All Points Beyond

Characters

"Class" Templates

Attribute values are given as for a human. For a member of another race, the adjustments should be proportional, which changes their cost.

Adventurer

This lens has "base" capabilities, shared by most who would dare venture beyond the hinterlands.

#char Adventurer
25
15	Combat Reflexes
2	Language: <any other>: Accented/None
1	Area Knowledge: Kaerdon(IQ/E): IQ= 10
1	Climbing(DX/A): DX-1= 9
1	First Aid/TL7(IQ/E): IQ= 10
1	Hiking(HT/A): HT-1= 9
1	Swimming(HT/E): HT= 10
	`3`

Journeyman

Jack of all trades, master of none, the jorneyman fills any role that isn't already filled.

#char Journeyman
150
60	DX: 13
60	IQ: 13
4	Appearance: Attractive(+1 all)
5	Versatile: +1
10	Wealth: Comfortable(2)
11	1 point each in 11 skills

Face

Charming and witty, the face opens social doors for the party. They usually end up as the party leader, not just a figurehead.

#char Face
110
0	DX: 10
0	HT: 10
80	IQ: 14
-10	Will: 12
-10	Per: 12
0	ST: 10
4	Appearance: Handsome/Beautiful(Androgynous(+0%), +3 all)
10	Voice
4	Acting(IQ/A): IQ+1= 15
4	Carousing(HT/E): HT+2= 12
4	Diplomacy(IQ/H): IQ+2= 16 (+2 Voice)
4	Fast-Talk(IQ/A): IQ+1+2= 17 (+2 Voice)
4	Leadership(IQ/A): IQ+1= 15
4	Merchant(IQ/A): IQ+1= 15
4	Public Speaking(IQ/A): IQ+1+2= 17 (+2 Voice)
4	Sex Appeal(HT/A): HT+1+5= 16 (+2 Voice, +3 Appearance)
4	Streetwise(IQ/A): IQ+1= 15

Wayfarer

Those who venture away from Kaerdon tend to get dead… but those who survive get good. The wayfarer is almost at home in the deadly mutated wilderness, and is often hired(whether in salary or in shares) by parties that otherwise lack survivability.

A wayfarer is almost by definition "wandering", spending all their starting wealth on adventuring gear. However, some wayfarers have wealth, status, and went "thataway" to get away from it all; they're treated as "settled", with 80% of their wealth in a manor(or other holdings) that serves as a home base.

#char Wayfarer
110
0	DX: 10
30	HT: 13
20	IQ: 11
10	Per: 13
10	Will: 13
0	ST: 10
-10	Wealth: Struggling(׽)
5	Absolute Direction
-10	Bloodlust(SC: 12(1))
5	Fit
2	Language: <any other>: Accented/None
-5	Light Sleeper
20	Outdoorsman Talent: +2
10	Resistance: +3 vs Metabolic Hazards
4	Diplomacy(IQ/H): IQ= 11
4	Guns: Rifle/TL7(DX/E): DX+2= 12
2	Intimidation(Will/A): Will= 13
4	Merchant(IQ/A): IQ+1= 12
1	Naturalist(IQ/H): IQ-2+2= 11 (+2 Outdoorsman Talent)
2	Navigation: Land/TL7(IQ/A): IQ+5= 16 (+3 Absolute Direction, +2 Outdoorsman Talent)
4	Survival: Jungle(Per/A): Per+1+2= 16 (+2 Outdoorsman Talent)
2	Tracking(Per/A): Per+2= 15 (+2 Outdoorsman Talent)

Investigator

Appearing on both sides of the law, the investigator is an expert in getting past others. An actual police officer adds Legal Enforcement Powers(5), some level of Duty, and possibly more Police Rank(5/level).

#char Investigator
110
0	DX: 10
0	HT: 10
60	IQ: 13
15	Per: 16
-15	Will: 10
0	ST: 10
-5	Curious(SC: 12(1))
5	Single-Minded
1	Acting(IQ/A): IQ-1= 12
2	Criminology/TL7(IQ/A): IQ= 13
2	Diplomacy(IQ/H): IQ-1= 12
2	Fast-Talk(IQ/A): IQ= 13
1	Forensics/TL7(IQ/H): IQ-2= 11
1	Holdout(IQ/A): IQ-1= 12
1	Law: Kaerdon Police(IQ/H): IQ-2= 11
1	Lockpicking/TL7(IQ/A): IQ-1= 12
2	Merchant(IQ/A): IQ= 13
1	Savoir-Faire: Police(IQ/E): IQ= 13
1	Search(Per/A): Per-1= 15
2	Shadowing(IQ/A): IQ= 13
2	Streetwise(IQ/A): IQ= 13
1	Urban Survival(Per/A): Per-1= 15
	DX-based
8	Forced Entry(DX/E): DX+3= 13
8	Guns: Pistol/TL7(DX/E): DX+3= 13
2	Knife(DX/E): DX+1= 11
12	Stealth(DX/A): DX+3= 13

