High Intelligence Build Question(s)

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Sohisohi
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High Intelligence Build Question(s)

Unread post by Sohisohi »

So I was having a recent RIFTS related conversation, and the topic of having a ridiculously high Intelligence came up... And, well, what benefit is their to having a high (or any) Intelligence?

Sure, you get an initial skill boost during character creation... But skills are already supposed to be high/wide considering how the megaversal system frontloads characters. So I ask, besides the initial skill boost, what other benefits can be attributed to a high Intelligence?

Additionally, how could I go about building a character with the highest possible intelligence?

What are some items, bionic, weapons, magic, skills, R/P/OCCs, and races that either utilities/benefit from (or raise) a characters Intelligence?
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Build Items

Unread post by Sohisohi »

Edit Section: will post ideas either discussed here or elsewhere, along with my own research into the subject.

Mutation: Insatiable Desire to Learn (Source: Lone Star) - pick skills which are restricted or otherwise unavailable to your class (benefits from a high IQ).

Race: based on human average of 3D6 (so it most be higher than a 9)
A’rac 9+8
Drizzit 6+10
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torjones
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Re: High Intelligence Build Question(s)

Unread post by torjones »

Sohisohi wrote:So I was having a recent RIFTS related conversation, and the topic of having a ridiculously high Intelligence came up... And, well, what benefit is their to having a high (or any) Intelligence?

Sure, you get an initial skill boost during character creation... But skills are already supposed to be high/wide considering how the megaversal system frontloads characters. So I ask, besides the initial skill boost, what other benefits can be attributed to a high Intelligence?

Additionally, how could I go about building a character with the highest possible intelligence?

What are some items, bionic, weapons, magic, skills, R/P/OCCs, and races that either utilities/benefit from (or raise) a characters Intelligence?

I believe that the skill bonus, Perception bonus, and Save vs Illusions bonus (RUE p284) are the only benefits from a high IQ, and it's usually only at the start of the game, but any time you qualify for a greater bonus, you should be able to claim the difference between the two, bringing you up to that higher bonus. That's not something that happens frequently in Rifts as it does in games by other publishers, but it can still happen through skill choices later on, or if the GM makes magic items that grant enhancements, or random rift mutations, mutations from genesplicers, etc.
IIRC, there was something in Heroes Unlimited, something like "Super genius" or something along those lines that removed the skill 98% cap, but that might have been a power or a class feature, I don't remember which. Then again, it might have been in Ninjas & super spies...

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Re: High Intelligence Build Question(s)

Unread post by Curbludgeon »

(Edit: OK, this is getting fun. A transdimensional Nexus born mutant Hominid BTS2 Genius living in Outcast Station gets over 100)

It's worth acknowledging that I.Q. over 30 generally doesn't give additional bonuses. A couple of books give exceptions for things like gods and aliens. I say maybe it's a mistake to try to set limits on the Hypermind in case it wants to make of you an example.

Powers Unlimited 2 has the Natural Genius, which grants a 1d6+6 bonus and allows skills to go over 98% solely to offset potential penalties; i.e. there's still a 2% chance of failure. Several other power categories start with a 1d6 bonus and allow use of super powers. There are lots of ways to get bonuses and I'll start poking around here and editing this post, but my initial guess is a super powered custom alien modified by a Gene-Tech/Splicer and topped off with a murdered god will win out.

Species
Star Hunter 2d6+11

Super Powers

Spells
Soul Mind Up to +10 upon the sacrifice of a deific level being (meaning stronger than Godling)

Modifications

Nightbane
Ancient Nightbane: +1 Fame Focused +1 Seeks Justice and Harmony +1d4
Morphus: Mythical Creature: Sphinx +1d4
Superbeing: Super-Brain +2d4+4 Gadgeteer +1d4
Aquatic:Dolphin/Whale: Full Cetacean +1d4
Disproportionate Head:Large Head +1d4
Extraterrestrial: Roswell Gray +1d4
Victim: Broken Body +1d4
Multiple +2 options to fill out any remaining Morphus slots
Talent: Beyond the Call +12
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Re: High Intelligence Build Question(s)

Unread post by Killer Cyborg »

Mutant Hominids from Transdimensional TMNT are the way to go.
Use the TMNT Adventures rules for mutant animals getting super powers for an extra 50 Bio-E, and get the 0 point Animal Abilities.
Shrink your size to 1.
Spend ALL bio-e on extra intelligence.

