Essence of thePolymath
bysilverm21
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AI summary
Improves your body into something "superbly average" — free of health problems and good across the board without being superhuman — and grants twenty charges you can invest into any skill, profession or job, up to five per skill and freely reassignable, where one charge gives competent knowledge and experience, two makes you a respected master or genius, three a singular genius guaranteed to make breakthroughs, and four pushes further still. At five charges the skill starts emulating supernatural or super-science effects driven more by what you want to happen than by what is physically possible, an effect that deepens the longer the skill stays maxed, and it works on fictional professions too, functioning as encyclopedic trivia until the fourth charge — so a maxed Jedi or Star Wars Enthusiast becomes genuinely capable. Maxed skills also blend across related fields, so maxed construction and engineering makes building Star Wars starships easier, and the power handles the drawbacks inherent to a profession, so a Jedi need not fear the dark side and a Sith suffers none of the usual mental or physical corruption.
Generated précis — the sections below are the author's original text.
Description
By consuming this essence you possess the power to become the potential master of all skills and professions. Able to become a master of a skill to superhuman levels in mere moments, as long as you have a free charge.
Effects
8You body has been improved, removing health issues and generally made “superbly average”. A body that is good in all traits but not superhumanly so.
Granted 20 "charges" that can be "invested” into a skill, profession, job, ect. Each skill can have up to five charges at a time as a maximum.
Charges are essentially “placed” in a category, skill, or profession, this charge is held up until you remove its effect and “place” it in another category. Up to five charges can be placed under any one skill or profession. Skills under five charges disappear immediately after being removed, over five the amount of time you’ve had it at five allows you to keep some skill and talent in that area for a similar amount of time.
A single charge gives you competent knowledge and experience in that profession. Two charges makes you the equivalent of respected master or genius. Three makes you a singular genius in your field, guaranteed to make breakthroughs and advancements. And four starts to add supernatural effects to your skillset. Like say hollywood movie hacking and wire fu martial arts. And five is stronger supernatural abilities and effects.
At five charges your skill emulates many supernatural or super science effects more akin to what you wish to have happen than what is actually physically possible. This effect grows in relation to how long you have the skill maxed out. At first you may be capable of making weird science like devices capable of effecting a city and equaling your random mad scientist. By the year end mark your the equal of Dr Doom, Reed Richards, Jimmy Neutron, and Dexter.
This can be applied to fictional professions, but basically works as extreme trivia and knowledge until you start hitting four charge levels. For example being a Jedi or “Star Wars Enthusiast” would make you have an almost encyclopedic knowledge of the franchise, higher levels would make you a master at writing star wars related works and four-five would start allowing you to actually emulate force powers. Note with the two examples the Jedi would have force powers that would grow into the likes of EU jedi by the end of a year. While the “Star Wars Enthusiast” would have a more general star wars knowledge and start making actual devices from Star Wars. Even Starships would be possible.
Maxed out skills start to help and blend together in similar fields. A maxed out construction and engineering would find it easier to make bigger and bigger starships from star wars. A candy maker and a weapons designer could make guns out of candy or that shoot candy at incredible speeds.
Actual weaknesses and issues of these skills would be handled by the power, to continue the example the Jedi would not have to worry about falling to the Dark Side, and in general a “Sith” profession would not suffer the mind altering or body harming effects of the Dark Side.
- Categories
- utilityknowledgeitemstechnologycombat
- Traits
- skill masterycraftingenhanced intelligence
- Keywords
- intelligencegame mechanicsdarknessvehiclesweapons