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{{trope}}
▲[[File:JeanUXM1p9frm6_3447.jpg|link=X-Men (Comic Book)|right]]
{{quote|''"Also? I can kill you with my brain."''|'''River Tam'''
[[Telepathy]], clairvoyance, [[Playing
▲[[Telepathy]], clairvoyance, [[Playing With Fire|pyrokinesis]] -- 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]]/
** Variants of this include [[Aura Vision]]
** In dream form, this is [[Dream Spying]].
* [[Seers|Precognition]]
* Retrocognition/
** 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]].
*
** 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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** A [[Psychic Link]] is an intense, (usually) permanent telepathic connections between two (usually) partners. Subtropes include [[Twin Telepathy]], [[Mental Fusion]], [[Mindlink Mates]], and [[Bond Creatures]].
** A variant is the suggestor, who can [[Mind Manipulation|control]] or at least [[More Than Mind Control|influence]] minds, but not read them. Often these suggestions are said to [[Jedi Mind Trick|only affect the weak-minded]].
** Some telepaths have the ability to [[Journey to
** Then there are those who are able to harvest the target's dreams, [[Dream Stealer|and use them for their own purposes.]]
** Similarly, another breed of telepath is the [[Master of Illusion]].
** 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]]
** [[Playing
** Similarly, [[An Ice Person|Cryokinesis]]
** [[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 "[
*** A variant of this is [[Technopath|Machine Empathy or Technopathy]]
** Biopsychokinesis, or Bio-
** 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
*** 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
* [[I See Dead People|Mediumship]]
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
Compare [[Ki Attacks]], [[Enlightenment Superpowers]], and [[Functional Magic]] for other genre's "special powers." See also [[Mind Over Manners]] and [[Brain Critical Mass]]. [[
{{examples
== Anime and Manga ==
* The [[Energy Beings|Rynax]] in ''[[
* A number of characters in the [[Alternate Calendar|Universal Century]] continuity of [[Gundam]] are a form of psychics called "Newtypes", which are supposed to be the next step in evolution. Newtypes have abilities ranging from limited telepathy, increased reflexes and (in the most extreme example) {{spoiler|the ability to infuse their [[Humongous Mecha]] with the souls of the dead for a final attack}}. And yet [[Word of God]] from Tomino clearly states they are ''not'' Espers.
** Newtypes also seem to have the ability to detect one another, though this varies depending on how strong they are. A weak Newtype like Char Aznable might go all but undetected, while a strong Newtype like Kamille Bidan has no hope of sneaking up on anybody, and the frighteningly powerful Scirocco more or less broadcasts his presence to everyone in the vicinity. There are also Artificial or Cyber-Newtypes, who are created in labs, are typically quite powerful, and almost inevitably unstable.
* ''[[
* The Contractors from ''[[Darker
* Most of the ''witch'' powers in ''[[
* 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 ''[[
* Psychic powers are a normal part of the future in ''[[
** {{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}}.
* '
* In ''[[
* The eponymous Geass abilities in ''[[
* ''[[
* The espers in ''[[
* Kotone Himekawa from the ''[[
* ''[[
* Several characters in ''[[
* In ''[[
* ''[[
* As the name may imply, this is the main tool of the characters of ''[[
* A few people from ''[[
* Dynamis users in ''[[
* 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
* The Kasuga clan of ''[[
** [[Mind Over Matter|Telekinesis]] and [[Teleporters and Transporters|teleportation]] can be done by all family members.
** Kyousuke also has shown an ability for [[Seers|precognition]] and [[Time Travel|traveling through time]].
** His sister Manami has demonstrated the ability to [[Technopath|erase videotape with her mind]].
** 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 ''[[
* Lily Strosek the Fourth from ''[[
* ''[[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.
* ''[[
* Rei Hino/Sailor Mars of ''[[
* ''[[
* The eponymous character of ''[[
* [[
== 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 (
** [[The Flash]]'s enemy Gorilla Grodd is a [[Intellectual Animal|fully-sapient]] [[
** 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
* [[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
==
* In ''[[Kyon
* In ''[[
* Ringo in ''[[
** 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
** And of course there are the Kiffar, a species of humanoids with a relatively high occurrence of psychometrics.
* The psychics in ''[[
* In ''[[Hellboy (
* In the seventh ''[[Friday the
* In the '90s ''[[Godzilla]]'' movies, psychic Miki Saegusa features prominently, often using her powers to detect Godzilla's whereabouts or even try to slow down his advances on Japan. ''Godzilla vs. Biollante'' featured a direct showdown between the two, in which Godzilla apparently reversed her psychic power and caused her to collapse. Later, in ''Godzilla vs. SpaceGodzilla'', she shows off telekinetic abilities.
