INFINITE REALMS PLAYERS BOOK

Reference Charts

Character Creation Quick Reference

Basic Player Character Information

Character Name	Name of the character you are creating	
Player Name	Your Name	
Race	Human, Elf, Dwarf, etc.	
Homeland	Country the character is from	
City / Village	City the character is from	
Age	How old the character is.  Starting age for humans is usually 16	
Gender	Male or Female	
Occupation	A rough outline of what the character does to make a living	
Appearance	What the character looks like	

Primary Attribute Chart

Primary attributes average 50 for humans and can go up or down by 20 during character creation.  Each number an attribute goes up costs a creation point.

Attribute	Short	Description	
Physical Dexterity	PD	How quickly and how well a character can use his hands and feet	
Physical Strength	PS	The measure of brute strength.	
Physical Constitution	PC	Measures how healthy a character is.  Hit points are based on PC.	
Mental Dexterity	MD	How quick the character’s mind is.  This stat includes perception.	
Mental Strength	MS	Traditional intelligence.	
Mental Constitution	MC	The ability to learn and reason.	
Spiritual Dexterity	SD	How well the character gets along with other characters.	
Spiritual Strength	SS	This measures leadership ability and strength of character.	
Spiritual Constitution	SC	The measure of a character’s bravery and willpower.	
Intuition	IN	Covers intangibles like luck.	

Figured Attribute Chart

Attribute	Short	Formula	Description	
Action Points	AP	Use AP Chart below	How much a character can do in a round.	
Initiative	Init	(PD + MD) / 10	Influences who attacks first.	
Walk		PD * 3	How many yards a character can walk in a round.	
Run		PD * 10	How many yards a character can run in a round.	
Hit Points	HP	PC / 3	How much damage a character can take.	
Encumbrance	Enc	PS / 2	How much a character can carry without penalty.	
Resistance	Res	(PC+MC+SC) / 3	How well a character resists disease and such.	
Wizardry Resistance	MR	MC * 2	How well a character fights off wizardry magic.	
Clerical Resistance	CR	SC * 2	How well the character fights off clerical magic.	
							
Chart for determining a character’s Action Points

PD Rating	Action Points	
1 – 4	Equals PD rating	
5 – 9	5	
10 –19	6	
20 – 29	7	
30 – 39	8	
40 – 49	9	
50 – 75	10	
75 – 99	11	
100 – 124	12	
125 – 149	13	
150 – 174	14	
175 – 200	15	

Chart to calculate Action Points Used

Find the AP rating of the action being attempted in the left column.  Trace across the chart to the number closest to but not more than the character’s adjusted skill %.  The number at the top of this column is how many action points are required to perform this action.

	2	3	4	5	6	7	8	9	10	
40	67	57	50	44	40	36	33	31	29	
50	71	63	56	50	45	42	39	36	33	
60	75	67	60	53	50	46	43	40	38	
70	78	70	64	55	54	50	47	44	41	
80	80	73	67	62	57	53	50	47	44	
90	82	75	69	64	60	56	53	50	47	
100	83	77	71	67	63	59	56	52	50	

Here’s a reference chart showing how encumbrance affects PD.

Pounds	 over/under Encumbrance rating	PD modifier	
16 or more Under	+20	
6 – 15 Under	+10	
5 Under – 5 Over	0	
6 – 15 Over	-10	
16 – 30 Over	-25	
31 – 60 Over	-50	

Skill Percentage Chart

Skill Rating	Skill %	Skill Rating	Skill %	Skill Rating	Skill %
	
5	5	53 – 55	35	182 – 189	65	
6	6	56 – 57	36	190 – 198	66	
7 – 8	7	58 – 59	37	199 – 207	67	
9	8	60 – 62	38	208 – 217	68	
10	9	63 – 65	39	218 – 227	69	
11	10	66 – 68	40	228 – 238	70	
12 – 13	11	69 – 70	41	239 – 250	71	
14	12	71 – 73	42	251 – 263	72	
15	13	74 – 76	43	264 – 277	73	
16	14	77 – 80	44	278 – 292	74	
17 – 18	15	81 – 83	45	293 – 308	75	
19	16	84 – 86	46	309 – 325	76	
20 –21	17	87 – 90	47	326 – 344	77	
22	18	91 – 94	48	345 – 365	78	
23 – 24	19	95 – 98	49	366 – 387	79	
25	20	99 - 102	50	388 – 412	80	
26 – 27	21	103 – 106	51	413 – 440	81	
28 – 29	22	107 – 110	52	441 – 471	82	
30	23	111 – 115	53	472 – 506	83	
31 – 32	24	116 – 119	54	507 – 545	84	
33 – 34	25	120 – 124	55	546 – 589	85	
35 – 36	26	125 – 129	56	590 – 640	86	
37	27	130 – 135	57	641 – 699	87	
38 – 39	28	136 – 140	58	700 – 769	88	
40 – 41	29	141 – 146	59	770 – 852	89	
42 – 43	30	147 – 153	60	853 – 952	90	
44 – 45	31	154 – 159	61	953 – 1076	91	
46 – 48	32	160 – 166	62	1077 – 1233	92	
49 – 50	33	167 – 173	63	1234 – 1438	93	
51 – 52	34	174 – 181	64	1439 – 1718	94	
				1719 – 2000	95	

