Half Elven Swordsman
Cost Ability
5 Half Elf (Lightning Reflexes +2 for all Actions)
102 Swashbuckler-Swordsman (Rapier)
15 Graceful: + 5 DEX
2 Quick: Round off Speed
1 Charming: +1 PRE

125

Total Cost of Template

Race Package Deal
Half Elves
Half Elves are typically the product of a Human and an Elf (but not always). Half Elves typically favor one parentage over the other, but generally benefit from the enhanced senses of Elvenkind, while enjoy greater physical strength and durability from their human (or other) parentage. Their life spans are typically doubled or tripled compared to those of normal humans, but are still brief by the estimation of most elves.
Half Elves in some cultures suffer some discrimination, but are treasured in other cultures. Further, some Half Elves are raised by one parent or the other, and some others have experience in both environments. Due to their high degree of variation from one another, each Half Elf should be personalized as befits their background.
Cost Ability
3 Graceful: +1 DEX
9 Quick: +1 SPD
1 Glib: +1 PRE
1 Attractive: +2 COM
2 Light of Foot: +1" Running
3 Alert: Lightsleep
3 Elven Senses: +1 PER All Senses
5 Elven Eyes: Nightvision
5 Elven Mind: +15 Mental Defense vs. Sleep & "Charm" Effects Only (-2)
1 Longevity: LS: 200 Years
3 Human Talent: Choose One:
  • Absolute Range Sense
  • Absolute Time Sense
  • Ambidexterity (Off Hand at -2)
  • Bump of Direction
  • Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
  • Environmental Movement (3 points worth)
  • Lightning Reflexes +2 for all Actions
  • Perfect Pitch
  • Resistance (3) (Resist Interrogation)
  • Drama Critic (3) (Resist Acting)
  • Incorruptible (3) (Resist Bribery)
  • Rulesmonger (3) (Resist Bureaucratics)
  • Tight-Lipped (3) (Resist Conversation)
  • Blase (3) (Resist Oratory)
  • Immovable (3) (Reist Persuasion)
  • Unfriendly (3) (Resist Seduction)
  • Hard Bargainer (3) (Resist Trading)
Value Disadvantages
-20 Normal Characteristic Maxima
-10 Distinctive Feature: Half-Elf (Concealable w/ Magic, Noticed, Occasional Reaction, Not Distinctive in Some Cultures)
-2 Slight: -1 BODY

+4

Total Cost of Package

Race Package Deal
Elf Options
With the GM's permission you may upgrade any of the Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
3* Elven Archery: +1 OCV w/ all Bows
2* Elven Longsword Training: +1 OCV w/ Long Swords
5* Elven Cool: +10 PRE; Defensive Use Only
6 Elven Graces: 1 level of Combat Luck
20 Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
25 Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-
8 Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
10 Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make "Stop And Listen To Me" Presense Attacks)
6 Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
10 Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
10 Elven Fighting: Two Weapon Fighting: HtH
2 Elven Weapons Group: WF: Blades, Spears, Bows
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
-10 Psychological Limitation: Arrogant & Haughty (Common, Moderate)
-10 Psychological Limitation: Ethnocentricity (Common, Moderate)

Package Deals
Fighter (Swashbuckler)
Masters of derring do, a true Swashbuckler knows that its not what you do -- its how you do it that counts. Most typically a melange of Fighter-Rogues, Swashbucklers favor wit, panache, personal style, and savoir faire in all their dealings, and try to never take anything to seriously, except for their reputations and challenges to their person.
Swashbucklers are competitive to a fault and tend to like making other less individualistic warriors out to be clods. Swashbucklers are one of the most fun archetypes to play, as they have a certain zest for life and devil-may-care attitude that can be very enjoyable to portray.
See also: Swashbuckler-Bon Vivant
Cost Ability
51 Light Foot Package Deal (Remove Acrobatics & Breakfall, -4)
24 Acrobatics Skills Package Deal
27 Buckle-swashing Weapon Art (Weapon Based):
5
  • Riposte  Slash: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4
  • Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
  • Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4
  • Blade Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
4
  • Escape Bind: var Phase, +0 OCV, +0 DCV, +15 STR to escape Bind
4
  • Ward off: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
0
  • Weapon Element: Weapon of Choice
2
  • KS: Swashbuckling Style
102 Total Cost of Abilities
Value Disadvantages
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)

+82

Total Cost of Package

Basic Package Deals
Light Foot
As the name would indicate Light Foot typically fight on foot. They generally wear lighter armor and wield lighter weapons.
Light Foot concentrate on speed, manueverability, skill, and technique over brute force and strength. Reflexes and adroitness are their bread and butter, and they often make use of easily carried thrown weapons which they can hurl at an opponent.
Adept skirmishers, Light Foot are much more dangerous than their lightly armored fast moving nature would suggest, and what they lack in striking power they make up for with accuracy and finesse.
Cost Ability
6 Quick: +2 DEX
10 Nimble: +1 SPD
4 Fleet: +2" Run
10 Precision: Find Weakness 11-: One Attack (choose)
2 AF: Light Armor Proficiency
5 WF: Common Melee, Common Missile, Slings
10 Choose One:
 
  • Combat Skill Levels: +1 All Combat and
    +1 OCV with Weapon of Choice
  • Combat Skill Levels: +1 HtH and
    +1 DCV
  • Combat Skill Levels: +1 Ranged and
    +1 DCV
  • Combat Skill Levels: +5 OCV with Weapon of Choice
  • Skill Levels: +1 Overall Level
  • Penalty Skill Levels: +4 vs. Range Modifier and
    +2 OCV with Weapon of Choice
  • Penalty Skill Levels: +2 vs. Range Modifier and
    +2 OCV with a Tight Group of Attacks
  • Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
1 FAM: Acrobatics
3 Breakfall
3 Fast Draw
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon 
+10 More Precise: Increase Find Weakness to Tight Group
+20 Incredibly Precise: Increase Find Weakness to All Attacks
+10 Reliably Precise: Increase Find Weakness to 13-
+40 Always Precise: Increase Find Weakness to 17-
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2)
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

Package Deals
Acrobatics Skills
Many characters receive training or possess natual talents enabling them to perform stunning feats of physical dexterity, gymnastics, and/or tumbling.
Cost Ability
6 Ledge Walker: Environmental Movement (+2 to Offset Penalty For Being On A Narrow Surface)
5 Acrobatics  +1
5 Breakfall  +1
2 PS: Acrobat/Tumbler
5 Acrobatic Fighting: +1 All Combat; RSR: Acrobatics or Breakfall (-1/2)
Value Disadvantages
0 None

+24

Total Cost of Package