A simple but thorough framework for psychic powers that can ride on top of the FIST system, or any other for that matter with some minor tweaks. Setting the cool down period to a game session instead of hours or days should prevent PCs from gaming the system too much. The list of powers covers the usual favorites along with some traits to give access to them, though Universe Hopping may not be a popular one with most GMs.
It also comes, at no extra cost, with cards describing not just the powers, but various weapons and weapon attachments to let the players customize their loadout.
A solid piece of work and easily adaptable to other rules-light games. If I had one suggestion, it would be to expand what the various consequences mean and how they can be used to torment PCs who dig too greedily and too deep into their arcane abilities.