TRADITIONS
Powers are consolidated into traditions that consolidate
Biotic: Biotic powers are the result of exotic biology. As there are no spell lists, you have to create your own, typically by selecting two powers per tier.
Other: Most powers are magical and the result of mystical forces.
Tech: Tech powers are the result of advanced technology. As there are no spell lists, you have to create your own, typically by selecting two powers per tier.
COMPONENTS
All powers require at least 3 components to be activated or sustained, unless noted otherwise. Innate powers require only 2 components. Tech powers always require material and somatic components and cannot benefit from abilities that remove the need for these components.
Examples:
- alchemy: focus, ammunition, somatic
- arcane: material, somatic, verbal
- biotic: emotion, internal, verbal
- celestial: emotion, focus, verbal
- elemental: emotion, material*, somatic
- infernal: emotion, focus, verbal
- occult: emotion, thought, verbal
- primal: emotion, focus, material*
Internal components functions like material components except they are housed inside a creature such as consuming certain food and drink regularly to fill up their stomach or rubbing certain ointments or oils into their skin and hair.
*Elemental and primal powers allow the user to utilize an appropriate element within the power's range rather than them needing to carry it. For example, Soften Earth and Stone could consume a portion of dirt and mud in the area to activate the power and Gust of Wind could consume some air to activate its effects rather than the caster needing to carry these materials. So long as these elements are within range, it counts as having material components.
Material Component Costs: Common (Tier2 x 1 gp), Uncommon (Tier2 x 10 gp), Rare (Tier2 x 100 gp), Unique (Tier2 x 1,000 gp)