Well, looks like no bonus XP for explosive movement. So, here's one interpretation of a Pangolin Communication technique which I think we'd like. I also think it's reasonably balanced.
@OliWhail @eaglejarl @Velorien tagging for visibility and consideration.
Pantokrator's Communion:
Requirements: Control * 2 Intelligence * 2
Description: Allows the caster to create a telepathic link with their target(s) via which each party can communicate to each other by intentionally sounding out words in their head with the link in mind. Range is equal to level * 10 meters, and number of targets they can link to is equal to level / 5 rounded up. Keeping a link open requires a Quick Action from the caster. Creating a new link or adding people to a link costs a Combat Action for the caster. The caster must know where the target(s) is(are) to create a link.
Cost: 1 CP per round (3 seconds) per person linked to
Example Usage:
Let's assume Alice has 10 levels in this skill. She can now open a conference call between herself and two teammates - Bob and Carl. Let's say Bob's scouting ahead and they expect trouble. Alice can open a link to Bob using a Combat Action as she opens the link and 1 CP to maintain the link for each round (which I believe are generally around 3-ish seconds). This continues for a minute of scouting, costing 20 CP. Then, Bob tells Alice that Bob spotted trouble. So, she uses a Combat Action to put Carl into the Link. This doubles the CP cost over time, but words Carl, Bob, and Alice think towards that link are heard by all of them. It costs Alice 2 CP and a Quick Action per round to maintain this. If ever any of them get more than 100 meters away from Alice, they are disconnected from the link and lose the ability to communicate.
Alternatively: Alice, Bob, and Carl are traveling and are ambushed. If Alice already had a link set up (and was losing CP fast because of it), then they can instantly use the link to communicate. However, if not, then Alice will need to spend a Combat Action creating a link between them if they want its benefits - and need to do it before her allies all vanish or hide.
Why I think this is balanced:
I think this results in a fairly balanced ability, and prevents it from breaking the setting while still granting cool usage. The linear range requirement and "needing to know where the target is" should prevent most world-breaking exploits - it doesn't grant long range communication, doesn't let you mind-read, and has reasonably strict limitations on who you can use it on (e.g. can't use it "the intruder in the building" unless you also know where they are and are within range, can't use it as an SOS unless you know where the recipient of your message is). It also has reasonably strict ability requirements, making it not something that everybody would want to level (but they don't seem too strict: e.g. Keiko could level it to 10 immediately). Additionally, costing a Quick Action can be a significant loss in combat, making its use have consequences and preventing shenanigans. Additionally, 1 CP per round per person, while not a lot in combat, means that you can't just keep the link open at all times, especially while traveling or keeping watch. Also, since it costs a Combat Action to start, it isn't necessarily the best option to choose when engaging in surprise combat. Additionally, requiring the users to explicitly think the words at each other removes any mind-reading shenanigans or instant detailed communication tricks.
That said, it has excellent synergy with any sort of esoteric sensing or hiding ability - Keiko could use it to grant everybody Noburi's information on mist drain without letting enemies know they know, or let Hazou know what's happening while he's hiding like a Mole, both of which open up some new combat options. It's also great for OpSec as it would allow us to pass information without enemies knowing where we got it from (e.g. Mist Drain), and allows for fun battlefield confusion - shout commands at each other which we ignore for the mind-commands.