Viewing Effect - Commune
Speak to intelligences that cannot be spoken with

Create a Commune Power


You possess the ability to temporarily communicate with things that are otherwise unable to communicate.


Spend an Action, Exert your Mind, and select a target within [[range]]. The target may communicate in your language for 10 minutes.

You may only communicate with the sorts of targets that your "Commune" Enhancements allow. Without at least one "Commune" Enhancement, this Power is unusable.


Cantrip (Activating this Effect has no Exertion cost, but its Gift Cost can never be increased above 2.)

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Piece of Cake (You may activate this Effect as a Free Action, meaning you may activate it and take an Action in the same Round of Combat.)
A Free Action is one that can be taken at any time without spending the Round's Action. Activation costs (Exertion, etc) are unaffected.

Writing (This also includes recorded communications such as writings, pictures, scent trails, etc.)
This only covers attempted communications, and then only what the attempted communication was intending to say.

Creatures (You may commune with Creatures.)
This Enhancement does not grant intelligence to the creature.

Dead (By targeting the body of someone who has died in the past week, you may speak to them.)
Their memories extend to the moment of their death.

Commune: Long-Dead (You can commune with people who have been dead for any length of time. You must still target their remains, though it may only be a small piece of them.)

Commune: Machines (You may Commune with sentient machines.)

Long Conversation (This Power lasts an hour.)

Humans (You may communicate with humans who do not speak your languages.)

Fluency (Instead of activating this Power, you passively possess the ability to communicate with any target covered by your "Commune" Enhancements. It is as if you, and only you, speak their language.)
Think horse whisperer. Bystanders who wish to communicate depend on you as an interpreter or medium.

Triggered (You cannot manually activate this Effect. Instead, choose a triggering event, always outside your control, that activates this Effect without requiring an Action or Exertion cost from you.)
The triggering event must be outside of your control, and balance must be strictly enforced by World Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Conditionally Costless (This Effect does not require Exertion in certain circumstances. The condition should be balanced such that it has an activation cost the majority of the time you are able to use it.)
If you take this Enhancement, you must be able to use the Effect at full cost and other times at no cost. This cannot be the same condition as the Drawback "Conditional" as that would imply that the Effect is costless any time you can cast it.

Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.


Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Once per Day (You may only use this Effect once per day.)
Tunnel Vision (While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.)
This means you cannot perform any actions which require your full attention, such as Committed Actions, as well as a number of Powers.
Traumatic (You must make a Trauma roll when you use this Effect.)
Long Cast (This Effect takes one minute to activate.)
Chit Chat (This Power only lasts 60 seconds.)
Ghosting (You may only use this Effect once per target per day.)
Draining (After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.)
Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Monologue (You are only able to communicate to your targets, not understand them.)
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Loud Mouth (The communication occurs aloud in your native tongue and may be overheard or intercepted)

Parameter - Range

Default Level: 0

Seasoned Threshold: 3

Veteran Threshold: 5

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Duration

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 round
  2. 3 rounds
  3. 3 minutes
  4. 30 minutes
  5. 3 hours
  6. 1 day
  7. 1 month

Example Powers

The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.

Exert your Mind and spend an Action to activate. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next ten minutes.

  • You can target yourself if you qualify as a valid target by the other requirements.

The beastmaster can speak to and understand any animal.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animals as if you are fluent in a relevant language.

  • Communing with terrestrial animals does not grant them intellect but does allow you to converse with them.