Inventor

`

#char Inventor
110
0	DX: 10
0	HT: 10
140	IQ: 17
-35	Per: 10
-35	Will: 10
0	ST: 10
9	Gizmo: 2(Magical(-10%))
2	Language: Latin: Broken/Broken
1	Armoury: <any one>/TL7(IQ/A): IQ-1= 16
4	Engineer: <any one>/TL7(IQ/H): IQ= 17
1	Engineer: <any other>/TL7(IQ/H): IQ-2= 15
1	Engineer: <any other>/TL7(IQ/H): IQ-2= 15
4	Enchanting/TL7(IQ/VH): IQ-1= 16
1	Machinist/TL7(IQ/A): IQ-1= 16
2	Mechanic: <any one>/TL7(IQ/A): IQ= 17
4	Thaumatology(IQ/VH): IQ-1= 16
	non-IQ-based
1	Driving: <any one>/TL7(DX/A): DX-1= 9
1	Guns: <any one>/TL7(DX/E): DX= 10
4	Scrounging(Per/E): Per+2= 12
5	1 point each in 5 other "ops" skills

Gunslinger

`

#char Gunslinger
110
40	DX: 12
0	HT: 10
0	IQ: 10
15	Per: 13
0	ST: 10
25	Gunslinger
2	Hard To Kill: +1
10	High Pain Threshold
4	Armoury: Smallarms/TL7(IQ/A): IQ+1= 11
8	Guns: <any one>/TL7(DX/E): DX+3= 15
1	Guns: <any other>/TL7(DX/E): DX= 12
1	Guns: <any other>/TL7(DX/E): DX= 12
4	Tactics(IQ/H): IQ= 10

Jedi Padawan

`

A Jedi Padawan generally doesn't have enough abilities from the Jedi powers to use Array Ability. Since Source Power extends over a source, not just a power, it's common for a Jedi to stick to one power(usually Sense) until they can switch from Alternative Ability to Array Ability. Cross-training without falling to the Dark Side is one of the marks the Council Of The Force is looking for in a Jedi Knight. Jedi also generally upgrade their Fearlessness until they can convert it into Unfazeable, but even many Masters haven't gotten there yet.

#char Jedi Padawan
170
20	DX: 11
0	HT: 10
40	IQ: 12
0	ST: 10
-15	Code Of Honor: Jedi
4	Fearlessness: +2
20	Force Talent: +2
5	Religious Rank: 1
22	Signature Gear: Lightsaber
-25	Wealth: Dead Broke
20	Weapon Master: Lightsaber
1	Diplomacy(IQ/H): IQ-2= 10
24	Force Sword/TL7(DX/E): DX+7= 18
4	Meditation(Will/H): Will= 12
2	Mind Block(Will/A): Will= 12
4	Precognitive Parry(IQ/H): IQ= 12
4	Theology: The Force(IQ/H): IQ= 12
		Sense abilities
24	Detect: All Life(Jedi Sense(-20%))
2	Empathy(Costs FP: 2/min, maint 1(-20%), Jedi Sense(-20%), Alternative Ability(1/5))
4	Mind Reading(Costs FP: 2/min, maint 1(-20%), Jedi Sense(-20%), Alternative Ability(1/5))
4	Precognition(Jedi Sense(-20%), Alternative Ability(1/5))
3	+5 Per(Costs FP: 2/min, maint 1(-20%), Jedi Sense(-20%), Alternative Ability(1/5))
2	Telecommunication: Telepathy(Jedi Sense(-20%), Alternative Ability(1/5))
1	Night Vision: 6(Jedi Sense(-20%), Alternative Ability(1/5))

#char Alter
40
20	Telekinesis: 5(Jedi Alter(-20%))
3	Healing(Faith Healing(+20%), Takes Extra Time: 32(-50%), Jedi Alter(-20%), Alternative Ability(1/5))
	`

