Impart Knowledge
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Impart Knowledge (Super Psionics) by Taalismn
- Type: Super
- Range: Touch
- Duration: Special (see below)
- Saving Throw: Standard
- ISP Cost: 7
- Effects: Impart Knowledge can be considered a more selective version of Mind Bond, and allows the psychic to implant large blocks of information, including workable skills, into the mind of another person. The extent and duration of the information retention depends on the age of the person.
- Adults (18+ years of age)----The imparter can implant information and skills they possess, equal to one level below their level of experience, into the adult brain. However, they will only be able to retain the skills/knowledge for 4d4 hours. Only one skill may be implanted in this manner without penalty; each additional skill or bloc of knowledge that the implanter attempts to impress on the person’s mind will cost DOUBLE the ISP and 1d4 Hit Points(regains them normally) due to stress and strain, plus the impartee can more effectively resist(if they so choose) with a +1 to save versus each additional implantation attempt.
- Children/Teenagers (1-17 years of age)---Minds aren’t as developed yet, so they cannot make associations of the parts of a skill as readily, so imparted skills are at HALF the level of the implanter. However, they can retain the knowledge for TWICE as long. Attempting multiple skills in the same person incurs the same penalties as above.
- Prenatal----The unborn can be permanently imprinted with information and skills during the third trimester. The imparter can implant a block of knowledge or a complete skill(at FIRST level of proficiency, plus any I.Q. bonuses the imparter possesses) that the infant will be effectively born with(during the implantation, the mother may attempt to resist the effort, but is -1 to do so, since she is not the focus of the implant). This Imparted skill/knowledge typically manifests itself as an aptitude for something, or may have an effect on their activities(knowing, for instance, a schematic, features of which may surface in the child’s art). Note that unless the child takes the skill again, the implanted skill remains at 1st level and does not increase with experience. If it IS taken again, the person gets a +15% bonus(in addition to any other bonuses). As with adults and children, only one skill may be implanted in this manner without penalty; each additional skill or bloc of knowledge that the implanter attempts to impress on the unborn’s mind will cost DOUBLE the ISP and 1d4 Hit Points(regains them normally) due to stress and strain, plus the mother can more effectively resist(if she so chooses) with a +1 to save versus each additional implantation attempt.
- Limitations:
- Physical (including hand to hand combat styles) and W.P. Ancient skills can only be imparted at a FIRST level of experience, and any physical enhancement stat bonuses accompanying them CANNOT be imparted. This is because the skills involve a certain amount of muscle memory that a impartee doesn’t instantly acquire. They may get a general knowledge of gymnastics, for example, but not any P.S., P.P., or SDC bonuses that they would get by actually working out. Piloting skills, W.P. Modern, and academic/knowledge skills are unaffected.
- General knowledge can include memorized books, schematics, maps, plans, code words, and the like, that the person can recall with perfect clarity for the duration of the implantation.
- After the duration of the implantation runs out, the person will only be able to recall parts of the imparted information, and perform the original imparted skills at a 15% proficiency, up to a month afterwards. If the impartee possesses Total Recall or a similar psychic ability, they can up this to 25%, up to TWO months.