Broken Communion

Broken Communion, according the the philosophy of True Communion, is the hell to which the self-destructive actions of those who follow Dark Communion are condemned and, through their misdeeds, condemn others. It infects the hearts of the tortured and broken; it taints the lands where genocide slaughtered a people; it haunts those who commit grave and terrible crime and turn their own self-hatred against them. Broken Communion, sometimes called the Psychosis Gestalt, represents humanity’s self-destructive drive. It represents everything that we understand poorly, that we turn away from, that we refuse to comprehend. It seems monstrous, but it’s monstrousness is not born out of malice, but out of fear, self-loathing and a failure to understand. To some who follow the ways of True Communion, those caught in the grip of Broken Communion are to be pitied and rescued, rather than reviled and destroyed.

Unlike the other two forms of Communion, Broken Communion lashes out independently of any mind or psion directing it to act. It saturates areas with its unnatural sanctity, twisting psionic energy. It seeks attention and self-knowledge and acts out. It attempts to communicate via strange, unbidden visions; it moves things of their own accord; ghosts either haunt regions of Broken Communion sanctity, or the twisted psionic fields manifest in people’s minds in anthropomorphized forms. Psychics who know it warn against embracing these, because Broken Communion twists and taints those who embrace it. It spreads its misery and self-hatred to all who gaze upon it.

Most psions assiduously avoid Broken Communion. They argue that it offers nothing but misery. Broken Communion is to be healed or defeated or driven away, like a mumbling beggar on the street, or a frenzied psychotic bashing at your door. But those who embrace Broken Communion say that it brings insights into the human condition, allows one to be “outside, looking in,” or that through its fractured mirror, one can see beyond the limits of human(oid) understanding. What Broken Communion can offer that the other two forms of Communion cannot are unique, “paradigm-breaking” abilities, but at great cost to the self and the world around you.


Prerequisites and Costs

Characters with Psychic Healing may not learn Broken Communion; beyond this, broken Communion has no requirements. In fact, people who cannot generally access Communion can explicitly access Broken Communion. This includes genetically engineered psions, psi-borgs and characters with ten levels of Dark Psionic Distortion.

The Broken Communion Modifier

Broken Communion’s powers work by a ghostly, surreal logic. Many superstitions across the galaxy stem from the experiences of those who have suffered the effects of Broken Communion. Broken Communion powers can be stopped by mundane tokens, superstitions and exorcisms. Examples include Akashic gargoyles, the chants or icons of the Divine Masks, the prayers of True Communion Monks and the protective circles of Zathare sorcery. To tell the difference between a bunk superstition and a genuine one, or to correctly perform a ritual of protection, roll Religious Ritual-4, Occultism-4, Hidden Lore (Communion) or Exorcism. In addition, whenever a Broken Communion miracle encounters a True Communion miracle that does the same thing, or counters its effects, the True Communion miracle always takes precedence.

The character invoking the Miracle can override these protections by accepting Corruption. The Corruption gained is 1/5 the cost of the miracle as an ability (the same as its Learned Prayer Cost) if used as a Learned Prayer, or with the miracle level, if a general prayer. If the Corruption has been accepted, as long as the character is present, neither mundane superstitions nor occult practices can defeat the miracle, but True Communion miracles still override the Broken Communion miracle. Once the character invoking the miracle leaves, the effects of the miracle eventually lose their divine potency and revert to “ghostly” effects subject to mundane countermeasures; when this occurs is at the GM’s discretion (generally this takes hours or days).

At the GM’s discretion, any “internal” miracle that only affects the character and cannot be reasonably countered, such as Horrifying Truth or Inured Mind, always cost Corruption. The GM needn’t inform the player before hand; such is the danger of using Broken Communion.
Thus, Broken Communion has an alternate Divine modifier: either the character takes Corruption or their miracle can be defeated by Mundane Countermeasures; in both cases, Broken Communion can be defeated by True Communion. This modifier is worth -10%.