#char Control
40
20	Regeneration: 1/hr(Jedi Control(-20%))
2	Metabolism Control: 2(Jedi Control(-20%), Alternative Ability(1/5))
2	Affliction: 1(Disadvantage: Gullibility(SC: 6(2), +20%), Based On: Will(+0% - GM), Jedi Control(-20%), Alternative Ability(1/5))
3	+5 Will(Costs FP: 2/min, maint 1(-20%), Jedi Control(-20%), Alternative Ability(1/5))
4	+1 Basic Speed(Costs FP: 2/min, maint 1(-20%), Jedi Control(-20%), Alternative Ability(1/5))
	`

Artillery Mage

A magical warrior of sorts, the artillery mage specializes in raining death upon their enemies at range.

#char Artillery Mage
130
0	DX: 10
0	HT: 10
60	IQ: 13
-15	Will: 10
-15	Per: 10
0	ST: 10
20	Magic Talent: +2
20	Magic Power: 5
2	Brawling(DX/E): DX+1+2= 13 (+2 Magic Talent)
4	Innate Attack: Beam(DX/E): DX+2+2= 14 (+2 Magic Talent)
1	Tactics(IQ/H): IQ-2= 11
2	Thaumatology(IQ/VH): IQ-2+2= 13 (+2 Magic Talent)
4	"Acid Bolt" - Innate Attack: 3d corrode(Range: No D, Reduced 1/5(-5%), "Spoken Spell"(-30%, 1/5))
4	"Cobra Spray" - Innate Attack: 1 toxic(Range: Increased 2(+10%), Accurate: +4(+20%), Blood Agent(+100%), Cone: 5yd(+100%), Cyclic: +17 @ 1sec(+700%), "Spoken Spell"(-30%, 1/5))
5	"Crystal Burst" - Innate Attack: 2d cut(Range: No D, Reduced ׽(+5%), Double Blunt Trauma(+20%), Explosion: 1(+50%), Fragmentation: +2d(+30%), "Spoken Spell"(-30%, 1/5))
5	"Disintegrating Touch" - Innate Attack: 8d corrode(Melee Attack: 1, Can't Parry(-30%), Costs FP: 1/use(-10%), "Spoken Spell"(-30%, 1/5))
3	"Dispel Magic" - Dispel Magic(Array Ability(1/5))
3	"Fire Bolt" - Innate Attack: 4d burn(Range: No D, Reduced ׽(+5%), "Spoken Spell"(-30%, 1/5))
5	"Ice Needle" - Innate Attack: 3d-1 pi-(Range: No D, Reduced ׽(+5%), Accurate: +5(+25%), Armor Divisor: 10(+200%), "Spoken Spell"(-30%, 1/5))
4	"Icy Chill" - Innate Attack: 2d fatigue(Range: No D, Reduced ׽(+5%), Accurate: +1(+5%), Hazard: Freezing(+20%), "Spoken Spell"(-30%, 1/5))
5	"Kinetic Impact" - Innate Attack: 5d crush(Range: No D, Reduced ׽(+5%), Accurate: +1(+5%), Double Knockback(+20%), "Spoken Spell"(-30%, 1/5))
3	"Lightning Bolt" - Innate Attack: 4d burn(Range: No D, Increased 2(+25%), Accurate: +2(+10%), Armor Multiplier: 10(Only Vs Metal(-40%), -40%), Surge(+20%), No Incendiary(-10%), "Spoken Spell"(-30%, 1/5))
4	"Ray Of Restraint" - Binding: 5(Range: Increased 5(+20%), Accurate: +2(+10%), Engulfing(+60%), Unbreakable(+40%), "Spoken Spell"(-30%, 1/5))
5	"Torment" - Affliction(Range: No D(+15%), Accurate: +1(+5%), Incapacitation: Agony(+100%), Irritant: Terrible Pain(+60%), "Spoken Spell"(-30%, 1/5))
	`1`

The "Spoken Spell" modifier is a combination of Requires IQ Roll(-10%), Nuisance Effect: Requires Spoken Incantation(-10%), Magical(-10%), and Array Ability(1/5), as a notation shortcut since so many of the artillery mage's abilities have it.

Healer

The healer is a virtuoso of healing, not just "someone who can heal".