* The [[Stephen King]] adaptations ''[[Carrie]]'' and ''[[Firestarter]]''; see below under Literature.
* In [[Starship Troopers (
** He shows up again in a much larger role in the vaguely related TV series and as noted in that section his powers are stronger and more varied.
* In ''[[
* 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:
** Pushers are able to use [[Mind Control]]. Really, it's [[More Than Mind Control]], since it works by implanting and overwriting memories and literally "pushing" thoughts into people's minds.
** Wipers are able to erase certain parts of a person's memory.
** Movers are telekinetic.
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** Bleeders [[Make Me Wanna Shout]].
** Stitchers have [[Healing Hands]], albeit very painful, and capable of [[Touch of Death|working in reverse]].
** Sniffers can see where any object has every been and who's used it. They get their name as their ability works literally by sniffing the object, which doesn't make a whole lot of sense.
** Watchers predict the future.
** Shadows can cancel out Sniffers. Extremely powerful ones can cancel out Watchers.
* ''[[Rubber]]'' is a film about a tire that kills people with its psychic powers.
* ''[[
* The serial killer Ben O'Ryan in ''[[
* The movie ''[[Next]]'' starring [[Nicolas Cage]] had him as a precognitive who can always see two minutes into the future.
* The kid in the ''[[
* In the [[Clint Eastwood]] movie ''[[
* ''[[
* In ''[[Powder (
* In ''[[
* ''[[What Women Want]]'' revolves around a chauvenistic [[Jerkass]] gaining the ability to read the minds of women after an accident with an [[Electrified Bathtub]].
== 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
== Literature ==
* ''[[
* [[Marion Zimmer Bradley]]'s ''[[Darkover]]'' series is a sci-fi/fantasy hybrid wherein human colonists stranded on an alien world revert to a [[Feudal Future|feudal culture]] and develop psionic powers into a form of [[Functional Magic]] and [[Magic From Technology]]. Some characters surround these abilities with various mystical trappings, while more pragmatic ones treat them scientifically, hence terms like "sorceress" and "matrix mechanic" co-existing in the society's lexicon.
* In [[Trudi Canavan]]'s ''[[
* [[Piers Anthony]]'s ''Mute'' is about a society of [[Mutants]] who occasionally (but very rarely) develop useful psychic powers; interestingly, it's not limited to humans. There are animal psis as well. It's eventually revealed that {{spoiler|the [[Master Computer|computer that runs the galaxy-wide society]] intentionally allows a method of starship travel that causes increased mutation, despite the health risks and birth defects, because psychic navigators are necessary to allow [[Faster
* Mindspeech: The ''[[
* [[Isaac Asimov]]'s ''[[Foundation]]'' series has the Mule, who can manipulate minds, a radically altered human-offshoot species with a form of telekinesis, plus {{spoiler|Gaia, the planetwide telepathic [[Hive Mind|gestalt]] of another human subspecies}}.
* ''[[Perry Rhodan]]'' feature a Mutant Corps, An elite troop only composed of Espers. From the classic telekinesist, mind-reader to the more exotic exploder (can ignite nuclear reaction in carbon atoms) and Energy-rider (can use energy beam to travel from place to place)
* Alfred Bester's ''The Demolished Man'' and ''[[
* [[Edgar Rice Burroughs]]'s ''[[John Carter of Mars]]'' and his fellow Barsoomians used telepathy to control their [[Horse of a Different Color|riding thoats.]]
* [[Peter David]]'s ''Psi-Man'' series is about a powerful psychic sought by the Government as a human weapon.
* ''[[
* [[Alan Dean Foster]] examples:
** The ''Damned Series'' has the Amplitur, with some mind control abilities, humans and Lepar, who can resist them, in the case of humans with extremely bad results on the Amplitur, and as of the second book, The False Mirror there is a group of humans known as the Core that has the Amplitur mind control ability.
