrupt Corporate Executive]] because of their mental powers. These include a female telepath, a bio-PK (a former faith-healer who can [[Healing Hands|heal]] or [[Touch of Death|kill with his mind]], a female telekinetic, and the protagonist, a [[Technopath|machine empath]] who can control machines and even "dive" [[Inside a Computer System|into the global computer network]].
* Many of the ''[[Wild Cards]]'' characters have [[Psychic Powers]] -- inPowers—in fact the case has been made in the books that nearly ''all'' of the super-powers displayed are [[Meta Origin|actually psychic in origin]] or were caused by people having unconsciously bio-kinetically reshaped their bodies during their transformation. The [[Human Aliens|Takisians]] are also ruled by a caste of telepaths.
* In the ''[[Sector General]]'' universe, all species with psi abilities receive the classification of V regardless of physical type.
* Sadako Yamamura from ''[[The Ring]]'' novels is an astonishingly powerful psychic who, at one point or another, exhibits all these powers. Not only can she manifest psychography (called "nensha" in the context) with such force as to create the [[Artifact of Doom|Cursed Video]], she can manipulate viruses and even human beings to alter their ''genetic structure'' -- if—if she doesn't content herself with creating tumors or stopping hearts. By the third book, ''Loop'', her power is so great she's {{spoiler|breaking through to [[Ascend to a Higher Plane of Existence|the real world]] and spreading her curse there}}. Her mother, on the other hand, merely manifested precognition, and clairvoyance.
* The Sharonans of [[David Weber]]'s ''[[Hell's Gate]]'' series have examples of all the broad categories sprinkled through 25% of the population, which, layered on top of their 19th-century-level technology, makes them quite formidable.
* Robert Doherty's ''Psychic Warrior'' series concerns a group of soldiers who have various tech-amplified powers, primarily the ability to [[Projected Man|project psychic energy avatars]] anywhere in the world. And give them [[Arm Cannon|Arm Cannons]]s.
* Though the ''[[Lord Darcy]]'' stories mostly use [[Functional Magic]] instead, precognition is one manifestation of [[Witch Species|the Talent]] that's poorly understood. Visions of the future arise spontaneously and without need of ritual implements, making it more like a psychic power.
* In ''[[Enchantress From the Stars]]'', the very advanced members of the Federation, the most enlightened race of humans, are able to use telepathy, telekinesis, and put up a Shield to protect themselves both physically and psychically.
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** Ianira states outright that Margo could learn the same.
** [[Jack the Ripper]] has mesmerism and an aura of evil so powerful it can send psychic sensitives into paralytic visions.
* A number of species in the ''[[Uplift]]'' 'verse have psi abilities as well as individuals of many other species (including humans). Most notably two Clients of the [[Scary Dogmatic Aliens|Tandu]], the Acceptors, who are used as long-range metaphysical sensors, and the Episiarchs, [[Reality Warper|Reality Warpers]]s most often used for extremely fast but dangerous FTL travel. There are also several psi amplifiers used for long-range communications and psi-"bombs" that are not only weapons but distress beacons.
 
 
== Live-Action TV ==
* ''[[Star Trek]]'': The Betazoid race is entirely telepathic; Counselor Troi, a [[Half-Human Hybrid|half-Betazoid]], is an empath, implying that "empathy" is a "lesser" telepathy.
** The Vulcans also have limited telepathy-- thetelepathy—the "mind meld". In "The Omega Glory," Spock uses telepathic suggestion on an unknown woman, to cause her to send a distress signal and save the crew.
** Kes's species on ''[[Star Trek: Voyager]]'' also had some telepathy, as did Species 8472. Kes later developed powerful telekinesis.
** At least one Vorta on ''[[Star Trek: Deep Space Nine]]'' was telekinetic. The other Vorta never demonstrated any such ability.
** On ''[[Star Trek: The Next Generation]]'', a genetically-altered species of children were also telekinetic-- eventelekinetic—even at the molecular level, to the point that their immune-systems would eradicate harmful germs at a distance.
** In ''Plato's Stepchildren," the crew not only encounters super-powerfully telekinetic race of enemy aliens, but Kirk learns how to become even more powerful than they are, and so defeats them using telekinesis. He also states that the Federation can acquire such powers any time "in a matter of hours."
** In "The Cage/The Menagerie," a race called "Talosians" were able to read minds and project illusions that were indistinguishable from if they were real.
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* ''[[Babylon 5]]'': Telepathy, telekinesis, and in the case of the Centauri, a form of precognition.
** The Centauri took this [[Up to Eleven]]: Specially trained-from-birth teams of telepaths could communicate with each other across interstellar distances.
* ''[[Firefly (TV series)|Firefly]]'': River Tam demonstrates uncontrolled telepathy and empathy. It's [[Fanon|theorized by some]] that her combat prowess may be partly attributable to low-level precognition -- seeingprecognition—seeing seconds into the future to determine an enemy's next move. She also has other abilities, such as an ability to discern health problems and locate dead bodies, find her way through strange environments with no guidance, and locate electronic devices or discern problems with machinery. Interestingly, the bonus feature on the ''Serenity'' DVD title "The R.Tam Sessions" implies that River already ''had'' some form of latent psychic ability before the Academy started working on her.
* ''[[Heroes (TV series)|Heroes]]'' has several characters with Psychic Powers, among them a mind-reader, a precognitive painter, and a man who can delete memories and "damper" other characters' powers by creating a psychic static. In fact, it's implied all the characters' powers are technically Psychic Powers, as the "seat of power" is universally in the brain.
