Spark of Genius

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Spark of genius [Major] by Iczer

'I'm bringing out the inner you'

The character can augment the minds of others to bring out inner mental talents.

1) Touch of genius: The character lays his hands on another to bring out this characteristic in another. The process takes merely a minute, and when it is done, the target adds 1d4+4 to his IQ, and gains a +10% to all skills that are by their nature sedentary. The target gains a near photographic memory and the ability to make intuitive leaps in logic (can solve problems in 1/2 the normal time)

2) Touch of willpower: The character lays his hands on another to bring out this characteristic in another. The process takes merely a minute, and when it is done, the target gains 1d4+2 ME. He also gains a +2 to save vs psionics, as well as a general gain in courage and self discipline (+4 to save vs HF)

3) Touch of the muse: The character lays his hands on another to bring out this characteristic in another. The process takes merely a minute, and when it is done, the target gains 1d4+3 MA. In addition gains +10% to all 'creative' skills (play instruments, art, sing etc). If the target has no such skills, he automatically gains one of his choice when he receives this gift (though the character may not be aware of what he has gained).

4) Self enhancement: The character also possesses a lesser version of these gifts. While not necessarily as talented as his protege's, he gains a vision of his target's possibilities, much like a synopsis of what the target would do with such a gift. In addition, the character gains +2 to ME, MA and IQ. Other bonuses include:

  • +2 to save vs HF and psionics
  • +5% to all skills
  • Eidetic like memory of the people he has gifted, as well as their potential futures.

5) Drawbacks: Not a lot of drawbacks exist with this power. Each touch has a conditionally permanent duration. The touch leaves a target only if one of the following conditions are met.

a) The character withdraws it. This can be done from any distance.
b) The target voluntarily gives it up
c) The target receives a different touch
d) The target fails to make use of it for 7 days. A mechanic gifted with extra intelligence needs to start using it to keep the gift. withering away at his old job is probably enough to classify. This is a call the GM has to make.

The character always knows when and why a gift is lost when it happens.
The touches are not addictive physically, but the rush of intelligence may be psychologically addictive.
Lastly, each touch carries a physical change in the target. This change is selected when this power is acquired, but may be different from character to character. It may be a change in skin color, a glowing spark that continues, or a sudden attack of baldness. in any case the change is undone when and iff the power is revoked.