You should be able to get 98% on most skills at first level.

And there’s the possibly official rule that when attempting a skill you don’t have, you roll percentile dice vs the most appropriate attribute.
So the higher your IQ, the better your default number when attempting checks for Intelligence skills you don’t even have.
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Re: High Intelligence Build Question(s)

Unread post by torjones »

And don't forget the Mental Skills from The Rifter #19 p 37-43, one of my favorite Rifters for all the new skills, mental and physical.
Memorization/Study Skills
Philosophy
Reading/Literary Studies
Riddles & Logic Puzzles
Strategy Games

And if you use the new bonuses for existing skills, Mathematics, Advanced also grants an IQ bonus.

In the end, it's not much, only a +7 to IQ if you take all those skills, but if you're already way up there, it might be worth it.

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Re: High Intelligence Build Question(s)

Unread post by Curbludgeon »

I have a couple of questions for while I organize my notes so I might detail the highest score possible in various categories.

1. Am I right in thinking there aren't definitive rules for how attribute dice pools may explode, with the exception of for an unmodified 3d6 roll? I saw the FAQ entry where 3d6+X attributes explode for potentially 2 dice to a maximum of 30 before applying the flat mod, but that leads to silly edge cases such as a Genius Mastermind from Land of the Damned 1's choice between 5d6 and 3d6+12 becoming important. I've been searching under the assumption that the ceiling from an initial roll is 30, save for the few (4-5, plus ~6 not "official") cases with a potentially higher initial attribute. This doesn't affect any of the absolute highest figures, but it comes up in categories like highest IQ for a supernatural being.

2. Where is the rule Killer Cyborg mentioned about rolling percentile dice when a character doesn't have a skill?

3. There seem to be only a handful of magic items that increase I.Q., and I'm unsure if a Palladium Fantasy book mentions if they are allowed to stack. The best example is in PFRPG8:The Western Empire. Can the "Thinking Cap" on page 116 provide its bonus at the same time as an Attribute Booster Ring from pages 159-160? The other "official" non-temporary I.Q. boosting items are the Skull of Osiris from WB4:Africa page 49 and the Crown of Timiro from Rifter 63 page 28. While three of those things go on the face/head, Palladium doesn't really have item slot rules, so could the reigning monarch of Timiro benefit simultaneously from all four items? Before you dismiss a hat on a hat, consider the Pschent.

4. Is there some easy way to give a character several hundred I.S.P.? The not "official" Vulbund O.C.C. from Rifter 51 pages 56-57 can burn 4 I.S.P. to increase I.Q. by 2. After adding a Psionic Actuator and Nano Amplifiers, it would only take a couple of hundred more I.S.P. for that to be the base of the anything goes category.

The highest single setting official only total I have so far is for a PU2 Mental Giant Psychic Human Gestalt made up of five members, each of which during the course of play received AUGG maximum tweaked superhuman attributes to their separately augmented brains. If the gestalt being is able to be devoured by a Erishik from AUr, the doppleganger would gain an I.Q. of 172. Opening it to Rifts stuff allows multiple ways to get the score up to the I.Q. 235 needed for a 98% bonus to all skills. The mutant hominid that got stranded on Outcast Station in Rifts Orbit is the basis for the highest non-gestalt I.Q., but that requires an expanded animal selection on a table or two.
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Re: High Intelligence Build Question(s)

Unread post by Killer Cyborg »

Curbludgeon wrote:2. Where is the rule Killer Cyborg mentioned about rolling percentile dice when a character doesn't have a skill?


Well, that's the thing; it doesn't seem to be anywhere.
It's an answer by Palladium staff from online, probably in the old archives for this site or something.
I don't think it's in any book, and I'm not sure if it's in the old or new FAQ.
So it's quasi-official at best, and that's only IF people want to either trust my word on this, OR can find the original exchange where this answer was handed down.

BUT even if it isn't an official rule, it's one that makes a heck of a lot of sense mechanically.
The average person would have a 10% chance of successfully defaulting a skill check, and that's pretty darned reasonable considering how many skills start at 20-35% proficiency. That seems like a pretty good ratio to me!
Any situational bonuses or penalties might make that a real chance, or negate it entirely.
It also makes attributes much more potentially useful mechanically, which reduces some of the "attributes under 18 don't matter" issues some people complain about. Suddenly a 14 PP is better than a 10 PP, because it nearly doubles an unskilled person's chance to successfully Prowl, or Pick Pockets, or any number of other things.
And it gets rid of the "people without a Math skill can't even count" issues that some people think exists.