* ''[[Medium]]'': precognition, postcognition, psychometry, communicating with ghosts, empathy/telepathy, and the ability to be possessed by ghosts. The show is inspired by the real-life Allison Dubois, who [[Phony Psychic|claims to be]] a medium.
* ''[[Ghost Whisperer]]'': Melinda plays with this by claiming she ''isn't'' a psychic, and honestly compared to Allison's powers she's quite limited: she can't see the future at all, psychic dreams and postcognition are directly caused by spirits, and psychometry only works on items related to the ghost-of-the-week. Her "partner" Eli James is even more limited: he can only hear spirits after a near-death experience and surprisingly {{spoiler|her husband Jim has no powers at all despite ''actually dying'', taking over a new body, and dying ''again'', although it did bring his memory back}}.
* ''[[The Tomorrow People]]'' had these courtesy of being the [[Evolutionary Levels|next stage of evolution]].
* ''The Dead Zone'', based on the [[Stephen King]] story (see below) is entirely based on the premise of [[Psychic Powers]].
* Daphne on ''[[Frasier]]'' claims to be "a little bit psychic" in the pilot. This is phased out after a few seasons.
* Corporal "[[Meaningful Name|Radar]]" O'Reilly from ''[[M*A*S*H (television)|Mash]]'' gets his nickname from either some form of clairvoyance ("able to tell things before they happen") or telepathy (the ability to read other characters' minds), although the original movie-character simply had super-acute hearing.
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* ''[[Supernatural (TV series)|Supernatural]]'' has generic clairvoyant psychics Pamela Barnes and Missouri Mosely as well as the [[Fan Nickname|Special Children]], a gaggle of young adults with psychic abilities of [[Blessed with Suck|varying]] [[Cursed with Awesome|usefulness]].
* ''[[Poltergeist: The Legacy]]'' has main characters Derek and Alex possess "The Sight", a mix of clairvoyance and precognition.
* On ''[[Fringe]]'', William Bell and Walter Bishop tested a drug on young children that was supposed to give them [[Psychic Powers]] in adulthood. Several have been encountered by the team so far, including {{spoiler|Olivia}}. They seem to have both telekinetic and telepathic powers, and apparently have an easier time {{spoiler|crossing to other universes}}.
** {{spoiler|Olivia}} demonstrated pyrokinesis in an event during the {{spoiler|drug testing in her childhood, in which she used her mind to char and incinerate most of the room she was in}}.
** In the season 2 finale, one of the now-adult children on whom Bell and Bishop performed experiments has a short-lived role and demonstrates strong pyrokinesis; she is able to create balls of fire with her mind and throw them.
* A running joke on ''[[The Mentalist]]'' is someone asking Patrick Jane if he has these, [[Subverted Trope|only for him to state that psychics don't exist.]] He "reads" people by [[Sherlock Scan|observing details about their wardrobe, surroundings, and/or nonverbal tics.]] Of course, this doesn't stop anyone on either side of the fourth wall from asking questions.
** Shawn Spencer does pretty much the same thing on ''[[Psych]],'' except he doesn't mind grabbing the [[Phony Psychic]] trope with both hands and giving it a big, warm, wet kiss in every episode. Even if doing so freaks everyone else out. Which only makes it even more hilarious.
* In ''[[Wednesday]]'', the title character has retrocognitive abilities that trigger whenever she is close to a person or object with significance to her ancestor Goody Adams, plus seems to be a medium for Goody herself. She has no control of these powers, they happen automatically whether she knows she is close to one of the triggers or not.
 
 
== Tabletop Games ==
* LaterSome of later fantasy RPGs merged the powers (and naming conventions) from magic and psychic traditions and treated them as roughly equivalent uses of preternatural powers.
* Is pretty much a pseudoscience-flavored magic substitute in the [[Mortasheen]] setting, given that it's meant to be a setting of crazy mad science with not a single hint of magic in there. Almost all of the game's [[Mons]] can learn various forms of it.
* [[Science Fiction]] role-playing games almost always include psionic powers of some sort. There is a difficulty in these games of trying to provide adventures for characters who are neither cops nor soldiers but are not obvious parallels to mundane activities such as street crime, computer hacking, smuggling, and cryptozoology. In other words, the easiest way for both TV series and role-playing games to lend an "unearthly" aspect to adventures is to give characters, machines, or creatures psychic abilities. Anything else tends to be very complicated or too subtle [[Viewers are Morons|for a lot of the audience]].
* ''[[Dungeons and Dragons]]'' has psionics as a [[Redheaded Stepchild]]. The original game system had any number of magical spells and powers that mimicked the stock psychic powers and even later retained spells with names like ''ESP'' and ''Telekinesis'', so the relevant themes could be used without any separate mechanics. Most of the issues with old versions of psionics (besides some players feeling its flavor was too 'sci-fi' and didn't fit into most settings) were that it wasn't well integrated--most monsters weren't equipped to defend against psionic attacks (which had separate defenses from magic), so psionic classes could easily mop the floor with most non-psionic enemies. This was fixed in later editions.
* Is pretty much a pseudoscience-flavored magic substitute in the ''[[Mortasheen]]'' setting, given that it's meant to be a setting of crazy mad science with not a single hint of magic in there. Almost all of the game's [[Mons]] can learn various forms of it.
** Original D&D (''Eldritch Wizardry'') got "psionic combat", mostly overcomplicated telepathic extension and a handful of class-related powers duct-taped as optional replacements of characters' basic abilities. Demons and a few monsters got them. ...Yes, the chief beneficiaries of the new rules were not human psychics or aliens From Beyond, but the traditional demons and devils described in the original rules as "fantasy" monsters. Under the rules, most of them could annihilate a human psychic before his friends, armed with mere weapons and spells, could lift a finger to help him.