** Flinx from the ''[[Humanx Commonwealth]]'' series has empathic telepathy, as well as an instinctive psychic defense mechanism that shows up [[Power Incontinence|occasionally]], and [[Person of Mass Destruction|usually wreaks havoc when it does]]. Flinx is not the only person in the series with these capabilities; there is also Mahnami, a telepathic and telekinetic girl with a similar background to Flinx, an entire alien race of subterranean empaths, and a race of nearly omnipotent bear-like alien telepaths. Also, one of the series' [[Precursors|Precursor]] races, the Tar-Aiym, were all powerful telepaths.
* Frank Herbert's ''[[Dune]]'' universe has the sisterhood of the Bene Gesserit, who through a [[Superpowerful Genetics|genetic breeding program]] and the [[Super Serum|Spice drug]] have developed strong psychic powers, most notably pre- and post-cognition, bio-PK and telepathy. The end products of that program, Paul and Leto II, have precognition powerful enough to foresee the destiny of all humanity. The Navigators also use drug-induced psychic powers to make [[Faster
* [[Robert Jordan]]'s ''[[The Wheel of Time]]'':
** Wolfbrothers can communicate mentally with wolves.
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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
** ''[[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
** ''[[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,
* Julian May's ''[[Saga of the Exiles
* The ''[[Tower and The Hive
** They're present as well, on a lower level, in the ''[[Dragonriders of Pern]]''
* 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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** ''Catseye'': The protagonist has mindspeech with his enhanced animal companions, without technological assistance (unlike the handlers from whom he rescues them).
** In the short story "The Gifts of Asti", the protagonist's people learned mindspeech from [[Lizard Folk]]; she acknowledges freely that her [[Lizard Folk]] companion is much more adept than she at the art.
** ''Forerunner Foray'': The protagonist, Ziantha, was taken into [[Thieves' Guild|the Guild]] as a child because her sponsor saw her playing guessing games while begging for money, and realized that she must have psychic ability to do so well. Ziantha has psychometry, which she uses in the first foray in the book to steal information from a target without physically touching his physically isolated storage devices. She later (with the help of an alien friend) uses teleportation to steal the story's [[MacGuffin]]. She can also use mindspeech, at least with other psychics.
** ''Moon of Three Rings'': The Moon Singers have mindspeech, which they can also use with animals. As part of their training, at some point they swap minds with an animal, which can go badly wrong.
** ''Storm Over Warlock'' and ''Ordeal in Otherwhere'': The female Wyverns of Warlock are mistresses of illusion (a [[Gender
** ''The Zero Stone'' and ''Uncharted Stars'': Eet communicates through mindspeech and is a master of illusion, and teaches some of these skills to the human protagonist, who is effectively Eet's [[The Sidekick|Human Sidekick]] once Eet enters the first book.
* [[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
* 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''
* The Sharonans of [[David Weber]]'s ''[[
* 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
* Though the ''[[
* 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.
* In [[A Wrinkle in Time|The Time Quartet]], ''A Wind in the Door'' introduces the idea of 'kything,' a form of telepathy - basically, telepathy to the next level, where, no matter what distance, you can ''be'' with another on an emotional level. It's motivated (naturally) by [[The Power of Love|love.]] In ''A Swiftly Tilting Planet,'' kything is itself taken to the next level, of "Going Within" (basically, benign, non-intrusive occupation of another's body.) Charles Wallace has a gift for all these powers.
* A very faint example of Clairvoyance in ''[[The Left Hand of Darkness]]'' - on the planet Winter, one of the unique religious elements is a council made up of specific people with specific aptitudes. They work their way into a collective trance, and then the speaker declares an answer to a given question after a certain period of time. The answer is nearly always correct; the narrator describes this as having "perfected the hunch." (One time someone asked such a council "What is the meaning of life?") At the end of it, some of the council was dead, others were insane, and someone started a new religion.
* Of course, the Clayr in ''[[Old Kingdom]]'' exhibit clairvoyance, but it's as much a magical phenomenon as anything else.
* In NISIOISIN's ''[[
* Jean Lorrah's Savage Empire books feature the vegetarian Readers (telepaths/remote viewers) and the meat-eating Adepts (physical psychic powers like pyrokinesis and telekinesis.)
* Ian Tregillis' ''[[
* In an interesting inversion, ''[[The Vampire Chronicles]]'' by [[Anne Rice]] has [[Our Vampires Are Different|vampires]] whose abilities are purely psychic, as opposed to being some form of magic. Likewise, other supernatural phenomena such as "witches" and "spirits" are also explained in psychic, rather than magical, terms.
* In ''[[The Pale King]]'', Claude Sylvanshine has Random Fact Intuition, which is basically ESP but with useless information.