Optional Broken Communion Petition Modifiers:

  • Time spent: -2 if you concentrate for a single second, +0 if you concentrate for 1d6 seconds, +1 if you concentrate for 5 minutes, +2 if you concentrate for 2 hours;
  • Ritual: +1 for visibly or audibly meditating while gesturing or pointing to the object of your attention and succeeding at a Meditation roll;
  • Mass Ritual: Communion benefits from the focus and attention of a large group. Gain +1 if at least 25 followers assist you in willing the miracle to happen; increase this to +2 for 100 followers, +3 for 1,000, +4 for 10,000, +5 for an entire planet’s population (at least a billion), and +6 for an entire constellation’s populace (at least a trillion). This requires the active and enthusiastic participation of the followers, and a Religious Ritual roll to harness their energies; at the GM’s discretion, this can be more subtle, with the followers unwittingly assisting you. This generally requires a successful Propaganda roll to manipulate the subconscious minds of so many, and halves the bonus.
  • Corruption: +1 for every five points of Corruption the character accepts, to a maximum of +3.
  • Sanctity: -5 for Low Broken Communion Sanctity, +1 for High Broken Communion Sanctity and +2 for Very High Broken Communion Sanctity.
  • Multiple Petitions: Broken Communion suffers no petition penalty for multiple invocations, but doubles the reaction penalty for multiple successful invocations.
  • Path Symbolism: Characters may gain +1 to petition and reaction rolls per path symbol invoked (to a maximum of +4) when invoking a miracle associated with that path; or +1 to petition and reaction rolls per two symbols (up to +2) when invoking miracles not associated with that path.

Broken Communion Reaction Modifiers

  • Madness: Broken Communion either applies no modifiers based on behavior, or applies arbitrary and ever-shifting modifiers based on behavior that defies logic. These should be worth no more than +/- 2.
  • Pressure: Broken Communion reacts positively to intense pressure, especially when it can make a bad situation worse. Apply a -4 for miracles of convenience, -2 if nothing especially dramatic and the miracle will not make it more tense, +0 if the situation is already tense or dangerous, or the miracle would make it even more tense and dangerous; +2 if someone is at risk of death or the miracle could ramp up an already tense situation into one where someone could die, and +4 if many people are at risk of death, or if the situation is already tense and the miracle could bring many people into the risk of death.
  • Sanctity: -2 for Low Broken Communion Sanctity, +1 for High Broken Communion Sanctity and +2 for Very High Broken Communion Sanctity.
  • Multiple Petitions: -2 per every previously successful invocation of Broken Communion this day.
  • Delusion and Madness: The character can claim +1 per -5 in appropriate “superstition” Delusions (up to +3) if their superstition validates their belief that a miracle should occur presently.
  • Path Symbolism: Apply the same path symbolism petition modifiers as reaction modifiers.
  • Archetypal Reputation: Apply your Archetypal Reputation as a reaction bonus provided you’re invoking a miracle associated with that path.

Bad or Very Bad reaction rolls do not result in Broken Communion losing their connection with the character or lashing out against them, but failing to understand the needs of its user. Calling upon Broken Communion throws open dangerous gates, and a bad reaction roll results in uncontrolled Miracles of Broken Communion. In general, a Bad reaction roll result in something the equivalent of a Minor or Major blessing, while a Very Bad reaction results in Miraculous Might or World-Shaking Miracles but not used in such a way that it helps the character. It may or may not directly harm the character, but it always causes chaos and spreads Broken Communion further. Alternatively, roll a result on the “Diabolical/Horrific” critical failure table (Thaumatology 258) or the “Reality Warping” critical failure table (Thaumatology 259), in both cases replacing the word “Spell” with “Miracle” and “Mana level” with “Sanctity Level.”

