This is an attempt to compile all of the game rules of Nuclear Beasts into one location, so that folks can read them and make comments. See also the design blog and setting info. Note that the dates are often innaccurate; I'm setting them to whatever puts the entry in the right spot, not to the day I actually wrote it. Incidentally, IE appears to suck at rendering anything more than the most basic of CSS, so I apologize if there are weird graphics problems here for IE users.
Beasts commonly refer to psychic powers as "Gifts" or "Powers". No one is quite sure where they come from; the very first generation of Beasts manifested some of the simpler abilities right away. Since those days, a number of different Gifts have been discovered, some of which defy easy classification.
Mechanically, a psychic power is represented by the Psychic Power Edge and a matching skill. This Edge can be taken multiple times; each one grants you a new psychic power. Each time that you take it, you acquire a new skill, which you can use to invoke or control that power. These skills all start without any dice, but so long as you have the appropriate Edge, you can still use them. Without the appropriate Edge, it's impossible to use a given power.
When you want to use one of your powers, you'll normally roll Spirit & the appropriate Psychic Skill. Note that while you can use a psychic power without having any dice in the skill, it's dangerous.
Most Gifts can be used to perform several different effects, which are discussed under the rules for each one. You can also push a Gift, making it do something above and beyond what it is normally capable of. When you do this, you'll often lose access to that power for a time. Pushing a Gift generally requires intense concentration and shouldn't be done lightly.
In extraordinary circumstances, you can even double-push a Gift. This generally means pushing it once, then pushing it still harder. When you double-push a Gift, you're asking for trouble. Double-pushing can accomplish extraordinary things, but you could lose your power for days or even see your skill at it permanently reduced.
Whenever you try to double-push a power, whether you succeed or fail, you'll have to roll on the Powerloss table.