* ''[[Dungeons and& Dragons]]'' has psionics as a [[Redheaded Stepchild]]. The original game system had any number of magical spells and powers that mimicked the stock psychic powers and even later retained spells with names like ''ESP'' and ''Telekinesis'', so the relevant themes could be used (halfway) without any separate mechanics. Most of the issues with old versions of psionics (besides some players feeling its flavor was too 'sci-fi' and didn't fit into most settings) were that it wasn't well integrated--mostintegrated—most monsters weren't equipped to defend against psionic attacks (which had separate defenses from magic), so psionic classes could easily mop the floor with most non-psionic enemies. This was fixed in later editions - by turning it into "just another magic, but really bizarre".
** AD&D has a set of psionic powers (or at least supplementary talents for exceptional individuals) as a part of core rules (or at least Players' Handbook appendix). Monsters statistics got "Psionic ability" entry. ...Just so--an option, and still too complicated and not elaborated enough at the same time.
** Original D&D (''Eldritch Wizardry'') got "psionicthis combat",as mostly overcomplicated telepathic extension and a handful of class-related powers duct-taped as optional replacements of characters' basic abilities. With "psionic combat" based on [[Tactical Rock-Paper-Scissors]] and raw power. Demons and a few monsters got them. ...Yes, the chief beneficiaries of the new rules were not human psychics or aliens From Beyond, but the traditional demons and devils described in the original rules as "fantasy" monsters. Under the rules, most of them could annihilate a human psychic before his friends, armed with mere weapons and spells, could lift a finger to help him.
** AD&D 2nd ed. got psionics cleansed out of the core, in exchange for the much more developed and ordered system along with a dedicated class (the Psionicist) isolated... sorry, introduced in ''The Complete Psionic's Handbook'' as an option. It was good enough to have the ''[[Dark Sun]]'' setting built upon it. ...But the older settings got an abovementioned incompatibility issue at full power.
** Specifically for telepathic combat there was a "Mind Wrestling" variant from [[Dragon (magazine)|Dragon]] #23, which as the name implies resolved it tug-o-war style rather than wasteful "hurling boulders at each other" style of ''Eldritch Wizardry''. Was used [[Forgotten Realms|in Ed Greenwood's home campaign]] and [http://forum.candlekeep.com/topic.asp?TOPIC_ID=3684&whichpage=25#77160 remained there].
** Late AD&D (Player's Options) got the Skills & Powers psionics system, supposedly simplified. ...And it was: the old boring Big [[Hit Points]] approach instead of skill checks and tricks. In its initial published form the attacker in telepathic combat lost ''more'' than the target, so poorly it was thought out (and obviously never playtested). It was used for the new ''[[Dark Sun]]''--as if it hasn't enough [[Shocking Swerve|shocking swerves]] to get a [[Broken Base]] anyway.
** AD&D has a set of psionic powers (or at least supplementary talents for exceptional individuals) as a part of core rules (or at least Players' Handbook appendix). Monsters statistics got "Psionic ability" entry. ...Just so--an option, and still too complicated and not elaborated enough at the same time.
** In the 3rd edition, psionics became an almost-core part. ...And essentially became one more strange sort of magic (up to sort-of-[[Familiar|Familiars]])--stumbling on all the weakest sides of D&D3 in process--so it's unclear what's the point to have it at all. Also, it got a lot of weird new paraphernalia (like weird psionic items and a preoccupation with crystals) never seen before and inappropriate for most established settings. Though it apparently got along well with other [[Rule of Cool|Epic Epicness]].
** AD&D 2nd ed. got psionics cleansed out of the core, in exchange for the much more developed and ordered system along with a dedicated class (the Psionicist) isolated... sorry, introduced later in ''The Complete Psionic's Handbook'' as an option. It was good enough to have the ''[[Dark Sun]]'' setting built upon it., and then expand with extra sourcebooks there... But the older settings got an abovementioned incompatibility issue atin the face. Telepathic combat is based on concept of "establishing a foothold" via [[Tactical Rock-Paper-Scissors]] and works good enough... as long as it's between fulltwo powertelepaths.
** 3.5's psionics system, in contrast, is one of the most celebrated alternate casting systems in the game, despite utilizing very similar mechanics. The most dramatic changes were the removal of Psionic Combat and the ability to "supernova", both of which were major [[Scrappy Mechanic|Scrappy Mechanics]].
** Later Player's Options ("AD&D 2.5") got the psionics system in Skills & Powers, supposedly simplified. And it was: instead of skill checks and tricks, it introduced an equivalent of [[Padded Sumo Gameplay|old boring Pile Of Hit Points gameplay]] the other two PO books gave a way to avoid. It was thought out so poorly (and obviously never playtested) that in its first published form the attacker in telepathic combat lost ''more'' than the target.
*** It was also used for the new ''[[Dark Sun]]''—as if it had not enough [[Shocking Swerve|questionable changes]] to get a [[Broken Base]] anyway.
** In the 3rd edition, psionics became an almost-core part. ...And essentially became one more strange sort of magic (up to sort-of-[[Familiar|Familiars]]s) -- stumbling on all the weakestworst sidesflaws of D&D3 in process -- so it's unclearnot clear what's the point to have it at all. Also, it got a lot of weirdbizarre new paraphernalia (like weird psionic items and astrange preoccupation with crystals) never seen before and inappropriate for most established settings. Though it apparently got along well with other [[Rule of Cool|Epic Epicness]].