** {{spoiler|Shane Drinion can levitate if he concentrates on a single thing long enough. He gradually starts floating as he listens to Meredith's story. He also once gets caught floating upside down while examining a tax return.}}
* In ''[[
** Ianira Cassondra, the living Goddess, with precognition, clairvoyance (both willing and unwilling), postcognition, and powerful empathy.
** 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
== Live-Action TV ==
* ''[[Star Trek]]'': The Betazoid race is entirely telepathic; Counselor Troi, a [[Half
** The Vulcans also have limited
** 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:
** 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.
* ''[[
** The Master, at least in the original series, possessed powerful telepathy, able to "completely control a human mind".
** The Doctor has telepathic powers as well. He can read/wipe someone's mind by just touching their head.
** His Granddaughter has also shown some psychic powers.
* ''[[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
* ''[[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 Dead Zone'', based on the [[Stephen King]] story (see below) is entirely based on the premise of
* 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 ''[[
* Bridge from ''[[Power Rangers SPD]]'' had many of these abilities (enough to constantly be a [[Deus Ex Machina]]) in a highly technological society during the year 2025. The reason he and his five teammates have "[[Superpowerful Genetics|genetic powers]]" in the first place is explained as a [[Freak Lab Accident|laboratory accident]] all their parents were involved in, making the kids technical [[Mutants]]. One of his teammates, Sam, gets both teleportation and apportation as a power as well. The other four get abilities [[Stock Super Powers|far less supernatural in design]].
** Trip from ''[[Power Rangers Time Force]]'' (and, like Bridge, a Green Ranger, but from much further in the future) is from a race of aliens called Xybrians. All Xybrians are empathetic and telepathic to the point where lying is completely impossible on their planet, and thus completely alien to Trip. He's also shown some precognitive abilities.
* Examples from ''[[
** Desmond, who {{spoiler|can see the future after the implosion of the hatch, and later can travel in time by jumping into his past self, though involuntarily.}}
** Walt, whose powers {{spoiler|were never quite explained, but there were several hints-most notably the time he was trying to get everyone to look at a picture of a bird in a book. When no one looked... a bird of that species promptly hit the window and died.}}
** Numerous smaller examples, such as the psychic from Claire's flashbacks {{spoiler|who claimed in Eko's flashback to be a fraud}}. ''But'' {{spoiler|his daughter had a [[Psychic Dreams for Everyone|prophetic dream]] of Eko's brother Yemi.}}
** And then there's Miles, who can hear dead people's thoughts, but only the last thoughts they had before death.
* Oddly enough, an episode of ''[[
* Although Buck, Caleb, and Merlyn are all shown to have varying examples of such powers (the latter never hinted at in life but [[Our Angels Are Different|justified by her new position]]), in the very first episode of ''[[American Gothic]]'' Gail Emory is also implied to have some form of a [[Psychic Link]] with her cousin. After he has vanished from the hospital to answer his sister's summons to their old house, Gail somehow 'feels' a connection to him, even seems to indulge in a bit of Psychometry when she touches the door, and then instantly 'knows' where Caleb has gone. Even the [[Word of God|writers, when speaking in the commentary]], noted that [[Lampshade Hanging|they didn't really know how she did it]], that it was only introduced [[New Powers
* ''[[
** In "Leave it to Diva," she briefly becomes a telepath as well, when she goes through a strange illness dubbed as a "psychic cold."
* In the 1970's sci-fi series ''[[UFO]]'' (set [[Twenty Minutes Into the Future|in the year 1980]]) Extra-Sensory Perception is a mental condition being treated by mainstream psychiatrists. While most sufferers adjust to its effects, the subject of the episode "E.S.P" cannot cope with knowing [[Spider Sense|everything that's going to happen before it occurs]]. He decides to murder two of the leaders of SHADO (blaming them for the death of his wife in a UFO incident) knowing they will be helpless as he can predict their every defensive move before they can make it. {{spoiler|He is only stopped when he realises the aliens have been manipulating him, and so [[Suicide
* On ''[[My Favorite Martian (TV)]],'' Martin the Martian had <s>string-pulling</s> telekinetic "levitating" ability as well as "telepathic" antennae.