The only real potentials for abuse would be:
-if a GM is overly permissive, allowing a character without even First Aid skills to attempt complex brain surgery with some reasonable chance of success... but again, situational modifiers should probably negate that kind or thing, or actually create a situation where it's kind of realistic (computer help, having a skilled surgeon talk you through it, and anything else somebody might think of)
-Situations of rules abuse like we're already talking about here, where a character ends up with attributes that are incredibly high. So, again, overly permissive GM (or one that wants to run an overpowered campaign or something).

And, really, a character with an Intelligence attribute of 90 would have a real-world IQ of 900.
I think it's entirely reasonable for them to be able to default the hell out of almost any skill. That's an insane amount of brain power!!
The highest recorded real-world human IQ is something like 210, an in-game equivalent of INT 21.
So even with characters who have an IQ of 20-30... yeah, they should be able to default a lot of stuff really well. That's still "smartest humans who ever lived" kind of smarts.

It's actually one of the best and slickest Palladium rules I've seen.
If it's NOT official, it should be.
(Which doesn't mean a darned thing as to whether or not it IS official, of course)
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Re: High Intelligence Build Question(s)

Unread post by Curbludgeon »

Species or Type of Being
Spoiler:
Note: There are multiple types of beings whose initial roll can reach 30 without exploding dice. Examples include Great Horned Dragon hatchlings, Alien Intelligences (multiple settings), Dominators, 2nd stage Promethians, Type 2 Intruders (PW), Shen Wu (WB24), Aglians, Malatriani (female) (Manhunter), and Genius Masterminds from the Random Monster Generator (PFRPG14), Since these can all be matched by an exceptional roll for a human character, only those with potential scores exceeding 30 are listed below.
Heroes Unlimited
Aliens Unlimited Revised: Erishik Doppleganger: consumed victim's IQ +2

Palladium Fantasy
Rifter 73 Official: Adult Triumvirate Dragon 3d4+21

Rifts/Dimension Books
DB7: Cerebellus Demon 4d6+16
DB14: Elder Race Template 4d6+12
DB14: Shadkan 2d6+19
Manhunter: Mulka 8d6

TMNT/After the Bomb
Mutant Animal Power: Extra Intelligence Quotient +5
Species eligible for Extra I.Q. with high separate bonus: Beaver +5, Border Collier +5, Dolphin +5, Mutant Human +2 (can also take super powers such as Extraordinary Intelligence)
Transdimensional TMNT: Hominid +3, may take Extra I.Q. multiple times @10BIO-E = +10 IQ. Size level 8, Starting BIO-E 15, needs 5 to Speech & Looks for Full.
Best Background: Lost Cross-Dimensional Wanderer: +15 BIO-E (or Mutant Hominid +10BIO-E and better skills)
TMNT Adventures: Animal Superpowers: Animal Abilities: +50 BIO + free superpower
Mutants in Orbit: Random Mutation: Increased IQ +1d6
Mutants in Orbit: Mutant Geniuses from Outcast Station can be made as HU Hardware, N&SS Gizoid/Gizmoteer, or BTS Psi-Mechanic or GENIUS. Use of Conversion Book 1 is useful, to increase PPE if nothing else.

Other/Megaversal
Rifter 78 Official: Mummy Immortalus: if regularly charged for years and currently charged +1d4+3

Rifter Unofficial Species or type of Being
4 Rifts: Fifth Stage Evolved 20+2d6
30 Chaos Earth: Mosquito Demon 2d6+20
34 Phase World: The Maqui Knouldum 5d6+10
46 ATB: Human Mutant: Lightwielder +2
49 Nightbane: Vampirik sired by a Vamprire Lord 4d6+10 Additional Traits: New Unique Trait +3
54 Megaverse: Thigmonites 2d6+20 (from the description, I suspect this was supposed to be 2d6+2)
56 Rifts Space Kithian 4d6+6
56 Time Travel: Custom Race: Discovered time travel on their own +1d4+2
56 Time Travel: Custom Race: The Race was born that way +6
56 Time Travel: Obrakah 3d6+10
*CC/Power Category
Spoiler:
Note: With a couple of exceptions, this is generally a minor source of IQ boosters. Several classes with a lower bonus to IQ have been left out, such as most Splicer OCCs

