Mental enhancements are less likely to induce or increase the chances of insanity than are physical enhancements. This does not alter the fact that a major change with great risks are involved or make them less attractive to the desparate.
Listed below are the enhancements with their description.
Extraordinary IQ 1: HQ penalty: +2%
By stimulating synapse response and increasing the amount of the brain accessable for use, a person can increase his IQ.
Extraordinary IQ 2: HQ penalty: +3%
Extraordinary Mental Affinity 1: HQ penalty: +3%
Stimulation causes the nerve centers responsible for organizing thought process into speech, and increasing the ability to speak compellingly, and rhetorically. Minimum 24 MA
Extraordinary MA 2: HQ penalty: +5%
Extraordinary MA 3: HQ penalty: +10%
Induce Sleep (Super-psionics): HQ penalty: +5%
Range: 200 feet
Duration: 10 minutes per level of the user
Saving Throw: -1
A PC may use this power offensively, attempting to put to sleep an opponent. Neither the opponent or user can be actively involved in combat.