The Corruption of Broken Communion

Corruption points accumulate permanently. At the end of a session, if the character has 25 or more corruption, the character must roll Will at a penalty equal to every 10 points of corruption he’s accumulated; if he fails, the character loses character points equal to -1 for every 25 corruption points. The GM assigns the new disadvantage (the player is free to make suggestions). Precisely what disadvantage the character gets varies, but typical traits include Distinctive Feature (red or yellow eyes, or strange markings on the face tend to be common), reduced Appearance, reduced Self-Control rolls on disadvantages, and supernatural traits like Unluckiness. If the character ever accumulates 125 points of Corruption, this automatically converts into a -5 point loss for the character!

Corruption can be healed. Characters who isolate themselves from the world in a sacred place (such as a Communion temple), or under the guidance of a character with the True Communion trait may roll Meditation (with Religious Ritual as a complementary roll) to "cleanse their spirit." If they can get through the day with no failed Self-Control rolls, they cleanse 4 points of corruption. Esoteric Medicine may also cleans the character of Corruption, reducing 4 points per day with a successful roll. Proper emotional therapy via Psychology can also heal 2 points of Corruption per day. Finally, acts of heroic redemption might “wipe the slate clean” and remove any or all Corruption, depending on how great a deed it was (the default value is 25 corruption).

The Corruption of Broken Communion is a slightly modified and simplified versoin of the “Many Roads” system found in GURPS Horror 147. Look there if you want or need more ideas.

Drawing on Corruption

Like with Dark Communion, Broken Communion users can draw upon the Corruption of Broken Communion, gaining one point of Corruption for each point of psionic energy reserves that they “borrow” from Broken Communion. The most a character can draw upon for a single effect is equal to his Will + his best Psi Talent.

Twisted Psionic Energy and Broken Communion Sanctity

Don't drink the water

These rules suggest that one can gain Corruption or a psychic disease just by visiting a region of Twisted Psionic Energy, though it also says "at the GM's discretion." This tends to mean that player characters will do their best to avoid entering regions of Twisted Psionic Energy, as there's nothing else they can do to avoid corruption. As an alternative, consider requiring specific actions from the player characters before they risk infection in a corrupted region; these might act as supernatural equivalents to disease exposure (see "Contagion" B443) and apply bonuses or penalties to the roll to prevent infection.

Examples might include:

  • Entering a forbidden place without permission (+3).
  • Speaking to the native denizens of the twisted region (+2)
  • Touching a forbidden artifact (+1)
  • Accepting a gift from the native denizens (+0)
  • Eating the food or drinking the water native to the region (-1)
  • Breaking a sworn promise: -2
  • Intimacy with a native denizen: -3.
  • Psychic contact with a native denizen: -3.

Each region might be different and have different taboos that will trigger a possible psychic infection. Characters might roll Occultism or Hidden Lore (Communion) to get a sense of what the strictures might be.

Places with High or Very High Broken Communion Sanctity have twisted psionic energy. This applies a -2 to all rolls for Psionic Powers, and any failure counts as a critical failure. A default, generic critical failure is 1d6 Corruption points applied to the user. Characters with Broken Communion are not immune to this effect, but see Psychic Singularity below. True Communion and Dark Communion miracles do not suffer this penalty, but note that a place with high Broken Communion Sanctity always has low sanctity for other forms of Communion.

Regions of Twisted Psionic Energy have strange effects that occur within them: objects move of their own accord, electronics short out, people gain sudden, horrifying visions. The GM can treat this as random Broken Communion miracles or, if using the rules for Broken Communion Ghosts, treat these as the actions of an independent agent that haunts the area. Ghosts can provide a sense of personality for the area, a reason why it behaves the way it does. Furthermore, by purging the area of its ghost, characters can purge the area of the twisted psionic energy.

Spending too much time in an area of Twisted Psionic Energy can be hazardous for anyone’s health. This can result in a psychic disease. Such diseases can generally only be treated with Psychic Healing or Esoteric Medicine. The GM ultimately decides whether the character has been exposed to such a disease; as a general rule, characters who spend more than a day in a region of twisted psionic energy should roll HT or Will or suffer such a disease, and such diseases typically inflict a disadvantage similar to madness, additional Corruption, or represent a mysterious, psycho-somatic illness that will eventually kill its victim, typically after a long, lingering wasting away.