Beyond the Supernatural
Genius +1d4IQ, +2d6+18PPE, which can be spent 1:1 for IQ(CB1r doubles PPE, Nexus Born (rifter 73) +3d6+6PPE)

Dead Reign
Road Reaper: Natural Leader +2

Heroes Unlimited
PU2: Eugenics: Attribute Enhancement +50 (this is due to poor wording)
PU2: Psychic Human Gestalt: Mental Giant: sum of up to 5 non heroic characters, possesses all skills known by constituents @+30% +1d4+1 programs @+20% (with 4 Bachelor's Degree and 1 Military Specialist that's potentially 26 programs & 45 secondary skills)
PU2: Natural Genius +1d6+6, can exceed 98% cap, starts with 10 skill programs & 12 secondary skills

Palladium Fantasy
Rifter 50 (official) Zodiac Mage: sign of the Scholar: +2

Nightbane
Rifter 82 (official):Educational Character Classes: Master's Degree +1
Ancient Nightbane: +1, Fame-Focused +1, Seeks Justice and Harmony +1d4
Talent: Beyond the Call +12

Morphus Features: (note: there are multiple official +2 options available sufficient to fill out the maximum 10 simultaneously displayed Morphus features of an Advanced Nightbane)
Mythical Creature: Sphinx +1d4
Superbeing: Super-Brain +2d4+4
Superbeing: Gadgeteer +1d4
Aquatic:Dolphin/Whale: Full Cetacean +1d4
Disproportionate Head:Large Head +1d4
Extraterrestrial: Roswell Gray +1d4
Victim: Broken Body +1d4

Rifts
Adventures&Scholars (potential for super powers via CB1r)
Rogue Scientist +2
Rifter 58 Official: Lemurian Experimenter +2
WB19: City Trader: Background: Outsider with no bias +1d4
WB25: Whack Job Scientist (arguably a Man at Arms) +2
WB36: Sovietski Police (arguably a Man at Arms) +2
Manhunter: Scottie +1d4

Practitioners of Magic:
Ley Line Walker +1d4
DB15: Sunaj Shadow Mage +1d4
Vampire Sourcebook:Mage Vampire Hunter +1d4

Other
WB19: Outback Mutant:Naturally Smart +1d4+4
WB25: Spirit Host: Snake +1d4

Splicers
Dreadguard +1d4
I Am Legion: Dreadnaught +1d4 (stacks with Dreadguard)
I Am Legion: Restored Biotic/Tempest: Enhanced Mental Attributes +6
Rifter 50: Official: Geneticist +1d4 + Random Mutation:Smarter +1d6 (stackable 10 times by 15th level@ 1 in 1e20 chance)

Other/Megaversal
Heroes of the Megaverse:
Mind: Analytical+1d4
Mind: Builder/Tinkerer +1d4+1
Mind: Curious and Scientific: +1d4+1
Mind: Deductive +1d4
Mind: Math Wiz +1d4+2

Unofficial *CC/Power Category

Beyond the Supernatural
Rifter 1: Transcendent: Aristocrat +2d4
Rifter 46: Modern Mage/Digital Mage +2
Rifter 53: Lucky Psychic +1d4

Heroes Unlimited
Rifter 18: Unusual Mutant Characteristics: Alien Head +1
Rifter 22 Super Soldier: Side-effects: Hyper-Intellect +1d6+6 (eligible for mutated animals/all experiments)
Rifter 37: Dual Class Mega Hero to increase skill options

Nightbane Morphus Features (note many Rifter Morphus entries later became official, sometimes with an altered bonus)
Rifter 1: Full Cetacean/Cetacean Head +1d6
Rifter 1: Enlarged Features: Enlarged Cranium +2d6
Rifter 1: Weird Clothing: Old Fogey +1d6
Rifter 15: Oaf: Head: Double Size +2
Rifter 20: Computer Brain +2
Rifter 20: Wisdom +2 Roswell Gray +1d4 Spheroid +1d6 Toga +2
Rifter 42: Nightbane Head Forms: Egghead +4
Rifter 44: Nightbane Hobbies: Historian +2