#char Healer
130
0	DX: 10
30	HT: 13
60	IQ: 13
-15	Will: 10
-15	Per: 10
0	ST: 10
-15	Charitable(SC: 12(1))
-15	Lecherousness(SC: 12(1))
5	Charisma: +1
9	Immune To Disease(Magical(-10%))
1	Perk: Toggle Fertility(Magical(-10%))
-15	Pacifism: Can't Kill
20	Magic Talent: +2
60	Healing(Ranged(+40%), Range: No D, Reduced 1/10(-15%), Inaccurate: -1(-5%), Xenohealing: All Earthly Life(+40%), Affects Self(+50%), Magical(-10%))
3	Dispel Magic(Alternative Ability(1/5))
4	Physician(IQ/H): IQ= 13
2	Thaumatology(IQ/VH): IQ-2+2= 13 (+2 Magic Talent)
	`11`

With a thought and an IQ roll, a soft blue ray streaks from the healer's hand to a willing target within 10yd(roll against Innate Attack: Beam to hit, Acc is +2). This costs 1 FP per 2 HP healed(or see B59 for cripplings and diseases). This effect weakens over time, imposing a -3 per additional use on the same target, requiring a day without magical healing to clear this accumulated penalty. This only works on reasonably similar lifeforms; categories it doesn't work on include machines, animated constructs like golems and undead, and non-earthlike lifeforms like elementals and silicon-based aliens.

Utility Mage

`

#char Utility Mage
130
0	DX: 10
0	HT: 10
60	IQ: 13
-15	Will: 10
-15	Per: 10
0	ST: 10
20	Magic Talent: +2
20	Magic Power: 5
2	Brawling(DX/E): DX+1+2= 13 (+2 Magic Talent)
4	Innate Attack: Beam(DX/E): DX+2+2= 14 (+2 Magic Talent)
1	Tactics(IQ/H): IQ-2= 11
2	Thaumatology(IQ/VH): IQ-2+2= 13 (+2 Magic Talent)
3	"Serpent Sight" - Infravision(Affects Others: Buff(2), "Spoken Spell"(-30%, 1/5))
4	"Delight" - Affliction(Range: No D, Reduced ׽(+5%), Inaccurate: -1(-5%), Incapacitation: Ecstasy(+100%), Irritant: Euphoria(+30%), "Spoken Spell"(-30%, 1/5))
3	"Dispel Magic" - Dispel Magic(Array Ability(1/5))
4	"Disrupt Undead" - Innate Attack: 10d fire(Range: No D, Reduced 1/5(-5%), Inaccurate: -1(-5%), Only Vs Undead(-40%), Affects Insubstantial(+20%), "Spoken Spell"(-30%, 1/5))
5	"Mage Hand" - Telekinesis: 7("Spoken Spell"(-30%, 1/5))
3	"Mesmerize" - Affliction(Range: No D(+15%), Accurate: +3(+15%), Incapacitation: Daze(+50%), "Spoken Spell"(-30%, 1/5))
5	"Mystic Webs" - Binding: 5(Area Effect: 4yd(+100%), Persistent(+40%), Sticky(+20%), Only Damaged By: Burning & Corrosion(+20%), "Spoken Spell"(-30%, 1/5))
5	"Punt" - Innate Attack: 4d crush(Area Effect: 4yd(+100%), Emanation(-20%), Double Knockback(+20%), No Wounding(-50%), "Spoken Spell"(-30%, 1/5))
2	"Ray Of Enfeeblement" - Affliction(Range: No D, Reduced ׽(+5%), Inaccurate: -1(-5%), Attribute Penalty: -16 ST(+80%), "Spoken Spell"(-30%, 1/5))
4	"Sensory Deprivation" - Affliction(Range: No D, Increased 2(+25%), Accurate: +2(+10%), Disadvantage: Blindness(+50%), Disadvantage: Deafness(+20%), Disadvantage: No Sense Of Smell/Taste(+5%), Disadvantage: Numb(+20%), "Spoken Spell"(-30%, 1/5))
4	"Shadow Zone" - Obscure: Vision: -5(Ranged(+50%), Range: Reduced 1/5(-20%), Area Effect: 8yd(+100%), "Spoken Spell"(-30%, 1/5))
4	"Slow" - Affliction(Range: No D, Increased 2(+25%), Accurate: +1(+5%), Disadvantage: Decreased Time Rate(+100%), "Spoken Spell"(-30%, 1/5))
5	"Resist Energy" - DR: 5(Affects Others: Buff(2), Only Vs Energy(-20%), "Spoken Spell"(-30%, 1/5))

The utility mage uses the same "Spoken Spell" modifier as the artillery mage.