TEXT: 6c. Psionics
  Revolution D100 ver 1.0 – 15-Oct-2016. The following text is designated as Open Game Content.
  Psionics is the ability to impose the power of one’s mind upon the physical world or the mind of others. Like all powers, 
  psionic abilities are Traits associated to the Concentration skill. A psychic is usually born with these abilities, and requires  
  training to control and master them. Depending on your setting, psionic abilities and Manipulation Traits may require a 
  teacher, a book, or other knowledge source to learn them.
  Power families
  Psionic powers belong to one of four main families: Heal, Sensitivity, Telekinesis and Telepathy. All other powers are 
  considered Stunts of one of these four, and have the basic power in the family as a prerequisite. Depending on the setting, 
  your psychic may need to be born with the basic Trait of each family in order to learn it, whereas he or she can learn new 
  stunts that belong to the same family. Alternatively, some species may have the innate potential of using one core power 
  (usually Telepathy or Sensitivity), although they need someone to teach them the Trait to use it properly and to learn its 
  Stunts. You may need a mentor to learn the base power for each family, and can discover the other Traits as you progress in 
  the exploration of your mind’s potential.
  Attributes of Psionics
  Psionics is a power type that a practitioner can manipulate with Manipulation Traits. Several attributes of psionic powers are
  non-standard, and behave slightly differently than how explained in the general rules for powers. 
  The Combine Manipulation Trait is not available to psychics. The few powers that have the Combine attribute usually have 
  several variants. A psychic can use the default levels of Combine to use the different variants together, if he or she knows 
  both. Psychics can also acquire the non-standard trait of Overcome.
  Attribute
  Default value
  Manipulation via 
  Trait
  Combine
  -
  No
  Might
  1
  Yes
  Overcome
  -
  Yes
  Range
  -
  Yes
  Targets
  -
  Yes
  The default values for non-manipulated attributes is always zero, with the exception of Might. This is different from other 
  Power Systems, as the default value for Targets is zero and not one. This means that a non-manipulated psi power can only 
  be cast on oneself if it lacks the Target attribute, and on a target one is touching if it lacks Range. 
  A Psychic can always add 1 point to any asterisked attribute in absence of the appropriate Trait by taking one Penalty per 
  missing Trait. Thus a Psychic who knows only Telepathy can use it on a single target he or she is touching by rolling on the 
  raw skill, or on a single target at Close Range by rolling on the raw skill with a further Penalty. This represents the difficulty
  of using latent powers without training.
  Unlike other power systems, Psionics treats the Overcome attribute as not being automatically applied to powers that can 
  work on an unwilling target. The psychic must have Overcome as a Trait in order to use powers at full efficiency on 
  unwilling targets, otherwise he or she will suffer the Penalty for lack of a Manipulation Trait.
  With the exception of Overcome, attributes that do not have a * score do not cause any Penalty for the lack of the 
  appropriate Trait. The default value provided is used instead. For instance, Heal can be used on a wound without need of the
  Target Manipulation Trait. 
  
  Channelling
  Channelling for a psychic is equal to 10% of the character’s raw Concentration skill, rounded up. In addition to its standard 
  function of limiting pre-activation of powers, the Channelling score also limits the total number of Manipulation points a 
  psychic can apply to a single power. There is no maximum for each single Manipulation, just a cap to the total manipulation 
  points added.
  For example, a young psychic might want to cast Heal 6 (Might manipulation of +5) on one target (no Target manipulation,
  as the default value is 1) that he is touching (no Range manipulation). This adds up to a total Manipulation of 5. Assuming 
  the magician had a Concentration skill of 51%, his Channelling would be 6, and the casting would be possible. Should the 
  power user try to cast Protection 6 with a +2 to Range, instead, to affect a friend at Short range, that would add up to a 
  total Manipulation score of 7, which exceeds his Channelling of 6 and makes the feat impossible. To reach the desired 
  Range, the psychic would be forced to resort to a weaker Might, for instance Protection 5.
  Using Psionics
  For each attribute manipulated when using a Psionic Power in Advanced Combat, the psychic must spend one Life Point. 
  Overcome is not counted, as the attribute is not actually manipulated but just added. The number of Manipulation points 
  applied is not important, only the total number of Manipulations used. The time needed to use the power is just one 
  Concentration action, no matter the manipulations used. If a power is not manipulated at all, it still requires one 
  Concentration action and costs the psychic one Life Point.
  Psionics allows all forms of extension for the duration of powers, except permanence. Thus a psychic can either pre-activate
  a power or use it with an extended duration, and in both cases this will use up Channelling points. Improving powers with 
  long meditations similar to a magician's rituals is also possible for a psychic, if appropriate to how Psionics is described in 
  your setting.
  Psionic ability list
  Absorb [energy], Astral Projection, Confusion, Detect Substances, Detect [power], Dominate, Heal, Illusion, Levitation 
  (Fly), Location, Neutralise [power], Palsy, Project Senses, Psychic Perception (Second Sight), Pyrokinesis/Cryokinesis 
  (Project [Fire/Cold]), Resist [power], Smother, Telekinesis, Telepathy.
  
SOURCE: textdata/thevault/Revolution d100 SRD/RD100-SRD-06d - Psionics.pdf