Rifts
Rifter 29: Police Officer: Crime Scene Detective +3
Rifter 51: Vulbund:Vager Enhanced I.Q.(+2 per 4 ISP, 5d6+6+ME starting ISP, +1d6+1/level)
Rifter 55: NGR Intelligence Division Agent +1d4

Other/Megaversal
56 Time Travel: Absconder OCC +10
Additional Training/Occupation/Rites/Skills
Spoiler:
Rifts
Mercenary Adventures: Boot Camp +1
Heroes of Humanity: Advanced Training: Nonhuman Studies +1
Heroes of Humanity: Advanced Training: Officer +1
WB15: Totem Animal Bonuses (not Totem Warrior powers): Crow/Raven or Racoon: +2
WB25: Tien-Hsueh+1@2 +2(3total)@12
WB25: Xian Tai Chi Chuan +2@4

Unofficial Additional Training/Occupation/Rites/Skills

Dead Reign
Rifter 64: Occupation: Game Designer +1

Ninjas & Superspies
Rifter 7: Martial Art Technique: Reflex Training +1

Palladium Fantasy
Rifter 11: Shrine of Ventax +3
Rifter 25: Shrine of Korath (Priest of Light only) +2
Rifter 48: Priest Rite: Passage +2 for 2d4 weeks

Rifts
Rifter 3: Enlightened Immortals: 8th Refinement +2
Rifter 3: Enlightened Immortals: 9th Refinement +1
Rifter 49: Lazlo Citizen Education Program +2

Other/Megaversal
Rifter 19: Memorization/Study Skills +1
Rifter 19: Philosophy +1
Rifter 19: Reading/Literary Studies +2
Rifter 19: Riddles&Logic Puzzles +1
Rifter 19: Strategy Games +1
Rifter 19: Advanced Math +1
Items/Drugs/Potions
Spoiler:
ATB/TMNT
Guide to the Universe: Drug Xemorene +1d6

Palladium Fantasy
PFRPG8: Thinking Cap +3
PFRPG8: Attribute Booster Ring +3
Rifter 63 Official: Fantasy Crown of Timiro (reigning monarch only) +3

Rifts
WB4: Skull of Osiris +2
DB14: Drug Gene-Tech Mind Boost 1d4+1

Unofficial Items/Drugs/Potions

Heroes Unlimited
Rifter 15: Drug Burner-6 +1d6

Palladium Fantasy
Rifter 81: Heart of Gandarran (eaten) +1d6+3
Rifter 84: Demon Crown +1d4

Other/Megaversal
Rifter 83: Drug Elixir of Intelligence +1d4
Spells/Super Powers
Spoiler:
Heroes Unlimited
PU3: Extraordinary Intellgence 22+1d6 (Notes: allows limited exceeding of 98% skill cap, awkward wording seems to grant multiple additional skill programs)

Rifts
WB35: Soul Mind +10 upon the sacrifice of a deific level being

Other/Megaversal
Rifter 78 Official: Create Mummy Immortalus: if regularly charged for years and currently charged +1d4+3

Unofficial Spells/Super Powers
Rifter 9 1/2: Ludicrous Magic Spell: Metamorphosis:Opposite Sex +1
Rifter 11: Super Power: Impervious to Psionics +1
Procedures/Miscellaneous
Spoiler:
Chaos Earth
Genetic Tweaking +1d4

Heroes Unlimited
Aliens Unlimited Galaxy Guide: Genetic Engineering 2d6+20
AUGG: Augmented Brain +2

Rifts/Dimension Books
Crazy Hero: Multiple Personalities: Megalomaniac +5
Rifter 73: Nexus Born +3d6+6 PPE (can be expended at 5:1 to increase IQ, or at 1:1 with BTS Genius)
DB6: Bonded with Paratee +1d4
DB11: Powers of the Regent: Inner Power +1d4+4
DB11: Bio-Vat Exposure +1d6, +1d4
DB14: Gene-Tech Restoration Machine: Enlarged or Strangely Shaped Cranium 1d4+3

Unofficial Procedures/Miscellaneous
Rifter 44: Combat Telekinesis: (a fun physical psionic power from Mark Hall which uses IQ to determine PP bonus)

