Okay, Serious...
Disrupt: A precision strike designed specifically to disrupt the pattern of a kinetic manifestation and disperse its energy harmlessly.
Stamina Cost and Difficulty: Stamina cost invested has to be at least half of the manifestation you're trying to destroy (1/2 of stamina not used in disruption is refunded to the wielder). Difficulty is special, equal to the roll made for kinetic in question (with bonuses) minus three. (So if your enemy makes a roll of 5+1 you get a difficulty modifier of -3 to try and stop it.) This psionic can also be made and then triggered later, if used in this manner increase all difficulties regarding it by one.
Bind: A self sustaining loop of telekinetic energy, generally pretzeled up so it can't just be slipped.
Stamina Cost and Difficulty: 5 stamina per turn you want the bindings to last (optimally), the Difficulty is set by how hard you want the bindings to be to escape, naturally they require a 4 to escape. (Psionics get to combine their P.Kinetics and strength to escape) Difficulty is then added on a one-to-one basis, -1 difficulty needs a 4 to escape, -2 needs a 5 to escape, -3 needs a 6 to escape.
Heavy Manipulation: Now, who wants flying lessons?
Stamina Cost and Difficulty: Costs 15 stamina per 100 pounds of weight moved, difficulty is based on how fine you want the control to be. -1, one shot throw. -2, bash him into a few objects. -3, marionette.
Taricazius...
Suggestion,
Brainwave: It's your delight sir catching fire from one mind to the next..."
Primal Fear: Fear behaves like a disease, a carrier who shows no effects may spread it like a plague to men and women who had never showed a sign."
Inspire: It's strange... I don't really remember what he said... but it was good, you know?"
Mindbend,
Pacify: Pacify puts an individual into a waking dream, memory and a sense of self are suppressed into a blur. This results in an individual who temporarily doesn't care about anything.
Stamina Cost and Difficulty: Stamina cost is 10 per turn you want them to stay under, the difficulty is how hard you want their will save to be. Psionics get to add their passive empathetics to their save. -1 difficulty needs a will roll 4 to slip the illusion, -2 needs a 5 to escape, -3 needs a 6 to escape
Confuse: Confuse puts a very slight spin on how the individual sees, irrational fear, paranoia, and rage flood the victim's system. It doesn't take a lot to make them snap at that point.
Stamina Cost and Difficulty: Stamina cost is 10 per turn you want the active effects to last, the difficulty is how hard you want their will save to be. Psionics get to add their passive empathetics to their save. -1 difficulty needs a will roll of 4 or better each turn to prevent them from going berserk, -2 needs a 5 to stay cool, -3 needs a 6 to stay cool.
Blend: Blend is a subtle tool, making the individual see you as someone unimportant, a long term acquaintance, a security guard, someone to be looked over.
Stamina Cost and Difficulty: Stamina cost is 25 per person you want to fabricate a memory for, after the memory has been fabricated and implanted the person will always behave as though you were unimportant unless you really go out of your way. The difficulty is the opponents will -3.
And now for something completely Tarran.
Enhanced Speed,
Spring: Reinforced musculature and psionically charged bone attachment points allow to press your legs into kinds of service they were never meant for.
Effect: You can now make a mobility (based in dex, skill from the future) roll to leap forwards or up. Max leap distance is 10 yards horizontally, 7 yards vertically.
Heightened Reflexes: Direct mind to muscle connections make movement almost literally as fast as thinking.
Effect: 10 point bonus to your initiative, and +2/6ths to your Quickshot.
Sprint: Mental augmentation allows you to surpass normal physical limits, moving at speeds that would fracture normal human bones.
Effect: Doubles your movement rolls.
Kinesthesia,
Sense shape: Your mental tendrils get a little higher definition, when focusing you can usually tell if someone is armed or not, can also be used to tell the contents of a solid object or whether a room is occupied or not.
Effect: Allows you a limited form of vision through solid objects, requires a P.Kinetics roll.
Advanced Kinesthesia: Your kinesthetic sense now uses your optic nerve as a conduit, allowing you to always be able to see, even in total darkness or if the eye-itself becomes damaged.
Effect: You never take penalties do to light conditions or optical illusions.
Spectral Sensitivity: Your kinesthesia does not merely apply to physical objects, you can now feel a limited amount of thermal, photonic, and standard ABG radiation.
Effect: Infra-red tripwires, energy screens, and similar threats invisible to the naked eye (including hidden psionic manifestations) can now be sensed when you get near them.