Twisted psionic energy fields arise from the use of the Corrupt Ground miracle, but they can also arise as the result of horrible trauma. The sites of murder, genocide, torture or other emotionally and psychically traumatic experiences shatter the local psionic fields and create haunted regions. Dark Communion can also unintentionally create regions of Broken Communion Sanctity. At the GM’s discretion, he can allow a Dark Communion user or Broken Communion user can both discard some of their Corruption points (typically 100+) to create a region of Broken Communion Sanctity: Dark Communion’s selfishness tends to harm others, if not kept in careful check, and Broken Communion often creates self-perpetuating misery and pain.

Additional Corruption Topics

The topic of Corruption is sufficiently complex and Broken Communion and the twisted regions its spawns sufficiently interesting to merit deeper discussion. The following articles explore Corruption and Broken Communion in greater depth offering setting ideas and inspirations.

Paths of Broken Communion

Broken Communion Miracles

Minor Blessings

Minimum Reaction: Neutral

When calling up on generic or specific prayers of this magnitude, optionally gain 1d6 Corruption to avoid countermeasures.

Psychic Inversion

Learned Prerequisite: Broken Communion 4
Learned Prayer Cost: NA
Corruption: Varies

Broken Communion is unaffected by Twisted psychic energy because it is the source of twisted psychic energy. This miracle twists the psionic gifts of the user, powering them with Twisted psychic energy. It removes removes the Psionic -10% modifier and replaces it with Broken Communion -10% modifier; this means it can be counteracted by mundane countermeasures or True Communion (rather than anti-psi measures) or the user can pay 1/5 of the cost of the power in Corruption to prevent the power from being countered. Furthermore, the power gains a +2, rather than a -2, while in a Twisted Energy Field, and failures count as normal failures, but they suffer a -2 while in an area with High or Very High True Communion sanctity, and all failures count as critical failures. This blessing lasts for one hour or until a power has been protected in one of the above ways, whichever takes longer.

Statistics: This miracle is based on an unusual background cost of 10 points, based on the fact that most psionic powers cost 100 points or less, and thus +/-10% would cost ~10 points at most. This is an inappropriate Learned Prayer, but characters with Broken Communion 4 or higher may replace the appropriate Psi modifier on their Powers with with the Broken Communion modifier at will; if they wish to use either, then they must instead take an “Either Psionic or Broken Communion -1%” modifier, and pay the difference.

Shroud of Broken Communion

Learned Prerequisite: Broken Communion 5.
Learned Prayer Cost: 4 points.
Corruption: 4

After completing his prayer, Broken Communion distorts the presence of the character. The humanoid mind recognizes the presence of the character only with great difficulty, preferring to pretend the target is not there. This grants a +4 to all Stealth rolls, provided the character carries no more than No Encumbrance. Targets may push past the mind-numbing effect of the shroud with a Will-5 roll. This effect lasts an hour, or it prevents an unwanted person from noticing the character, whichever takes longer.

Statistics: Chameleon 2 (Broken Communion -10%; Can Carry Objects; No Encumbrance +10%; Glamour (Will-5) -5%) [11] + Silence 2 (Broken Communion -10%; Can speak freely without jeopardizing bonus +5%; Glamour (Will-5) -5%) [9].

Roads of Broken Communion

Learned Prerequisite: Broken Communion 5.
Learned Prayer Cost: 4 points.
Corruption: 4

Upon completion of this prayer, the character is instantly transported to someplace he could have reasonably gone if he had been given sufficient time. He can only do this if unobserved, and if he has the necessary skills to reasonably get to the given location.

Statistics: See Ghost Step (Horror page 20) [20]

Inured Mind

Learned Prerequisite: Broken Communion 6.
Learned Prayer Cost: 5 points.
Corruption: 5

Broken Communion has shown the characters far worse things than that which he sees before him now. With this blessing, the character cannot be frightened by anything, even soul-blasting terror. This power lasts for an hour, or until it protects the character from one fright check, whichever is longer.