*** It apparently got along with other [[Rule of Cool|Epic Epicness]], but mostly was avoided in play, and 3rd party settings that needed psionics always reworked it. E.g. ''Thieves' World'' (from Green Ronin) used custom class abilities, ''Mindscapes'' rulebook by Bruce R. Cordell (includes complete replacement of Psionic Combat system) from ''Sword & Sorcery'' series of Malhavoc Press was used in ''Mindshadows'' setting from Green Ronin.
** 3.5's psionics system, in contrast, is one of the most celebrated alternate casting systems in the game,<ref>granted, the other contenders are [[Linear Warriors, Quadratic Wizards|hypercubic wizards]], "CoDzilla" and the previous version</ref> despite utilizing very similar mechanics. The most dramatic changes were the removal of Psionic Combat and the ability to "supernova", both of which were major [[Scrappy Mechanic|Scrappy Mechanics]]s.
*** No such luck with issues other than balance, however - [[Running the Asylum|fanwanky custom terminology and other bizarre stuff]] ("illithid heritage"?) only multiplied. Understandably, third parties didn't exactly jump on it.
** D&D 4th Edition introduced the Psionic power source in the Player's Handbook 3, which includes the Psion, Battlemind, Ardent, and Monk (for some reason) classes. As with [[Broken Base|many other parts]] of the edition, [[Your Mileage May Vary]] as to how well it was implemented. Plot-wise it is mentioned to have been produced by the world in the humanoid races as a defence against the many [[Eldritch Abominations]] coming from [[Eldritch Location|The Far Realm]]
* ''[[Warhammer 4000040,000]]'' features a lot of these, tied heavily into the [[Hyperspace Is a Scary Place|hell-dimension full of daemons]] used for [[Faster-Than-Light Travel]]. Psychically sensitive humans ("psykers") can have their power amplified by various [[Psycho Serum|twisted procedures]], and are used for [[Subspace Ansible|long-range communication]] (Astropaths), steering ships through the aforementioned hell-dimension (Navigators), combat units (Sanctioned Psykers, Space Marine Librarians) or just plain [[Human Sacrifice|sacrifices]] for various awful machines. The [[Mind Rape|processes used]] generally leave them completely insane, but sanity is highly overrated when working for the Imperium anyway. That's not to mention all the other really nasty things that could happen when attempting to use your psychic powers. [[Your Head Asplode|Like your head asploding]]. And those psykers ''without'' such "treatments" can attract [[Our Demons Are Different|daemons of the Warp]] and wind up with [[Fate Worse Than Death|even worse fates]].
* Later fantasy RPGs merged the powers (and naming conventions) from magic and psychic traditions and treated them as roughly equivalent uses of preternatural powers.
* [[Science Fiction]] role-playing games almost always include psionic powers of some sort. There is a difficulty in these games of trying to provide adventures for characters who are neither cops nor soldiers but are not obvious parallels to mundane activities such as street crime, computer hacking, smuggling, and cryptozoology. In other words, the easiest way for both TV series and role-playing games to lend an "unearthly" aspect to adventures is to give characters, machines, or creatures psychic abilities. Anything else tends to be very complicated or too subtle [[Viewers are Morons|for a lot of the audience]].
* ''[[Warhammer 40000]]'' features a lot of these, tied heavily into the [[Hyperspace Is a Scary Place|hell-dimension full of daemons]] used for [[Faster-Than-Light Travel]]. Psychically sensitive humans ("psykers") can have their power amplified by various [[Psycho Serum|twisted procedures]], and are used for [[Subspace Ansible|long-range communication]] (Astropaths), steering ships through the aforementioned hell-dimension (Navigators), combat units (Sanctioned Psykers, Space Marine Librarians) or just plain [[Human Sacrifice|sacrifices]] for various awful machines. The [[Mind Rape|processes used]] generally leave them completely insane, but sanity is highly overrated when working for the Imperium anyway. That's not to mention all the other really nasty things that could happen when attempting to use your psychic powers. [[Your Head Asplode|Like your head asploding]]. And those psykers ''without'' such "treatments" can attract [[Our Demons Are Different|daemons of the Warp]] and wind up with [[Fate Worse Than Death|even worse fates]].
* ''[[Cthulhu Tech]]'' has its parapsychics, who vary quite a lot in power. At the low end, they can keep their coffee hot. At the high end, they can crush a [[Humongous Mecha]] into a little tin can, set fire to [[Kill It with Fire|entire buildings]] with a thought, and [[Mind Rape|rebuild your personality]] from the ground up. For this reason, they're subject to mandatory registration with the [[State Sec|OIS]], and those with powers deemed ''Dangerous'' or ''Invasive'' have to wear public identity tags. On the plus side, both the government and corporations ''love'' their abilities, so they tend to migrate to high paying jobs.
* The ''[[Traveller]]'' universe has an entire [[Human Aliens|human-variant subspecies]], the Zhodani, whose ruling class has psychic abilities. The Zhodani consider other humans dishonest and criminal, since a society of mind-readers cannot lie or steal.
* ''[[GURPS]]'' has nine flavors of psi (astral projection, ergokinesis, ESP, probability alteration, psychic healing, psychic vampirism, psychokinesis, telepathy, and teleportation), along with anti-psi for players who'd rather mess up the psychics' day. Psi is treated completely different from magic spells -- inspells—in general, psis are less versatile than mages but their abilities are safer and more reliable.
* The Slann in ''[[Warhammer Fantasy Battle]]'' fantasy battles have a telepathy rule that allows them to cast spells through skinkpriests (for range and line of sight and such).
* In ''[[Paranoia (game)|Paranoia]]'', many mutations grant various psychic powers. This being [[Everything Trying to Kill You|Paranoia]], they tend to be dangerous to all involved.
