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MENTAL ENHANCEMENTS


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.

Minimum IQ of 19
+1D6 to IQ

Extraordinary IQ 2: HQ penalty: +3%

Minimum IQ 20
+2D4 to IQ

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

+3% pick pockets or any skill involving sleight of hand.
+1D6 MA

Extraordinary MA 2: HQ penalty: +5%

+7% pick pockets, etc.
+2D6 MA

Extraordinary MA 3: HQ penalty: +10%

+10% pick locks, etc.
+3D6 MA

The other mental enhancements concern psionics. The Rifts core rules contain the listings and ISP usage for the psionics, as well as heroes Unlimited. Either is suitable. The only change would be induce sleep. A super-psionics ability would enable a powerful Psi to use this power as an attack, allowing a save with a -1 penalty. A full description follows:

Induce Sleep (Super-psionics): HQ penalty: +5%
ISP: 20
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.




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