* ''[[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
* ''[[Poltergeist:
* On ''[[Fringe]]'', William Bell and Walter Bishop tested a drug on young children that was supposed to give them
** {{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 ==
*
* Is pretty much a pseudoscience-flavored magic substitute in the [[Mortasheen (Darth Wiki)|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
* ''[[Dungeons and Dragons (Tabletop Game)|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 ''[[
** 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
** 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
** 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].
▲** 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
** 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
** 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
*** 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
*** 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
▲* 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]].
* The ''[[
▲* ''[[Warhammer 40000 (Tabletop Game)|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|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 (Tabletop Game)|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 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).▼
▲* The ''[[Traveller (Tabletop Game)|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.
* In ''[[Paranoia (
▲* ''[[GURPS (Tabletop Game)|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 -- in general, psis are less versatile than mages but their abilities are safer and more reliable.
* Every supernatural in the ''[[
▲* The Slann in ''[[Warhammer]]'' fantasy battles have a telepathy rule that allows them to cast spells through skinkpriests (for range and line of sight and such).
* ''[[White Wolf]]'' also has their discontinued [[Trinity Universe (
▲* In ''[[Paranoia (Tabletop 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 (Tabletop Game)|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 (Tabletop Game)|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)|Frank Black]] on steroids.
▲* ''[[White Wolf]]'' also has their discontinued [[Trinity Universe (Tabletop 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
* ''[[
* ''[[
* ''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
Line 300:
** Also, the Point Man, Michael Beckett, {{spoiler|Harold Keegan}} and {{spoiler|Foxtrot 813}} all possess the ability to use [[Bullet Time]] due to their attunement with Alma and their psychic powers resulting from it. Int he non-canon ''Perseus Mandate'' expansion, the Nightcrawler Commander also has this ability. Most of the soldiers in Team Dark Signal (Beckett's squad) possess at least latent psychic powers, which is why Alma targets them.
** In ''F.E.A.R. 3'', Armacham has created special soldiers called "Phase Casters" who utilize a combination of psychic abilities and technology to generate powerful defensive shields and to [[Mook Maker|warp soldiers into the battlefield]] by creating gateways through solid objects. The more powerful Phase Commanders are able to do this as well as walk through walls, teleporting around the battlefield.
* ''[[
* ''[[
** Psychic powers seem to be the source of ''[[
** 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 ''[[
* The ''[[
* The entire point of ''[[
* The powers of Nick Scryer from ''[[Psi
* In the various ''[[
** 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
** 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.}}
* ''[[
** 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]]
* Two examples in the ''[[Sonic the Hedgehog]]'' series: [[Sonic the Hedgehog
** 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.
* ''[[
* ''[[Second Sight]]'' starred a man with every power on the list above except teleportation.
* In ''[[
* The Flatheads in ''[[
* 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
* There's an entire ''[[Pokémon]]'' type called Psychic. Moves with this type cover pretty much all the specific powers listed above, and many of them can be learned by Pokémon that aren't Psychic-types themselves. The typing, due to various reasons, was [[Game Breaker|ridiculously overpowered]] in the first generation, but later generations of the franchise have balanced it out much more. Now, while Psychic-types are relatively common and useful in the game itself and in competitive play, they're not all the game-breaking powerhouses they were originally.
** A few characters are psychics too. [[The Stoic|Sabrina]], [[Villainous Harlequin|Will]], [[Half
* Everyone who plays The Reaper's Game in ''[[
* ''[[Clive
** Another of the game's villains, Arnold Leach, is also shown to be a telepath, although less emphasis is put on his powers.
** The minor character of Patrick Buckland is also shown to be a psychic, although it is not made entirely clear on just how powerful he is.
* ''[[System Shock]] 2'' features psionic abilities as one of the possible character paths. However, the game states that naturally, psionic abilities in humans are extremely weak, only detectable in a laboratory. Therefore, psi-users must make use of a [[Applied Phlebotinum|psionic amplifier]] in order to access some of the nifty abilities - cryo/pyrokinesis, telekinesis, psycho-stimulated regeneration, and even teleportation and matter manipulation at higher levels.
* The ''[[Halo (
** Typically, it's {{spoiler|Cortana going psycho contacting you, with cryptic clues as to what she's up to. Gravy more or less just taunts and threatens you, and he only does so in levels where the Flood show up}}.
* ''[[Stormrise]]'' has this in the form of "Sai energy", which the different Sai troops can use to, among other things, create blades or whips that come out of their arms, bend light around you at will, control enemy units for a limited time, teleportation, etc.