Robotech Note: This ain't my wheelhouse, so it's entirely separate. Invid Genetic Experiment can't stack with Minor Invid Mutations, and there are potentially both era and edition conflicts with the rest.
Species
New Generation: Zentradi hybid: Auxilliary Specialist +1d6 (may apply after initial roll?)
*CC
New Generation: Urchin:Fast Learner +1d4
New Generation: Invid Genetic Experiment: True Invid-Human hybrid +1d6
Procedure
Genesis Pits: Minor Invid Mutations: Evolved Brain +2d4
1st edition book 5: Invid Invasion: Evolved Human (?) +1d4
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Re: High Intelligence Build Question(s)

Unread post by Father Goose »

Curbludgeon wrote:Species or Type of Being
Spoiler:
Note: There are multiple types of beings whose initial roll can reach 30 without exploding dice. Examples include Great Horned Dragon hatchlings, Alien Intelligences (multiple settings), Dominators, 2nd stage Promethians, Type 2 Intruders (PW), Shen Wu (WB24), Aglians, Malatriani (female) (Manhunter), and Genius Masterminds from the Random Monster Generator (PFRPG14), Since these can all be matched by an exceptional roll for a human character, only those with potential scores exceeding 30 are listed below.
Heroes Unlimited
Aliens Unlimited Revised: Erishik Doppleganger: consumed victim's IQ +2

Palladium Fantasy
Rifter 73 Official: Adult Triumvirate Dragon 3d4+21

Rifts/Dimension Books
DB7: Cerebellus Demon 4d6+16
DB14: Elder Race Template 4d6+12
DB14: Shadkan 2d6+19
Manhunter: Mulka 8d6

TMNT/After the Bomb
Mutant Animal Power: Extra Intelligence Quotient +5
Species eligible for Extra I.Q. with high separate bonus: Beaver +5, Border Collier +5, Dolphin +5, Mutant Human +2 (can also take super powers such as Extraordinary Intelligence)
Transdimensional TMNT: Hominid +3, may take Extra I.Q. multiple times @10BIO-E = +10 IQ. Size level 8, Starting BIO-E 15, needs 5 to Speech & Looks for Full.
Best Background: Lost Cross-Dimensional Wanderer: +15 BIO-E (or Mutant Hominid +10BIO-E and better skills)
TMNT Adventures: Animal Superpowers: Animal Abilities: +50 BIO + free superpower
Mutants in Orbit: Random Mutation: Increased IQ +1d6
Mutants in Orbit: Mutant Geniuses from Outcast Station can be made as HU Hardware, N&SS Gizoid/Gizmoteer, or BTS Psi-Mechanic or GENIUS. Use of Conversion Book 1 is useful, to increase PPE if nothing else.

Other/Megaversal
Rifter 78 Official: Mummy Immortalus: if regularly charged for years and currently charged +1d4+3

Rifter Unofficial Species or type of Being
4 Rifts: Fifth Stage Evolved 20+2d6
30 Chaos Earth: Mosquito Demon 2d6+20
34 Phase World: The Maqui Knouldum 5d6+10
46 ATB: Human Mutant: Lightwielder +2
49 Nightbane: Vampirik sired by a Vamprire Lord 4d6+10 Additional Traits: New Unique Trait +3
54 Megaverse: Thigmonites 2d6+20 (from the description, I suspect this was supposed to be 2d6+2)
56 Rifts Space Kithian 4d6+6
56 Time Travel: Custom Race: Discovered time travel on their own +1d4+2
56 Time Travel: Custom Race: The Race was born that way +6
56 Time Travel: Obrakah 3d6+10
*CC/Power Category
Spoiler:
Note: With a couple of exceptions, this is generally a minor source of IQ boosters. Several classes with a lower bonus to IQ have been left out, such as most Splicer OCCs

Beyond the Supernatural
Genius +1d4IQ, +2d6+18PPE, which can be spent 1:1 for IQ(CB1r doubles PPE, Nexus Born (rifter 73) +3d6+6PPE)

Dead Reign
Road Reaper: Natural Leader +2

Heroes Unlimited
PU2: Eugenics: Attribute Enhancement +50 (this is due to poor wording)
PU2: Psychic Human Gestalt: Mental Giant: sum of up to 5 non heroic characters, possesses all skills known by constituents @+30% +1d4+1 programs @+20% (with 4 Bachelor's Degree and 1 Military Specialist that's potentially 26 programs & 45 secondary skills)
PU2: Natural Genius +1d6+6, can exceed 98% cap, starts with 10 skill programs & 12 secondary skills