Skill Generation Chart

Skills are limited areas of expertise based on primary attributes.  The zero level cost is how many Creation Points it takes to take a skill to the level of its base attribute.  1 point is how much the skill number will go up by spending a Creation Point on this skill.  EP is the number of Experience Points needed to increase a skill number by one point.

Skill Name	Attrib	0 Level	1 point	EP	Description	
Dagger	PD	2	10	10	Fighting with daggers	
1-Hand Sword	PD	3	7	14	Fighting with one handed swords	
2-Hand Sword	PD	4	5	20	Fighting with two handed swords	
Axe / Pick	PD	3	6	17	Fighting with axes and picks	
Mace / Hammer	PD	3	6	17	Fighting with maces and hammers	
Flail	PD	5	4	25	Fighting with flails	
Spear / Polearm	PD	3	6	17	Fighting with spears and polearms	
Quarterstaff	PD	2	8	12	Fighting with quarterstaffs	
Thrown Dagger	PD	3	6	17	Throwing daggers in combat	
Thrown Axe	PD	4	4	25	Throwing axes in combat	
Thrown Spear	PD	3	6	17	Throwing spears and javelins	
Bow	PD	4	5	20	Using self bows	
Crossbow	PD	2	8	12	Using crossbows	
Sling	PD	2	4	25	Using slings	
Leather Armor		PD	1	4	25	Moving in leather armor	
Reinforced Leather	PD	3	4	25	Moving in leather plus metal armor	
Chain Armor	PD	4	4	25	Moving in chain link armor	
Scale / Banded Armor	PD	4	4	25	Moving in various metal armors	
Plate Armor	PD	5	4	25	Moving in the armor of the knights	
Shield	PD	2	4	14	Using a shield to defense oneself	
Dodging	PD	0	5	17	Dodging blows to avoid being hit	
Running	PD	0	12	8	Making tough running maneuvers	
Climbing	PD	1	8	12	Used when making difficult ascents	
Swimming	PD	2	8	12	How well the character swims	
Riding	IN	2	7	14	The skill of riding animals.	
Ambush	MD	4	5	20	Lying in wait for enemies	
Stealth	PD	2	4	25	Sneaking around	
Tracking	MD	3	5	20	Following something by its tracks	
Foraging / Hunting	IN	2	7	14	Get food from the countryside.	
Disarm Traps	PD	3	5	20	Disabling traps without injury	
Pick Locks	PD	4	4	25	Good for getting into locked places	
Binding Wounds	MD	3	6	17	Allows wounds to heal quicker	
Barding	SD	4	5	20	The basic skill to be a bard	
Bargaining	SD	2	7	14	Haggling over money	
Language	MS	0	10	10	Using one’s own language	
Other Language	MC	varies	varies	varies	Learning non-native languages	

Attribute or Skill Roll Result Chart

Result is a	When the roll is	
Critical Failure	91 or greater and a second failed roll	
Complete Failure	Missed by 40+	
Partial Failure	Missed by 20-39	
Marginal Failure	Missed by 1-19	
Marginal Success	Made by 0-19	
Partial Success	Made by 20-39	
Complete Success	Made by 40+	
Critical Success	10 or less and a second successful roll	

