Psionics Feats

Echo-Sensitive
Your connection to the mental energies of others occasionally allows you to see or hear mental energies of the deceased, proverbial echoes burned into the very environment around where they fell. Their messages are rarely clear and you might be ridiculed for speaking of them but what they tell you is always the truth – no matter how bad that might be.
Prerequisite: Must be trained in the Psionics skill
Benefit: Once per game session you can roll a Perception skill check at DC 20 in order to listen to the thoughts of the deceased that linger in the environment around you. If successful you can ask the Games Master up to three yes or no questions about your current situation, which the Games Master must answer truthfully. For each question asked, the character immediately suffers 2d6 nonlethal damage from the shock of dealing with these barely-there psionic impressions. As a note, some places that are rife with these thoughts might force the character to take the test and ask all three questions – at the Games Master’s discretion!

Fade to Black
You subconsciously ‘discourage’ people from noticing, causing you to fade from existence to those who are not paying attenttion.
Prerequisites: Charisma 13 or higher, must be trained in the Psionics skill
Benefit: You may add your Charisma modifier to
your Stealth checks (in addition to your
Dexterity modifier).

Forgotten
You have slipped between the cracks of the modern
world, forgotten by both man and machine.
Prerequisites: Character level 5+, Fade to Black,
Traceless.
Benefit: The DCs of all Gather Information, Knowledge, and Use Computer checks to gain information about
you are increased by +5.

Heroic Recovery [Magic] [Nanotech] [Psionic]
Prerequisite: Magery Training, NMS Training, Psionic Training, High-Power Magic Training, or Technomage Training
Benefit: Whenever you catch a second wind, choose one expended Spell, Nanite Ability, Power, Incantation, or Nanospell and return that power to your ability suite.

Learn Psionic Technique [Psionic]
Your relationship with the universal subconscious has deepened, giving you greater insights.
Prerequisites: Psionic Training, Level 9+, Any one Psionic Talent
Benefit: You learn one Psionic Technique.

Psionic Training [Psionic]
Prerequisites: Charisma 12, trained in Psionics
Benefit: Learn a number of Powers equal to 1 + your Charisma modifier (minimum 1).
Special: You may take this feat multiple times.

Silhouette
Your slide into obscurity has made you nearly invisible to the untrained eye. You find it difficult to interact
with anyone — even those you seek out.
Prerequisites: Character level 10+, Forgotten.
Benefit: You are always considered to be using the Stealth skill as if you’d taken 10
(though you may still use actions and roll to replace this
total, perhaps with a higher result). People must make a Perception check (DC 10 + your Stealth skill bonus + all other applicable modifiers) to
notice you. You must take a move action to make a
Psionics check (DC equal to 10 + Your Character Level + Your Charisma Modifier) before directly communicating with others verbally. Characters with the Psionic Perception talent or those immune to Psionics may see and hear you normally (unless you
successfully take action to conceal yourself).

Strike Craft Telepathic Coordination [Psionic]
You know how to extend your telepathic consciousness to link with other minds in nearby fighter craft, making you a more efficient  fighter pilot. This is especially useful in naval forces that allow telepaths in fighter groups.
Prerequisites: Psionic Training, Telepathic Coordination
Benefit: You can boost the range of your Telepathic Coordination feat to one kilometer and can choose to apply its benefits to your Pilot checks or attack rolls made with ship weapons instead of normal attack or defense.

Telepathic  Coordination [Psionic]
You are trained or practiced enough to tie several others’ thoughts together in your mind to create a seamless plan of attack. Your attacks happen almost simultaneously with theirs without need for chatty planning, merely the thought and the impulse to act upon it. Knowing how others will attack makes your attack that much more effective.
Prerequisite: Psionic Training
Benefit: By making a DC 15 Psionics check as a free action you gain an insight bonus to attack rolls OR Defense scores for a full round. This bonus is equal to the number of allies within 6 squares who are not flat-footed, but cannot be higher than your Charisma bonus. This telepathic contact is weak and fleeting and normal minds will automatically shield themselves from it, preventing you from using bystanders or enemies as extra eyes. Only people who are familiar with your ability and allow you to use them count as ‘allies’ for the purposes of this feat.