Palladium Fantasy
Rifter 50 (official) Zodiac Mage: sign of the Scholar: +2

Nightbane
Rifter 82 (official):Educational Character Classes: Master's Degree +1
Ancient Nightbane: +1, Fame-Focused +1, Seeks Justice and Harmony +1d4
Talent: Beyond the Call +12

Morphus Features: (note: there are multiple official +2 options available sufficient to fill out the maximum 10 simultaneously displayed Morphus features of an Advanced Nightbane)
Mythical Creature: Sphinx +1d4
Superbeing: Super-Brain +2d4+4
Superbeing: Gadgeteer +1d4
Aquatic:Dolphin/Whale: Full Cetacean +1d4
Disproportionate Head:Large Head +1d4
Extraterrestrial: Roswell Gray +1d4
Victim: Broken Body +1d4

Rifts
Adventures&Scholars (potential for super powers via CB1r)
Rogue Scientist +2
Rifter 58 Official: Lemurian Experimenter +2
WB19: City Trader: Background: Outsider with no bias +1d4
WB25: Whack Job Scientist (arguably a Man at Arms) +2
WB36: Sovietski Police (arguably a Man at Arms) +2
Manhunter: Scottie +1d4

Practitioners of Magic:
Ley Line Walker +1d4
DB15: Sunaj Shadow Mage +1d4
Vampire Sourcebook:Mage Vampire Hunter +1d4

Other
WB19: Outback Mutant:Naturally Smart +1d4+4
WB25: Spirit Host: Snake +1d4

Splicers
Dreadguard +1d4
I Am Legion: Dreadnaught +1d4 (stacks with Dreadguard)
I Am Legion: Restored Biotic/Tempest: Enhanced Mental Attributes +6
Rifter 50: Official: Geneticist +1d4 + Random Mutation:Smarter +1d6 (stackable 10 times by 15th level@ 1 in 1e20 chance)

Other/Megaversal
Heroes of the Megaverse:
Mind: Analytical+1d4
Mind: Builder/Tinkerer +1d4+1
Mind: Curious and Scientific: +1d4+1
Mind: Deductive +1d4
Mind: Math Wiz +1d4+2

Unofficial *CC/Power Category

Beyond the Supernatural
Rifter 1: Transcendent: Aristocrat +2d4
Rifter 46: Modern Mage/Digital Mage +2
Rifter 53: Lucky Psychic +1d4

Heroes Unlimited
Rifter 18: Unusual Mutant Characteristics: Alien Head +1
Rifter 22 Super Soldier: Side-effects: Hyper-Intellect +1d6+6 (eligible for mutated animals/all experiments)
Rifter 37: Dual Class Mega Hero to increase skill options

Nightbane Morphus Features (note many Rifter Morphus entries later became official, sometimes with an altered bonus)
Rifter 1: Full Cetacean/Cetacean Head +1d6
Rifter 1: Enlarged Features: Enlarged Cranium +2d6
Rifter 1: Weird Clothing: Old Fogey +1d6
Rifter 15: Oaf: Head: Double Size +2
Rifter 20: Computer Brain +2
Rifter 20: Wisdom +2 Roswell Gray +1d4 Spheroid +1d6 Toga +2
Rifter 42: Nightbane Head Forms: Egghead +4
Rifter 44: Nightbane Hobbies: Historian +2

Rifts
Rifter 29: Police Officer: Crime Scene Detective +3
Rifter 51: Vulbund:Vager Enhanced I.Q.(+2 per 4 ISP, 5d6+6+ME starting ISP, +1d6+1/level)
Rifter 55: NGR Intelligence Division Agent +1d4

Other/Megaversal
56 Time Travel: Absconder OCC +10
Additional Training/Occupation/Rites/Skills
Spoiler:
Rifts
Mercenary Adventures: Boot Camp +1
Heroes of Humanity: Advanced Training: Nonhuman Studies +1
Heroes of Humanity: Advanced Training: Officer +1
WB15: Totem Animal Bonuses (not Totem Warrior powers): Crow/Raven or Racoon: +2
WB25: Tien-Hsueh+1@2 +2(3total)@12
WB25: Xian Tai Chi Chuan +2@4