Defense Rating and Task Chart

Skill Rating	Skill %	Skill Rating	Skill %	Skill Rating	Skill %
	
10	+ 41	60 – 62	+ 12	199 – 207	- 17	
11	+ 40	63 – 65	+ 11	208 – 217	- 18	
12 – 13	+ 39	66 – 68	+ 10	218 – 227	- 19	
14	+ 38	69 – 70	+ 9	228 – 238	- 20	
15	+ 37	71 – 73	+ 8	239 – 250	- 21	
16	+ 36	74 – 76	+ 7	251 – 263	- 22	
17 – 18	+ 35	77 – 80	+ 6	264 – 277	- 23	
19	+ 34	81 – 83	+ 5	278 – 292	- 24	
20 –21	+ 33	84 – 86	+ 4	293 – 308	- 25	
22	+ 32	87 – 90	+ 3	309 – 325	- 26	
23 – 24	+ 31	91 – 94	+ 2	326 – 344	- 27	
25	+ 30	95 – 98	+ 1	345 – 365	- 28	
26 – 27	+ 29	99 - 102	0	366 – 387	- 29	
28 – 29	+ 28	103 – 106	- 1	388 – 412	- 30	
30	+ 27	107 – 110	- 2	413 – 440	- 31	
31 – 32	+ 26	111 – 115	- 3	441 – 471	- 32	
33 – 34	+ 25	116 – 119	- 4	472 – 506	- 33	
35 – 36	+ 24	120 – 124	- 5	507 – 545	- 34	
37	+ 23	125 – 129	- 6	546 – 589	- 35	
38 – 39	+ 22	130 – 135	- 7	590 – 640	- 36	
40 – 41	+ 21	136 – 140	- 8	641 – 699	- 37	
42 – 43	+ 20	141 – 146	- 9	700 – 769	- 38	
44 – 45	+ 19	147 – 153	- 10	770 – 852	- 39	
46 – 48	+ 18	154 – 159	- 11	853 – 952	- 40	
49 – 50	+ 17	160 – 166	- 12	953 – 1076	- 41	
51 – 52	+ 16	167 – 173	- 13	1077 – 1233	- 42	
53 – 55	+ 15	174 – 181	- 14	1234 – 1438	- 43	
56 – 57	+ 14	182 – 189	- 15	1439 – 1718	- 44	
58 – 59	+ 13	190 – 198	- 16	1719 – 2000	- 45	
AP Used in Combat Actions

Action	AP Cost	
Run 10 yards	1	
Run and dodge 6 yards	1	
Walk 3 yards	1	
Attacking	Attack's AP Used Rating	
Add 5 to Own Offensive % (Aiming)	1	
Subtract 2 from Own Defense %	1	

Offensive modifier chart.

Opponent is	Change in Offensive %	
Stunned	+ 15 	
Down	+ 20 	
Prone	+ 30 	
Surprised	+ 20 	

Defensive modifier chart.

Situation	Change in Defensive %	
Attacked with a type of weapon		
A bow unawares	+ 10	
A bow	or sling	+ 4	
A thrown weapon	+ 2	
A flail		+ 4	
Attacked with a thrown or missile weapon		
when 50% covered	- 10	
when 75% covered	- 15	
when 90% covered	- 25	
at night or in fog	- 25	
during pitch black	- 50	
when heavily overcast	- 5	

Combat Damage Chart

When a hit is successfully rolled in combat, the damage is determined based on the amount the skill roll is made by.
Made by	Percent Damage	
0 – 10	25%	
11 – 20	50%	
21 – 30	75%	
31 +	100%	

Critical Hit Chart

When an attack’s critical hit rating or less is rolled during a combat roll, there is a change for a critical hit.  The combat roll is attempted again, if a hit is rolled, a critical has occurred.  The amount of damage done depends on how much the second roll is made by.  Armor doesn’t decrease critical damage.

Made by	Result	
0 –10	Victim receives an extra 25% hit.	
11 – 20	Victim receives an extra 50% hit.	
21 – 30	Victim receives an extra 50% hit and losses 50% AP for a round.	
31 – 35	Victim receives an extra 75% hit and is stunned for a round.	
36 – 40	Victim receives an extra 100% hit and is stunned for a round.	
41 – 45	Victim receives an extra 100% hit and is stunned for two rounds.	
46 – 50	Victim has internal bleeding, loses 1 HP every minute until healed.	
51 – 55	As above and victim also passes out.	
56 – 65	Victim receives crippled extremity.	
66 +	Victim dies.	

Crippled Extremity Chart

If a critical hit results in a crippled extremity, roll on the chart below.

Roll		
1 – 2	Right Arm crippled.	
3 – 4	Left Arm crippled.	
5 – 6	Right Leg crippled.	
7 – 8	Left Leg crippled.	
9 – 10	Castrated.	

Critical Miss Chart

If a miss occurs in combat and the number rolled is 96 or more (91 or more for a flail), a critical miss may have occurred.  Reroll the dice and if a miss is rolled, a critical miss has occurred.  The results of a critical miss depend on how much the second roll is missed by.

Missed By	Result	
1 – 20	Attack goes wild and attacker falls down 5 AP to get up.	
21 – 30	Attacker whacks himself and is stunned for a round (0 AP)	
31 – 40	Attacker inflicts 25% wound on self	
41 – 45	Any non quality weapon breaks	
46 – 50	Attacker inflicts 50% wound on self and is stunned for a round	
51 – 60	Attacker inflicts 100% wound on self and in stunned for 2 rounds	
61 – 65	Weapon is broken	
66+	Attacker inflicts 100% wound and rolls for a critical hit on himself.