Statistics: Unfazeable (Cosmic +50%, Broken Communion -10%) [21]

Aura of Chaos

Learned Prerequisite: Broken Communion 6.
Learned Prayer Cost: 5 points.
Corruption: 5

After succeeding at a Meditation roll, the mystic may inflict everyone who walks within 2 yards of him with strange visions (see Hallucinating on page B429). The player of the mystic largely has free-reign of those visions, though they do not communicate useful information and they tend to reflect the madness and chaos of Broken Communion. If the mystic walks a path of Broken Communion, that the visions granted usually afflicts opponents with visions appropriate to the path (Death afflicts people with haunting and gruesome imagery, the Other afflicts them with strange and alien imagery, etc). The mystic may apply a -5 to his Meditation roll to expand the radius of the effect to 4 yards. On a failed roll, the mystic may spend 1 fatigue to try again on the next turn. The effect lasts for up to 1 hour, or until at least one person has been successfully afflicted with visions, whichever takes longer.

Statistics: Aura of Chaos (see Pyramid #3-19 page 5)

Horrifying Truth

Learned Prerequisite: Broken Communion 6.
Learned Prayer Cost: 5 points
Corruption: 5

Broken Communion can show the character visions that the character does not wish to see, that nobody wishes to see, or in ways that nobody would wish to see them, but which the character must see nonetheless. Seeing these vision inflicts a fright check (at -0), as well as the noted Corruption. Understanding the visions requires a Philosophy roll.

Statistics: Blessed (Broken Communion -10%; No Reaction Bonus -10%; Reduced Fatigue Cost 10 +200%; Backlash: Fright Check -30%) [25]


Learned Prerequisite: Broken Communion 6.
Learned Prayer Cost: 5 points.
Corruption: 5

Broken Communion does not so much grant a miracle to the mystic so much as go crazy around them. A telekinetic force with an ST of 14 (with a basic lift of 40 lbs) begins to move things around in the immediate vicinity of the mystic (within 2 yards), inflicting whatever mayhem the GM wishes. This generally protects the mystic in question, or goes after those who have harmed him. Debris flung at people with poltergeist inflict about 1d-2 cr damage.

Statistics: Telekinesis 14 (Area Affect 2 yards +50%; Broken Communion -10%; Emanation -20%, Unconscious only -20%; Uncontrollable -30%) [25]

Major Blessings

Minimum Reaction: Good

When calling up on generic or specific prayers of this magnitude, gain 2d6 Corruption if you wish to avoid countermeasures.

Broken Window

Learned Prerequisite: Broken Communion 8.
Learned Prayer Cost: 9 points.
Corruption: 9

Telepathic contact through Broken Communion opens up others to the danger of horrifying, broken visions of the pain, terror and weirdness of Broken Communion itself. Characters making psychic contact with the blessed (either receiving or sending) must roll a quick contest between their own Will and the Will of the blessed. If the blessed wins, the target suffers terrifying hallucinations for a number of minutes equal to their margin of failure. Those who fail by 5 or more also faint (going unconscious, where they suffer the hallucinations as dreams). Many characters find these visions sufficiently disturbing to warrant a fright check, but some find them hauntingly beautiful, even enlightening.

Statistics: Affliction (Broken Communion -10%; Always On -20%; Based on Will +20%; Hallucinating +50%; Secondary, Unconsciousness +40%; Malediction 3 +200%; Long Range +50%; No Signature +20%; Trigger, Psionic Contact -40%) [41]

Plague of Madness

Learned Prerequisite: Broken Communion 9.
Learned Prayer Cost: 10 points.
Corruption: 10

This is a set of interrelated miracles; other, similar ones are possible. Once the character has invoked the miracle, he rolls a Contest of Wills with a target, suffering normal range penalties to his Will roll. If the target fails, he suffers a psychic disease (see Psychic Diseases for more details). If the miracle is a general prayer, the GM chooses the disease; if the miracle is a specific prayer, then the player chooses the diseases; if the miracle is a learned prayer, the player must choose the disease when purchasing it.

