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

Create a Commune Power

Description

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

System

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.

Enhancements

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power 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 power is costless any time you can cast it.

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.

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell 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.

Piece of Cake (You may activate this Power 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.

Commune: Creatures (You may commune with aliens, animals, monsters, and other inhuman creatures.)
This Enhancement does not grant intelligence to the creature.

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

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.)

Commune: Writing (You may Commune with any form of communication that is recorded to be interpreted via sight, scent, or touch. This includes any written language, runes, schematics, pictographs, and scent markings. You may "read" and "write" for the duration.)

Long Conversation (This Power lasts an hour.)

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.

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power 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.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Tunnel Vision (While this power 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.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Long Cast (This Power takes one minute to activate.)
Sacrifice (Activating 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 (The communication only goes one way. Either you gain the ability to understand them, or they gain the ability to understand you, but not both.)
Ghosting (You may only use this Power once per target per day.)
Chit Chat (This Power only lasts 60 seconds.)
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power 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

Example Powers