* Every supernatural in the ''[[New World of Darkness]]'' has some variety of stereotypical psychic power, ranging from mind control to telepathy to psychometry to pre-/postcognition. However, the most "purely" psychic examples are psychic rules for mortals (ranging from medium powers to telepathy to pyrokinesis to biokinesis to mental assault). There's also the Vanguard Serial Crimes Unit from ''[[Hunter: The Vigil]]'', a branch of the FBI that gains access to Teleinformatics, psychic powers dedicated towards interrogation, evidence gathering, and skill augmentation. Think [[Millennium (TV series)|Frank Black]] on steroids.
* ''[[White Wolf]]'' also has their discontinued [[Trinity Universe (game)|Trinity series]], which focuses on this exclusively. All the players are different flavors of Psions with their splat specific [[Psychic Powers]] which cover pretty much every form of _____-kinesis there might be.
** ''Adventure!'', set in the same universe, features mesmerists, the psions' predecessors.
* Psychic Monsters in the ''[[Yu-Gi-Oh (Tabletop Game)|Yu-Gi-Oh]]'' card game, however they [[Power At a Price|activate]] their effects, [[Cast Fromfrom Hit Points|require you pay life points]].
* ''[[Fading Suns]]'' has both psychic and theurgic powers. Each comes with [[The Dark Side]] of its own.
* ''[[Eclipse Phase]]'': Asyncs, as psychics are termed, result from exposure to the Watts-McLeod strain of the Exsurgent virus. Given that the Exsurgent virus is quite simply [[The Virus]], most asyncs in the know worry that they might be slowly being corrupted by the TITANs.
* ''Stars Without Number'' has Psychic as one of 3 base classes along with Warrior and Expert. All psionic powers are organized in disciplines (Biopsionics, Precognition, telekinesis, Telepathy, Teleportation, Metapsionics) with one power per level (not unlike d20 domains) from 1 to 9. Also, the setting is [[After the End]] because in human space at least some training became commonplace, and too many important systems were [[Magitek|built for psionic operators]] - and then most psychically sensitive individuals were wiped out in a single event of badly understood nature, so the next generations had t learn from scratch... ''without'' using knowledge available only via such devices or experienced practitioners.
 
 
== Theatre ==
* ''On a Clear Day You Can See Forever'' is all about discovering [[Psychic Powers]].
 
 
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* ''[[The King of Fighters]]''. Pyrokinesis is passed down genetically through the Kusanagi and Yagami clans, with the Kusanagi having regular red and orange flames and the Yagami having "cursed" purple flames. One character, Ash Crimson, possesses green flames, but how he got them is left unexplained. There's also Athena Asamiya and her Psycho Soldier Team.
* ''[[Street Fighter III]]'' has [[SNK Boss]] Gill and his dual pyrokinesis and cryokinesis (ice manipulation) abilities. His status as [[The Messiah]] among the Illuminati is primarily because of his ability to balance these two powers. His Seraphic Wing [[Limit Break]] also hints at a third, unidentified power.
** Psychic powers seem to be the source of ''[[Street Fighter II]]'''s yoga master Dhalsim's abilities--levitationabilities—levitation, teleportation, limited shapeshifting (the whole rubber limbs thing), and fire-breathing--thoughbreathing—though he comes by them through a very spiritual path of meditation and introspection.
** Rose is the primary psychic among the cast of ''[[Street Fighter]]'', being a [[Tarot Motifs|Tarot-reading]] [[Fortune Teller]] with powerful psychic abilities, and relying most heavily on her supernatural power to fight.
* Psychic powers are a staple in the ''[[EarthboundEarthBound]]''/''Mother'' series. The powers known as PSI/PK were brought to Earth after being stolen from the alien race by the great grandfather of the [[MOTHER 1|first game's]] protagonist. (This would lead into events in said game as well as act as footing for the other two) In the games themselves at least two or three members of your party will be able to use those powers with differences in who can use each. Most if not all the powers listed above (plus some not listed) are seen but not to every character and not in every game.
* The ''[[Golden Sun]]'' series has "Psynergy", which also includes all of these powers. However, unlike in most universes, any powers which seem to be psychic in nature originate from one of the four magical elements--exceptelements—except in rare cases, where they come from magical artifacts you must equip to use them.
* The entire point of ''[[Psychonauts]]''. Raz learns such powers as telekinesis, pyrokinesis, and levitation; various campers and staff have other specialties, and even the local wildlife at Whispering Rock includes things like [[Everything's Worse with Bears|telekinetic bears]] and firestarting cougars. The levels are various people's minds---first your teachers in order to learn to use your powers, then later the patients of an insane asylum.
* The powers of Nick Scryer from ''[[Psi-Ops: The Mindgate Conspiracy|Psi Ops the Mindgate Conspiracy]]'' include telekinesis, mind control, and pyrokinesis.
* In the various ''[[Super Robot Wars]]'' games, some of the original characters are "Psychodrivers", which is a telekinetic ability that enables them to use attacks unavailable to normal people.
** The Pyschodrivers have the ''Telekinesis'' skill, which not only allows a pilot to use certain attacks (but it's a multi-level skill, so just having Telekinesis isn't enough; you might need L8 for some attacks, and only L4 for others, for example), but also passively increases their attack/defense ratings by a small amount. Not everyone is a Psychodriver though, and plenty of the [[Badass|Badasses]]es do fine without it.