All psychic diseases inflicted by Plague of Madness are highly contagious. Esoteric medicine, Resistance (Psychic Disease), Mental Strength and protective talismans all work as normal, applying their bonus to resist the miracle.
In addition to the normal vectors, a Plague of Madness may travel along a sensory vector: the character must see, hear or smell the mystic to be infected. The mystic chooses which if purchasing the Plague of Madness as a learned miracle.

Statistics: Affliction 1 (Psychic Disease +30%; Highly Contagious +50%; Malediction +150%; Sense Based -20%, Permanent +150%) [46]; Note that the “Psychic Disease” modifier is a simplification, as most of the psychic diseases come out to 30 points worth of advantages and disadvantages, and the Corruption-based innate attack comes to a similar value.

Shroud of Broken Communion, Enhanced

Learned Prerequisite: Broken Communion 9.
Learned Prayer Cost: 10 points.
Corruption: 10

As with Shroud of Broken Communion, but now the character becomes completely unseen. The humanoid mind refuses to recognize the target at all, and even machines will fail to record the character. The character also makes no sound.

Statistics: Invisibility (Affects Machines +50%; Broken Communion -10%: Can Carry Objects, No Encumbrance +10%; Glamour (Will-5) -5%) [28] + Silence 5 (Broken Communion -10%; Can speak freely without jeopardizing bonus +5%; Glamour (Will-5) -5%) [21]

Corrupt Ground

Learned Prerequisite: Broken Communion 9.
Learned Prayer Cost: 11 points.
Corruption: 11

As Consecrate Ground, except this creates an area of High Broken Communion sanctity that cannot be countered by Desecrate Ground without some extraordinary action to rectify the broken nature of the psychic energy in the area, and it creates a field of Twisted psychic energy.

Statistics: Affliction 1 (HT, Broken Communion -10%, Accessibility Ground and buildings only -20%, Advantage: Twisted Psionic Energy Generator +150%, Area of Effect 16 yards +200%, Emanation -20%, Extended Duration, Permanent +150%, Must First Traverse entire Perimeter -20%, Selective Area +20%) [55]

Sanity-Blasting Horror

Learned Prerequisite: Broken Communion 9.
Learned Prayer Cost: 10 points.
Corruption: 10

Upon completion of this prayer, the blessed of Broken Communion may unleash the complete horror of Broken Communion upon his foe. This requires a the blessed to be within 10 yards of his target, but his target need neither hear nor see him. Roll a contest of Wills between the target and the blessed, but the target may not add any non-cosmic forms of Fearlessness, including non-cosmic Unfazeable. If the target loses, apply the margin of failure as a penalty when rolling on the fear table.

Statistics: Terror 1 ( Active +0%; Broken Communion -10%; Cosmic +50%; Presence +25%) [50]

Miraculous Power

Minimum Reaction: Very Good

When calling up on generic or specific prayers of this magnitude, gain 3d6 Corruption if you wish to avoid countermeasures.

Psionic Madness

Learned Prerequisite: Broken Communion 10.
Learned Prayer Cost: 12 points.
Corruption: 12

Broken Communion twists all psychic energy it touches, and with this power, the Broken Psi can twist the powers of another. Roll a Quick Contest of Meditation vs the target's best Psionic skill. Protected Power does not apply. Success applies the Uncontrollable limitation to the power for a number of minutes equal to the margin of success, and the use of the power counts as “Stress,” instantly setting the power off.

Statistics: Neutralize (Psi; Broken Communion -10%: Ranged 1 +50%; Derange -20%) [60]

Psycho Storm

Learned Prerequisite: Broken Communion 10.
Learned Prayer Cost: 12 points.
Corruption: 12

As with Poltergeist, but with superhuman-scale ST (20, or basic lift of 80), with sufficient strength to hurl human bodies and damage walls and such and with a total range of 4 yards from the character. Debris flung at people with poltergeist inflict about 2d-1 cr damage.

