Halfling Swashbuckler
Cost Ability
15 Tallfellow Halfling
102 Swashbuckler-Swordsman (Foil)
1 Kinetic: +1 STR
7 Deadly Blow: +1d6 Killing, any circumstance, any Light (or Lighter) Weapon of Opportunity

125

Total Cost of Template

Race Package Deal
Tallfellow Halflings
A variety of Halflings that seems more similar to Elvenkind than to Humankind, Tallfellows may not exist in all settings. They are typically similar to Hairfeet, but taller and more refined in appearance. They are also apparently longer lived than Hairfeet, and are a little more adroit, but also less hardy.
You may need GM permission to play a Tallfellow Halfling as they may not exist within the setting.
Cost Ability
9 Deft: +3 DEX
10 Quick: +1 SPD
5 Doughty: Power Defense: 5
10 Small & Dodgy: +2 DCV
9 Sneaky: Stealth +3
5 Hidey: Concealment +1
6 Accurate: Range Skill Levels: +2 All Attacks (Only to offset the Range Penalty)
6 Alert: +2 PER All Senses
5 Unafraid: +10 PRE, Defensive Only (-1)
5 Starlight Vision: Nightvision
1 Longevity: LS: 200 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Tallfellow Halfling (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Small  (3 ft - 5 ft; 70 to 145 lbs)
-3 Weedy: -3 STR
-6 Weedy: -3 CON
-6 Weedy: -3 BODY
-1 Unimpressive: -1 PRE

+15

Total Cost of Package

Race Package Deal
Halfling Options
With the GM's permission you may upgrade any of the Halfling 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 seperately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Emnitites and similar should only be allowed if valid for the character's background.
Cost Ability
6* Halfing Accuracy Training: +2 All Attacks (Only to offset the Range Penalty)
5* Halfling Resistance: +5 Power Defense
5* Halfling Luck: 1d6 Luck
10* Lucky Outcome: +2 Overall Levels; Requires A Luck Roll (-1)
10* Lucky Shot: +4 Ranged; Requires A Luck Roll (-1)
19 Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll vs PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4)
9 Overlook: +3 with Stealth, Concealment, Sleight of Hand
8 Halfling Accuracy -- Thrown Stones: Combat Stone Skipping (+5 OCV with  Thrown Stones, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Slings: Combat Slinging (+5 OCV with  Slings, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Knives: Combat Knife Tossing (+5 OCV with Thrown Knives, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
2 Halfling Weapons Group: WF: Thrown Knives, Knives, Stones, Slings, Darts, "Short Swords"
STOUT ONLY:
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
6 Stoneworker: KS: Stonework; PS: Mason
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
15 Blindfighting: Combat Sense 11-
END STOUT ONLY
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-1 Poor Jumper: -1" Leap
-2 Poor Swimmer: -2" Swim
-10 Psychological Limitation: Lazy (Uncommon, Strong)
-15 Psychological Limitation: Pathological Liar  (Uncommon, Total)
-10 Psychological Limitation: Kleptomaniac (Common, Strong)
-15 Psychological Limitation: Obsessed with Food (Common, Strong)

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