| 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 |
|
| 4 |
|
| 4 |
|
| 4 |
|
| 4 |
|
| 4 |
|
| 0 |
|
| 2 |
|
| 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 |
| 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: |
|
|
| 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) |
| 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 | 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 |
| None | |
|
+24 |
Total Cost of Package |