Statistics: Telekinesis 20 (Area Affect 4 yards +100%; Broken Communion -10%; Emanation -20%, Unconscious only -20%; Uncontrollable -30%;) [60].

Chaotic Interference

Learned Prerequisite: Broken Communion 11
Learned Prayer Cost: 15 points.
Corruption: 15

In an area 10 yards from the mystic, electronics begin to flicker and short out. Blasters stop working or work only intermittently, lights flicker or die, communications fuzz to static and bots begin acting in an erratic fashion. Apply a -3 to any use of electronics, or roll HT-3 to see if your electronic device works when you attempt to use it. This effect lasts for an hour, or until it’s affected at least one electronic device in a way that assists the mystic, whichever takes longer.

Statistics: Control Electronics 10 (Occasional; Broken Communion -10%; Unconscious Only -20%; Only to scramble electronics -20%) [75]

Corrupt Ground, Enhanced

Learned Prerequisite: Broken Communion 11.
Learned Prayer Cost: 17 points.
Corruption: 17

As Corrupt Ground, except that it affects a roughly circular area roughly one square mile.

Statistics: Affliction 1 (HT; Broken Communion +10%; Accessibility, Ground and buildings only -20%’ Advantage, Twisted Psionic Energy Generator +150%; Area of Effect, 1000 yards +500%; Emanation -20%; Extended Duration, Permanent +150%; Must First Traverse entire Perimeter -20%; Selective Area +20%) [85]

World-Shaking Miracles

Minimum Reaction: Excellent

When calling up on generic or specific prayers of this magnitude, gain 4d6 Corruption

Psycho Storm, Enhanced

Learned Prerequisite: Broken Communion 13.
Learned Prayer Cost: 24 points.
Corruption: 24

As with Poltergeist, but with even greater superhuman ST (40, or basic lift of 320) able to lift small vehicles, topple walls, etc, and with a total range of 4 yards from the character. Debris flung at people with poltergeist inflict about 4d+1 cr damage.

Statistics: Telekinesis 40 (Broken Communion -10%; Area Affect 4 yards +100%; Emanation -20%; Unconscious only -20%, Uncontrollable -30%) [120]

Sanity-Blasting Horror (Enhanced)

Learned Prerequisite: Broken Communion 13.
Learned Prayer Cost: 24 points.
Corruption: 24

As with Sanity-Blasting Horror, but the target is at -5 on his roll!

Statistics: Terror 5 (Broken Communion -10%, Cosmic +50%, Presence +25%, Active +0%) [116]

Black Sun

Learned Prerequisite: Broken Communion 13.
Learned Prayer Cost: 25 points.
Corruption: 25 points

As Eclipse from Divine Favor 15, but with a spookier name and the Broken Communion modifier,

Roads of Broken Communion, Enhanced

Learned Prerequisite: Broken Communion 14.
Learned Prayer Cost: 28 points.
Corruption: 28 points

See Non-Locality, Powers: the Weird page 34, but with Broken Communion -10% and Accessibility "Only to and from locations with Twisted Energy Fields" -40% [140]. This version always requires a "special portal," usually one that parallels the target location: You must step through a door in one ship to enter the door of another, or walk down one unseen path to arrive at an unseen path in another location, and so on. The character literally walks through Broken Communion to arrive at his new destination. This explicitly allows interstellar travel.

Plague of Locusts

Learned Prerequisite: Broken Communion 14.
Learned Prayer Cost: 30 points.
Corruption: 30 points

See Divine Favor page 15

History-Shaping Miracles

Minimum Reaction: Excellent, and applies a -3 to reaction rolls for further requests

When calling up on specific prayers of this magnitude (such as Primordial Avatar), gain 6d6 Corruption

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