** The einst also have this ability, but it seems a little different from the TK fields produced by Psycho drivers. They can communicate telepathically with each other, {{spoiler|Kyosuke, and Excellen and since Excellen is an Einst, their connection is stronger, and Alfimi hijacks her mind a few times.}}
* ''[[Metal Gear Solid]]'' had Psycho Mantis. Interestingly enough, while he did have abilities like psychokinesis, precognition, and telepathy (telepathy being [[Deconstruction|deconstructed painfully]]), his favourite (or at least creepiest) use of his powers is to [[Meta Guy|peer beyond the]] [[No Fourth Wall|fourth wall]]...
** Other entries in the Saga give us The Sorrow, able to speak with the dead, whose powers are so strong that he is even able to return from the dead in a sort of [[Not Quite Dead|near death experience]]; The Sorrow's son, Revolver Ocelot inadvertently becomes possessed by his former boss's severed arm; Fortune, who throughout the second game is protected by a [[Sufficiently Advanced Technology]] shield -- untilshield—until it turns out she doesn't need it; [[Jekyll and Hyde|Ursula and Elisa]] who are so powerful they get a broken [[Humongous Mecha|Metal Gear]] working and make a prediction about the future; and Gene, who... I'm not sure, the screen flashes purple with his face superimposed and you start taking damage. He's also near impossible to hit; he cuts bullets with a bowie knife.
* Two examples in the ''[[Sonic the Hedgehog]]'' series: [[Sonic the Hedgehog/Characters/Other Protagonists|Blaze the Cat]] is ([[Steven Ulysses Perhero|unsurprisingly]]) a pyrokinetic, while [[Sonic the Hedgehog/Characters/Other Protagonists|Silver the Hedgehog]] uses psychokinesis and levitation.
** Amy also has some psychic abilities, according to one of the manuals, though they don't come up much. This ''would'' explain her uncanny Sonic-finding abilities, and certain other plot-critical encounters with Shadow and Silver.
* ''[[StarcraftStarCraft]]'' has the Protoss as a race and the [[Super Soldier|Terran Ghosts]] as individuals with psychic powers. Even the Zerg have them to the degree of being able to communicate over great distances through the hive mind and the Overlords, Cerebrates, and Overmind (and later {{spoiler|Kerrigan}}). This aspect is usually more accented in the novels than in the actual game, though.
* ''[[Second Sight]]'' starred a man with every power on the list above except teleportation.
* In ''[[Metroid]]'', the [[Precursors|Chozo]] (and by extension, Samus Aran) are heavily implied to have some degree of [[Psychic Powers]]. In particular, Samus can usually summon her [[Powered Armor|Power Suit]] just by thinking about it.
* The Flatheads in ''[[Zork]]'' are telepathic.
* In ''[[X-COM]]'' series, several aliens have psychic powers, and by interrogation and research, humans can learn them as well. In ''X-Com: Apocalypse'' "[[Half-Human Hybrid|Mutants]]" has a greater potential, Androids has none (but are immune to alien telepathy in turn).
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* Noctis Lucis Caelum of the upcoming ''[[Final Fantasy Versus XIII]]''. For now the only apparent ability he has is telekinesis and teleportation.
* Psychic powers are an integral part of the ''[[Nasuverse]]''. The most notable examples are [[Evil Eye|Mystic Eyes]], the most powerful of which only happen as a genetic fluke. The Nanaya clan bred for psychic powers, removing the chance part of the equation. Nanaya Kiri had [[Aura Vision]] and [[Tsukihime|Shiki]] has the Mystic Eyes of Death Perception on top of an unmentioned lesser type of eyes called 'pure eyes,' which are presumably what distinguishes humans from non humans. [[Fate/stay night|Rider's]] [[Taken for Granite|eyes]] are such an absurdly rare kind that not a single person in the modern age has them and are probably as rare as Shiki's, only better documented.
* In ''[[Star Control]] 2'' it was mentioned that some humans have minor... abilities, though never used beyond the flavour text. [[Green-Skinned Space Babe|Syreen]] excel at it--theirit—their ships has a weak weapon but ''large'' telepathic amplifiers and can use them to devastating effect. We encounter an old species who used their power to [[Compelling Voice|dominate]] people on the star system scale and [[Power Nullifier]] others created to counter this.
* ''[[Mass Effect]]'' has Biotics, people exposed in utero to dust-form [[Unobtainium|Element Zero]], the exotic matter used to create the eponymous Mass Effect. If it doesn't cause miscarriage-inducing fetal cancer, the dust-form eezo collects in nodules throughout the nervous system. Through biofeedback, a Biotic can learn to create their own mass effect fields and manipulate things. However, for their powers to have any practical use, they have to undergo brain surgery to have an implant installed that syncs up all the nodules in their body to amplify the effects. A botched surgery can have unpleasant neurological side effects. These are purely Telekinetic in power. They have the ability to forcefully push people around, encase themselves in a biotically created [[Deflector Shields|kinetic barrier]], "warp" a target with an unstable mass effect field, make a target float weightlessly into the air, freeze someone in place, or create a singularity that pulls in all around it. In the sequel, many new powers are introduced, a tandem wave of upward bursts, the ability to dash-tackle someone across a room, and various other new powers.
* [[The Dragon|Kamek]] of the ''[[Super Mario Bros.]]'' series has precognitive abilities; he kidnapped the baby Mario Bros. because he foresaw that they would become a thorn in his master Bowser's side. He didn't count on the Yoshis' interference, though...
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* ''[[OtherSpace]]'' features over seventy psionic powers, including telepathy, telekinesis, biokinesis, pre- and postcognition, ESP, and teleportation.
