INFINITE REALMS PLAYERS BOOK

Chapter Seven - Abilities

	These are very special abilities that are often innate.  Abilities can only be taken at the time of character creation.
The cost for each ability is in creation points.
The abilities are broken down into physical, mental, spiritual and special abilities and are alphabetical within these categories.

Physical Abilities

Accelerated Healing	15	

	The character’s body recovers very quickly.  Heal damage at twice the normal rate for any form of injury, poison, disease, infection and the like.

Adrenaline	15	

(Advanced Combat Only)
	The character gets a rush of adrenaline while under stress.  During stressful situations, especially entering combat, the character gets an adrenaline rush which adds 25% to the character’s AP and increases his attacks’ damage and offense ratings by 25%, but uses 5 points of fatigue each round.  The character can attempt to calm himself on a SC roll versus 100, if the roll is successful the Adrenaline rush will last through the next round, then subside.  If the character’s fatigue drops to 25% or below the adrenaline rush will instantly leave, also Adrenaline will not kick in any time the fatigue is below 25%.  Adrenaline only lasts while there is stress.

Ambidexterity	20	

The character can use either hand equally well.  This can be especially useful for a fighter who uses a weapon in each hand.
When using basic combat, add ¾ extra damage and offensive rating from the secondary weapon instead of ½.  Defensive rating adds 50% of the secondary weapon’s rating instead of 25%.
For advanced combat, ambidexterity cancels the off hand penalty.

Athletic Aptitude	5	

	The character is good at sports.  Add 50% to PC’s chance of winning any individual contest or 20% to chance of PC’s team winning in team sports.

Combat Reflexes	20	

	When fighting the character has incredible reactions.  Add 25% to all Offense and Defense ratings.  Note that this only affects combat situations and does not increase damage ratings.

Double Jointed	5	

	The character is very flexible.  He doubles his chance of escaping from any restraint and adds 50% to his Climbing Skill.

Immunity	15	

	The character’s body naturally resists all illness at three times normal RES and takes only half damage from illness.  Disease, Poison, Infection, Viruses and similar things are effected.

Mental Abilities

Academic Aptitude	10	

	The character is a natural in academics.  The PC’s skill number in all academic types of study is improved at half price.  This doesn’t include the zero level cost, which isn’t discounted.

Acute Hearing	2	

	The character’s ears are very sharp.  Double the PC’s MD to hear something unusual.

Acute Memory	5	

	The character has an excellent memory.  Double the PC’s chance to remember anything.

Acute Sight	2	

	The character has excellent vision.  Double the PC’s MD when looking for something at a distance or for noticing something important when searching.

Acute Smell & Taste	2	

	The character’s senses of taste and smell are very acute.  Double the PC’s MD to smell or taste something amiss.

Acute Touch	2	

	The character’s sense of touch is highly perceptive.  Double the PC’s MD to feel something unusual.

Alert	20	

	It is difficult to surprise the character.  Double chance on any roll against being surprised or ambushed.  Also add 50% to any roll to notice anything odd or important.

Craft Aptitude	10	

	The character is exceptionally clever with his hands.  Blacksmithing, Carpentry, Mechanics and all similar Physical based skills are improved for half price, however the zero level cost remains the same.

Danger Sense	20	

	The character has a certain feeling when danger is near, but this intuition is not always accurate.  Anytime danger is eminent, but unknown to the PC, the GM makes a MD attribute roll against 50.

Direction Sense	10	

	The character has an absolute sense of direction.  The PC never gets lost under normal circumstances and doubles his skill in trying to read a map, find his way around unfamiliar territory or remember directions.

Lightning Calculator	5	

	The character can do any math problem in their head, most of them instantly.

Night Vision	5	

	The character sees almost as well at night as during the day.  His night vision is eighty percent as effective as his sight during the daylight.

Photographic Memory	100	

	The character never forgets anything, period.  If he sensed anything, at anytime, the GM has to tell about it, if he is asked.  All non-physical zero level skills cost 50% and all such skills are improved for half price.  The GM may rule that physical skills requiring mental exertion are discounted as well for a character with this ability.

Time Sense	10	

	The character has an absolute sense of time.  The character would never really need a watch.  He can wake up at a predetermined time.

Weapon Aptitude	10	

The character has an intuitive ability with a type of weapon.  Skill with one type of weapon is improved at half price.

Spiritual and Intuitional Abilities 

Animal Aptitude	5	

	The character relates well with animals.  Add 50% all skills involving interaction rolls with animals.

Artistic Aptitude	5 / 10	

	The character has a talent for art.
At 5, any single type of art, such as painting or sculptor, is learned at half price.
	At 10, all types of art are learned at half price.

Earth Aptitude	10	

	The character is good at growing things.  All growing and farming skills are learned at half price, though the zero level cost is normal.

High Pain Threshold	10	

	The character can ignore quite a lot of pain.  The PC can take 50% more damage than others before it affects his ability to perform.

Musical Aptitude	5 / 10	

	The character has a strong musical talent.
	At 5, any single type of instrument, such as woodwinds or stringed instruments, or voice is learned at half price.
	At 10, all types of instruments and voice are learned at half price.

Other Attributes

Appearance	10 / level	5 levels	

	This ability indicates that the character is a very attractive person.  There are 5 levels of appearance, the first will get a character noticed in a bar, while the fifth will have them winning beauty pageants left and right.
	On appropriate occasions, Level One will add 50% to SD, Level Two doubles SD, Level Three triples SD, Level Four multiplies SD by five, Level Five multiplies SD by eight.
	While Appearance does modify SD on some occasions, there are others such as when communicating with dissimilar looking races when it will make no difference.

Wealth	10 / level	5 levels	

	The character has money.  This indicates either some sort of a periodic stipend for which no or little effort is required, possibly money made from a business or moneys left in a trust fund or starting wealth.
	For periodic stipends Level One would indicate that the PC receives 25% of the average tradesmen’s yearly wage each year.  Level Two 50%, Level Three 100%, Level Four 200%, Level Five 500%.
	For starting wealth multiply the periodic stipend multiply by 10, one time only.

Patron	10 / level	5 levels	

	A powerful person or organization stands behind the character.  Level One might indicate that a fairly rich person or a middling politician is always available to help, or that a big organization is infrequently available.  Level Five would mean a globe spanning, incredibly rich organization is available to help.
	Note:  A patron usually offers passive help.