Unofficial Additional Training/Occupation/Rites/Skills

Dead Reign
Rifter 64: Occupation: Game Designer +1

Ninjas & Superspies
Rifter 7: Martial Art Technique: Reflex Training +1

Palladium Fantasy
Rifter 11: Shrine of Ventax +3
Rifter 25: Shrine of Korath (Priest of Light only) +2
Rifter 48: Priest Rite: Passage +2 for 2d4 weeks

Rifts
Rifter 3: Enlightened Immortals: 8th Refinement +2
Rifter 3: Enlightened Immortals: 9th Refinement +1
Rifter 49: Lazlo Citizen Education Program +2

Other/Megaversal
Rifter 19: Memorization/Study Skills +1
Rifter 19: Philosophy +1
Rifter 19: Reading/Literary Studies +2
Rifter 19: Riddles&Logic Puzzles +1
Rifter 19: Strategy Games +1
Rifter 19: Advanced Math +1
Items/Drugs/Potions
Spoiler:
ATB/TMNT
Guide to the Universe: Drug Xemorene +1d6

Palladium Fantasy
PFRPG8: Thinking Cap +3
PFRPG8: Attribute Booster Ring +3
Rifter 63 Official: Fantasy Crown of Timiro (reigning monarch only) +3

Rifts
WB4: Skull of Osiris +2
DB14: Drug Gene-Tech Mind Boost 1d4+1

Unofficial Items/Drugs/Potions

Heroes Unlimited
Rifter 15: Drug Burner-6 +1d6

Palladium Fantasy
Rifter 81: Heart of Gandarran (eaten) +1d6+3
Rifter 84: Demon Crown +1d4

Other/Megaversal
Rifter 83: Drug Elixir of Intelligence +1d4
Spells/Super Powers
Spoiler:
Heroes Unlimited
PU3: Extraordinary Intellgence 22+1d6 (Notes: allows limited exceeding of 98% skill cap, awkward wording seems to grant multiple additional skill programs)

Rifts
WB35: Soul Mind +10 upon the sacrifice of a deific level being

Other/Megaversal
Rifter 78 Official: Create Mummy Immortalus: if regularly charged for years and currently charged +1d4+3

Unofficial Spells/Super Powers
Rifter 9 1/2: Ludicrous Magic Spell: Metamorphosis:Opposite Sex +1
Rifter 11: Super Power: Impervious to Psionics +1
Procedures/Miscellaneous
Spoiler:
Chaos Earth
Genetic Tweaking +1d4

Heroes Unlimited
Aliens Unlimited Galaxy Guide: Genetic Engineering 2d6+20
AUGG: Augmented Brain +2

Rifts/Dimension Books
Crazy Hero: Multiple Personalities: Megalomaniac +5
Rifter 73: Nexus Born +3d6+6 PPE (can be expended at 5:1 to increase IQ, or at 1:1 with BTS Genius)
DB6: Bonded with Paratee +1d4
DB11: Powers of the Regent: Inner Power +1d4+4
DB11: Bio-Vat Exposure +1d6, +1d4
DB14: Gene-Tech Restoration Machine: Enlarged or Strangely Shaped Cranium 1d4+3

Unofficial Procedures/Miscellaneous
Rifter 44: Combat Telekinesis: (a fun physical psionic power from Mark Hall which uses IQ to determine PP bonus)

Robotech Note: This ain't my wheelhouse, so it's entirely separate. Invid Genetic Experiment can't stack with Minor Invid Mutations, and there are potentially both era and edition conflicts with the rest.
Species
New Generation: Zentradi hybid: Auxilliary Specialist +1d6 (may apply after initial roll?)
*CC
New Generation: Urchin:Fast Learner +1d4
New Generation: Invid Genetic Experiment: True Invid-Human hybrid +1d6
Procedure
Genesis Pits: Minor Invid Mutations: Evolved Brain +2d4
1st edition book 5: Invid Invasion: Evolved Human (?) +1d4

Wow! You're like a database search engine!
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
Sohisohi
Explorer
Posts: 169
Joined: Mon Jan 02, 2017 11:13 pm

well damn

Unread post by Sohisohi »

I'll be looking these over and moving them into the second post, you'll have to pardon the wait on my part (or don't, lol).

Edit: I was supposed to take advantage of the break to look up how Bio-E works, since that looks like the best route for stacking the most IQ.
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