* ''[[Advent Rising]]'', oh so much. The humans here are pretty much ''the'' psionic race, and as such are worshiped as gods by some of the alien races. By the end of the game, it is easy to see why: the protagonist, Gideon Wyeth, gets augmented strength and speed, healing factor, telekinesis, force fields, electromagnetic bolts (and tied to that devastating energy explosions), ice bolts, gravity control ([[Techno Babble|and through it time control and what is essentially a teleport]]), and, oh yeah, that nifty ability to create microscopic black holes which you use against the epilogue boss.
* ''[[Battle Golfer Yui]]''
 
** Psycho Hold lets Yui stop her golf ball's momentum when it lands.
** D. Marionette lets Yui control the path of the golf ball.
 
== Web Comics ==
* ''[[Gunnerkrigg Court]]'': {{spoiler|Zimmy and Gamma}} communicate with each other telepathically. {{spoiler|Anja Donlan}} has subtle clairvoyance or precognition (or both). The protagonist has powers too. Some characters got sort of "[[Layered World|ether]] sight", mostly evident when someone see the protagonist's wound caused by a ghost.{{spoiler|Zimmy thought such things are her hallucinations.}}
** A Blinker stone was [http://www.gunnerkrigg.com/archive_page.php?comicID=515 described] as "[[Amplifier Artifact|a lens for thought]]". Those with aptitude can use these psychic "training wheels" until the stones are no longer required. Powers used with the help of Antimony's stone so far include remote presence useable forproviding clairvoyance/spirit sight and/or for apportation of the stone itself (the basic power) and precisely controlled pyrokinesis. Which led to a rather amusing moment when a bunch of ex-fairies noticed Annie uses a tool to go out-of-body and mocked her for this.
* ''[[Zap]]'' is about a renegade psychic with amnesia.
* ''[[The Cyantian Chronicles]]'' contains a psychic race known as Siracs that can teleport, walk through dreams, read at least surface thoughts, [[Rule of Cool|walk through walls]], and at least one was shown controlling other people.
* ''[[Dominic Deegan]]'': The eponymous character and other powerful seers not only possess the ability to scry into the past, present, and future, but also have the ability to enter the mindscapes of others. One of the many issues that [[Fan Hater|Fan Haters]]s have with Dominic is his willingness to [[Mind Rape]] his enemies and treat his Second Sight as an [[Omniscient Morality License]]. Perhaps this is proof that using powers centered around peering into peoples' innermost thoughts and history requires, or leads to, a very gray morality. Odd that people don't seem to make the same argument against [[Star Wars|Jedi mind tricks]].
** Members of the audience do in fact make that argument about Jedi mind tricks when they're at the fridge, but Star Wars is a fairly well-controlled IP and Lucas intentionally tries to keep the good/evil thing simple so its never brought up in canon. Same as no one ever mentions that the Jedi actually did rebel against the elected government in Episode 3 and from a legal standpoint order 66 was more or less the appropriate response to attempted religious coup, dark-side or not.
* ''[[The Order of the Stick]]'' has shown us a Goblin Psionicist mind reading O-Chul.
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** Some of the [[All Trolls Are Different|trolls]] have psychic powers of some sort. Aradia can hear the voices of the dead and summon ghosts, Tavros can commune with animals, Sollux has powerful telekinetic abilities and [[Eye Beams]] in [[Superpower Meltdown|certain unfortunate instances]] (and has "vision twofold", whatever that means), Kanaya can predict the future just like Jade, and Vriska can [[Mind Control]] people and used to have "vision eightfold" which seemed to involve [[X-Ray Vision]]. It's also been stated that the "lower" castes of Trolls happen to be more susceptible to psychic disturbances as well.
* The people with supernatural powers in ''[[Shadownova]]'' are described as Espers. While this implies psychic powers, only a few of them really fit the description of a psychic.
* ''[[Memoria (2010 webcomic)|Memoria]]'' [https://web.archive.org/web/20111105032045/http://memoria.valice.net/?p=251 These powers, they're known as psi.]
* Brian in ''[[Think Before You Think]]'' can read minds.
* In ''[[Impure Blood]]'', [https://web.archive.org/web/20130609030455/http://www.impurebloodwebcomic.com/Pages/Issue3/ib068.html Dara can concentrate and get clairvoyance.]
* The eponymous gang in ''[[Freak Angels]]'' are all psychic, with each having a different specialty but all being capable of basic telepathy with each other. It's later revealed that they can all teleport if they get an "upgrade", {{spoiler|which involves dying.}}
* ''[[Last Res0rt]]'' has the thought-reading Jigsaw Forte. Qin Xu's {{spoiler|[[Save Scumming]] power}} probably counts too.
 
 
== Web Original ==
* [[Heartwarming Orphan]] Shandala of ''[[Broken Saints]]'' has abilities of the [[The Empath|empathic variety]], which are later revealed to have been {{spoiler|genetically engineered into her [[Mad Scientist's Beautiful Daughter|by her biological father]], so that she may better serve the [[Evil Plan]].}}
* There are too many people with [[Psychic Powers]] in the ''[[Global Guardians PBEM Universe]]'' to mention. Oracle and Delphi are mother-and-daughter telepaths who may well be the most powerful psychics on Earth. However, in an interesting subversion, not only are [[Psychic Powers]] the rarest of all super powers (only 10% of all superhumans have them), most psychics in the ''Global Guardians Universe'' are driven insane by their own powers. Because of this, most mentalists in the setting are villains.
* ''[[The Salvation War]]'': demons and angels are able to use a form of telepathy based on quantum entanglement. Humans actually learn how to use it against them.
* [[Played for Laughs]] in the [[Shiny Objects Videos]] appropriately titled "Psychic Powers".
