Power Gateway
Psionic Powers are accessed through three methods: An Item (they wear, carry, or use), Infused (into the PC’s body), or a Bonded Companion creature. Every Power will have a single Gateway.
Items
The vast majority of Powers are accessed through an item. The item can be virtually any (otherwise) inanimate object—a piece of clothing, a weapon, an accessory, etc. From a narrative perspective, think of this as a character’s signature item. For Ethertech items, a Moon Relic of some sort has been integrated into it and it will glow (in part or as an aura) on the cool end of the spectrum (greens, blues, violets). Solartech items will glow on the warm end of the spectrum (reds, oranges, yellows).
Items come with an intrinsic benefit and drawback. For Ethertech items, they do not create Moon Relic Disruption. For both Ethertech and Solartech items, they can be lost, stolen, or otherwise prevent a Power from being used if the item is not present.
Infused
Moon Relic infusion makes sure that a Power is always available and cannot be lost or taken. However, the process of Moon Relic infusion comes at the cost of Moon Relic Disruption. This is a tradeoff that some characters will take for the security of always having a Power at the ready. Solartech is never infused and always accessed through an item.
Moon Relic Disruption
For each infused Moon Relic, a PC accumulates one level of Moon Relic Disruption. Each level of Moon Relic Disruption lowers their Stress maximum by one (1) point per level. For example, a PC with three (3) infused Moon Relics will have the trait Moon Relic Disruption 3 and will lower their Stress maximum by three (3). This means that PC would become Stressed Out whenever they reach 7 Stress (10 - 3 = 7).
Bonded Companion
Instead of an item or infused Power, a character may have developed an Etheric bond with a companion creature. This is no normal bond, and the character and companion are mingled into the fabic of reality together. This allows access to manifest Psionic Powers via the companion. They may be natural powers of the companion, or entirely new Powers that come about because of the bond.
The character and companion share a complex empathic link, and the companion may be asked to perform tasks. The companion is independent, but fiercely loyal to their bonded person. Moreso than any other bioform, Wildcallers are often found with Bonded Companions. For practical play purposes, this companion should be able to move on its own and be of a reasonable size.
