Fighter (Bladesman)
A Bladesman has learned a disciplined fighting style with a particular weapon. Skilled warriors, Bladesmen are usually able to find steady work with their blade if they need employment, and if they are more of a gentleman adventurer bent they can confidently put themselves in the way of danger and have faith that their competence will see them through it. They are a great addition to any adventuring group or undertaking.
A player should chose what weapon(s) they are skilled in and work their character's mastery of their weapon(s) into their back-story. It is also frequently appropriate for a Bladesman that is sufficiently good to take a Reputation regarding their skill (potentially both the Perk and the Disadvantage) to represent their fame or any associated downsides such as young toughs looking to make a name by taking out such a famous master..
Cost Ability
55 Choose One:
 
 
21 Bladesman Weapon Art (Weapon Based):
5 Choose One:
 
  • Botta-in-tempo: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike +1 Damage Class
 
  • Molinetto: 1/2 Phase, -2 OCV, +1 DCV, Weapon Strike +5 Damage Classes
 
  • Coup de Main: 1/2 Phase, +1 OCV, -2 DCV, Weapon Strike +5 Damage Classes
 
  • Passato Traverso: 1/2 Phase, +1 OCV, +0 DCV, Weapon Strike + 3 Damage Classes + v/5; FMove
4 Choose One:
 
  • Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
 
  • Grypes: 1/2 Phase, +1 OCV, +0 DCV, Bind, +15 STR
4 Choose One:
 
  • Spada Librate: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +15 STR to Disarm roll
 
  • Spada Libera: var Phase, +0 OCV, +0 DCV, +20 STR to escape Bind
4 Shivar di Vita: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 +1 Damage Class (factored in)
0 Weapon Element: Weapon of Choice
10 Distinctive Training: 10 points worth of Martial Maneuvers, Weapon Elements, Damage Classes, or Weapon Familiarity with Weapon of Choice in any combination
3 KS: Weapon Style Style +1
6 +2 OCV with Bladesman Weapon Art
95 Total Cost of Abilities
Value Disadvantages
-0 None

+95

Total Cost of Package
3 Acrobatics
3 Breakfall
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
var Defense Maneuver
var Reputation as a capable weapon master
var Weapon Elements with Weapon Art
var Damage Classes with Weapon Art
var More Maneuvers with Weapon Art
-2 Bad Knees: -1" Run
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-5 Social Limitation: Live Up To Rep (Held to a Higher Standard, Actions Observed More Closely, Occasionally Have To Deal With Warriors Looking To Make A Name By Defeating Character, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

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)

Basic Package Deals
Medium Foot
Medium Foot typically fight, as the name would indicate, on foot. They generally wear chain or other medium armors and wield heavier one-handed weapons in conjunction with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness, skill, technique and brute force.
Medium Foot provide a potent middle ground between the various extremes of fighting, and might possibly be the best all-around type of generalist fighter.
Cost Ability
3 Strong: +3 STR
3 Quick: +1 DEX
10 Nimble: +1 SPD
2 Sturdy: +1 CON
2 Durable: +1 BODY
2 AF: Medium Armor Proficiency
1 AF: Shield Proficiency
4 WF: Common Melee, Common Missile
2 Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
16 Choose One:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
2 PS: Warrior
3 Tactics
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
10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack  (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;  Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play.
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
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 Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any medium weapon 
7.5 Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less BODY, any weapon
10 Precision: Find Weakness 11-: One Attack (choose)
+10
  • More Precise: Increase Find Weakness to Tight Group
+20
  • Incredibly Precise: Increase Find Weakness to All Attacks
+10
  • Reliably Precise: Find Weakness to 13-
+40
  • Always Precise: 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 Medium Armor (-1/2)
5 Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-2 Bad Knees: -1" Run
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-5 Social Limitation: Grunt (Services command less money; thrown into the thick of battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)