* ''[[Command
** In ''Red Alert 3'', the Japanese Empire has <s>[[Magical Girl]]</s> [[Emotionless Girl]] Yuriko Omega, who in the normal game can lift up ground objects like soldiers and tanks, destroy buildings by ripping them apart, pull aircraft out of the sky and send a shockwave to kill infantry around her. In the expansion in her own campaign, she learns psychic possession, how to throw enemies at each other and energy shielding. Did I mention the Imperial superweapon is powered by SIX clones of her?
* ''[[Imperium Nova]]'' includes psionics as an entire sphere of operation. The nature of psionics varies from galaxy to galaxy, depending on the preference of the players, but the fact that it provides a mechanical benefit to covert operations provides a base from which to develop fluff.
* The title character of ''[[The Legend of Zelda]]'' is famous for precognitive dreams, at least in the ''[[The Legend of Zelda: Ocarina of Time
** [[The Legend of Zelda: Phantom Hourglass
* Noctis Lucis Caelum of the upcoming ''[[
* 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
* In ''[[Star Control]] 2'' it was mentioned that some humans have minor... abilities, though never used beyond the flavour text. [[Green
* ''[[
* [[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...
* ''[[Touhou
** Satori Komeji has outright mind-reading powers thanks to being a... well, satori, a mythical ape-like monster that reads (and apparently gains energy from reading/eating the thoughts) the minds of humans, but can be driven away by blanking your mind. Satori uses her powers for [[Mega Manning]] superpowers from other people, making her a functional [[Mirror Boss]].
** Koishi Komeji gave herself a [[Poke in
** The heroine, [[Miko]] Reimu Hakurei has a vague power of "intuition" that allows her to somehow just make lucky guesses at the plots and powers of the various [[Youkai]] she goes out exterminating. This is generally explained as part of the package of [[Hard Work Hardly Works]] she gets for [[Superpowerful Genetics|just being born a Hakurei]].
* A key gameplay element of the third season of ''[[The Adventures of Sam
{{quote|
'''Dr. Momma Bosco''': Well... probably not. If he's careful and uses them responsibly.
'''Sam''': And what if it's Max?
'''Dr. Momma Bosco''': Then he'll overwork his brain so much that it catches fire and explodes.
'''Max''': Oh I have ''got'' to see that! }}
* The Psion class in ''[[Twilight Heroes]]'' fights with the power of their minds.
* "Psycho" is one of the five types of powers in ''[[Phantom Dust]]'', and contains abilities like levitation, teleportation, and telekinesis.
* ''[[
* ''[[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 ==
* ''[[
** 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
* ''[[
* ''[[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
** 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.
* ''[[
* Grace in ''[[
* Karcharoth and Hati of ''[[Cry Havoc]]'' have a power known as psyching which seems to combine versions of telekinesis with electrokinesis and pyrokinesis. These powers are very limited, allowing one to only lift a few pounds at short range, but they are used creatively to great effect on the battlefield (taking out entire squads by setting off the bullets in a soldiers magazines that are still in his vest)
* ''[[Servants of the Imperium]]'' One of the main characters, Lyle, is an Imperial Psyker with the powers of Electrokinesis, Illusion and [[Your Head Asplode|PSIONIC BLAST!]]
* Jade Harley of ''[[
** 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
* The people with supernatural powers in ''[[
* ''[[Memoria (
* Brian in ''[[
* In ''[[
* The eponymous gang in ''[[
* ''[[Last
== 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
* There are too many people with
* ''[[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
* Many of the villains - and some of the allies - in ''[[
* The [[Exactly What It Says
* 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.
== [[Western Animation]] ==
* Combustion Man seems to be a unique case of Psychic Powers in ''[[
* The [[What Kind of Lame Power Is Heart, Anyway?|Power of Heart]] on ''[[Captain Planet and
* In ''[[
* The five heroines in ''[[WITCH (
* ''[[Roughnecks
* As mentioned in the page quote, Mentok, The Mind Taker from ''[[Harvey Birdman, Attorney
* [[Teen Titans (Comic Book)|The original comics]] Brother Blood was a cult-leading sorcerer, but the one from the ''[[Teen Titans (
* An episode of ''[[The Fairly
* An episode of ''[[The Adventures of Jimmy Neutron:
* Shirley from ''[[
* In ''[[My Little Pony: Friendship Is Magic
** 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}}
[[Category:Paranormal Tropes]]
[[Category:Stock Super Powers]]
[[Category:Magic and Powers]]
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