Inspiration

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Inspiration (minor) by Senator Cybus

The hero has an uncanny knack for making leaps of intuitive reasoning; ideas just pop into his head, allowing him to figure out how to do…anything! The super being can use this power a number of times per day equal to 1 +1 per level of experience (twice at level one, three times at level two, etc), in the following ways.
The hero can add a bonus to any skill roll of 50% +2% per level of experience (this can take the character’s skill proficiency over 100%): if the character does not have the relevant skill, use this as a base proficiency score. If successful, the character can guess his way through a single, corresponding task - repair an engine, translate a text in a foreign language, cook a birthday cake - even if he has no experience in that area of expertise!
Additionally, if a player is stuck for the best course of action in a given situation or faced with a riddle that he can‘t otherwise solve, the GM may allow him to trade in a use of Inspiration in exchange for a clue. The character isn’t omniscient; the clue shouldn’t be anything that reveals the entire storyline, more something along the lines of, “You suddenly notice, as Doctor Deluge is escaping, that one of his masked henchmen has a limp exactly like that guy Larry who works at the bowling alley…” or, “You can’t be sure, but from this angle, the piece of unknown alien technology in front of you looks an awful lot like that super villain’s teleporter that you saw on the news…”

Optional: the GM may also initiate the use of Inspiration, feeding the player a clue to advance the plot. If the GM does this (and he should do so sparingly), he should reward the player with a bonus of 50 experience points, as compensation for hi-jacking the power.