* At the [[Super-Hero School]] [[Whateley Universe|Whateley Academy]] there are so many teenagers with psychic abilities of one kind or another that there is an entire Psychic Arts Department full of teachers who ''also'' have psychic abilities. In addition to pretty much every case mentioned above, there are also [[Combo-Platter Powers|Package Deal Psychics]] who have multiple powers (which typically can only be used one at a time): most have ESP, Psionics, and some form of PK ability. Some can even use the PDP talent to simulate the [[Superman]] bit (the [[Flying Brick]]), levitating themselves for flight, using the PK to give themselves a [[Deflector Shields|super-strong field]] about their body, yada yada yada. Living near the academy is a sweet little old lady... who may be the most powerful precog on the planet.
* Many of the villains - and some of the allies - in ''[[Sapphire]]'' are Psychics, and demonstrate all manner of powers. Even [[Ninja|ninjasninja]]s are Psychics, in a sense. Alec makes the connection that "''ninjutsu'' is probably some variation on the whole psychic philosophy".
* The [[Exactly What It Says on the Tin|aptly-named]] Psi-Experiments from ''[[Darwin's Soldiers|Darwins Soldiers]]'' are capable of using a multitude of psionic powers.
* The [[Academy of Superheroes|Academy of Superheroes Universe]] has many psychics. Telepaths in particular are regulated and trained by a government agency called MetaPsych. Telekinetics, precogs and the rest abound of course.
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* Combustion Man seems to be a unique case of Psychic Powers in ''[[Avatar: The Last Airbender]]''. Unlike other firebenders, he doesn't produce and actual flames from his limbs or mouth, but rather creates what seems to be a focused beam of intense heat coming from his forehead, that causes everything in its path to be incinerated in a massive explosion. The fact that he doesn't speak at all, has a bald head, and an eye-shaped tattoo on his forehead enforces the image of a pyrokineticist. His only weakness are blows to the head which makes it hard for him to focus his heat beam {{spoiler|which ultimately kills him}}.
* The [[What Kind of Lame Power Is Heart, Anyway?|Power of Heart]] on ''[[Captain Planet and the Planeteers]]'' is a kind of empathy, natch.
* In ''[[Adventures of the Galaxy Rangers]]'', Niko has inborn [[Psychic Powers]] which are amplified by her [[Applied Phlebotinum|Series 5 implant]].
* The five heroines in ''[[WITCH (animation)|WITCH]]'', in addition to their [[Elemental Powers]], have psychic abilities, most of them gained in the early part of season two. Will has technopathy, Irma has suggestion/persuasion, Taranee has telepathy, Cornelia has telekinesis, and Hay Lin has limited precognition via her dreams.
* ''[[Roughnecks: Starship Troopers Chronicles]]'' took the movie's wimpy [[Psychic Powers]] and turned them [[Up to Eleven]].
* As mentioned in the page quote, Mentok, The Mind Taker from ''[[Harvey Birdman, Attorney at Law]]''. He possesses just about every type of psychic power there is, but always refers to it as "mind taking". He gets a rival in the form of Shado, The Brain Thief, who also refers to his powers strictly as "brain thieving".
* [[Teen Titans (Comic Book)|The original comics]] Brother Blood was a cult-leading sorcerer, but the one from the ''[[Teen Titans (animation)|Teen Titans]]'' animated series has inborn psychic powers instead. He most notably uses this for mind control, but also has telekinesis, the ability to fire energy blasts, and can enhance his own strength enough to go toe-to-toe with [[Genius Bruiser|Cyborg]]. And Raven has a considerable chunk of [[New Powers as the Plot Demands|the list of psychic powers]]. She just [[Forgot About His Powers|rarely uses them]].
* An episode of ''[[The Fairly Odd ParentsOddParents]]'' involved Timmy wishing he could read minds, which leads to trouble when his [[Evil Teacher]] finds out. In the [[Superhero Episode]] where Timmy wishes the world was a comic book, AJ becomes a parody of [[X-Men (Comic Book)|Professor X]].
* An episode of ''[[The Adventures of Jimmy Neutron: Boy Genius|The Adventures of Jimmy Neutron]]'' has [[The Ditz]] Sheen develop vast [[Psychic Powers]] and declare [[A God Am I]] when Jimmy boosts his brain to cheat on a test-- whichtest—which is par for the course for Jimmy's experiments.
* Shirley from ''[[Tiny Toon Adventures]]'' has a variety of psychic powers, including fulgurkinesis, [[Aura Vision]], and telepathy.
* In ''[[My Little Pony: Friendship Is Magic|My Little Pony Friendship Is Magic]]'', all unicorns have [[Mind Over Matter|telekinesis]], and Twilight Sparkle has some limited [[Telepathy|telepathic]] abilities such as altering the minds of Parasprites to not eat food and forcing her good memories onto her friends. She also demonstrated limited pyrokinetic powers on occasion and also has the ability to teleport.
** Pinkie Pie, an earth pony, has Pinkie Sense, which is effectively a form of precognition by reading various twitches and aches along her body.
* ''[[Superman: The Animated Series]]''; in the episode "Where There's Smoke", Superman (in his Clark Kent identity) investigates an institution where children developing such powers are tutored; one student seems to be telekinetic, while another is precognitive, although both are clearly novices. The president of the institution is telekinetic. [[Shout-Out|("You know what they say, I'm also a client.")]] Volcana, the student Clark was investigating, is pyrokinetic, and according to the president, had ''incredible'' potential until the government intervened.
 
{{reflist}}
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[[Category:Stock Super Powers]]
[[Category:Magic and Powers]]
[[Category:Psychic Powers{{PAGENAME}}]]
[[Category:Gothic Horror Tropes]]