I'd be tempted to go with +50%, and allow the player to choose if he wants to roll or "Take 10*" on any given check. Being disallowed a roll is a Limitation, perhaps worth -25%**, but must be combined with the above (call it Take 10 Only +25% or similar).
*As Ghostdancer previously suggested, Take 11 is probably more appropriate (leaning on the "bad" side of average, much as d20's Take 10 rule does), with +5% per -1 to the result. Actually, it should probably be an increasing price as you go, as otherwise you could technically make it Take 3 +85%, which is obviously far too cheap for that. Maybe something like the following.
Code:
Roll Price
16 +20%
15 +30%
14 +40%
13 +45%
12 +47.5%
11 +50%
10 +55%
9 +65%
8 +80%
7 +100%
6 +125%
5 +160%
4 +200%
Note I left off rolls of 3, simply because
any time you have an effective skill of 3 or higher (that is, are allowed a roll), a roll of 4 is sufficient for a Critical Success. This is a rough draft - +300%
may be more appropriate for rolls of 4, for example ("Always Critically Succeeds" is a pretty big deal).
**This is probably worth less as a Limitation the lower the roll, and more as a Limitation the higher the roll, but I'm not sure what rate it should change. Certainly, it's +0% for a roll of 4, and probably -40% for a roll of 14 (for a net +0% there), but I don't know beyond that.