Paladin (Cavalier)
Paladins are Holy Warriors that gain a wide variety of special abilities granted to them by their patron deity in the furtherance of their duties in that patron deity's interests.
This Package represents more of a "knight" style of Paladin, that rides around on a trusty steed seeking out evils and doing battle against them (huzzah!).
Cost Ability
55 Heavy Foot Package
16 Mounted Fighting Skills Package
3 Power Skill: Faith (EGO)
1 Lettered: Literacy
16 Trusty Steed: Heavy Warhorse (75 Base; 133 -55 Disadvantages = 78/5=15.6 Real Cost)
3 Detect Evil [Sight], Sense; Only When Serving The God's Purposes (-1/2)
7 Wound Evil: 1d6 Killing, only vs. Evil Creatures  (+1d6 HKA; OIF: Weapon of Opportunity (-1/2)); 1 END
7 Resistant: LS: Immune to Disease; Only When Serving The God's Purposes (-1/2)
10 Divine Resistance: Magic Damage Reduction, Resistant, 25% (30 Active Points); Only When Serving The God's Purposes (-1/2)
118 Total Cost of Abilities
Value Disadvantages
-10 Vow of Asceticism: May only keep 10% of income; must give the rest in service to whatever church or cause the Paladin serves (Frequently, Limiting)
-10 Vow of Association: May not willingly associate or tolerate Evil individuals  (Frequently, Limiting)
-10 Vow of Acknowledgment: Must obey members of the clergy in a position of authority in whatever church or cause the Paladin Serves  (Frequently, Limiting)
-10 Vow of Accordance: Must act in accordance with the precepts of the religion the Paladin serves or loose all special "Only While Serving The God's Purposes" abilities.  (Infrequently, Severe)
-10 Vow of Atonement: Must go through lengthy quest or some other form of personal sacrifice to regain abilities if the Vow of Accordance is violated.  (Infrequently, Severe)

+68

Total Cost of Package
Cost Options
+3 Battle Lore: Tactics
+3 Litany of the Faith: Oratory
+4 Divine Weapon: +2 OCV with Deity's Weapon Of Choice
+3 Smite Evil: +1 Overall, Only vs. Evil (-2)
+6 Laying on of Hands: Healing 4d6, Simple Healing Option; Extra Time (Full Turn, -1), 4 Charges (-1), Only When Serving The God's Purposes (-1/2)
+8 Stalwart: +10 Mental Defense  plus +10 Power Defense plus +10 PRE; Only to Resist Fear (-2), Only When Serving The God's Purposes (-1/2)
+4 Divine Favor: 1 Levels of Combat Luck (3 PD/ 3 ED); Only When Serving The God's Purposes (-1/2)
+10 Divine Defense: Only When Serving The God's Purposes (-1/2)
  +5 Mental Defense
  +5 Power Defense
  +5 Flash Defense (Sight)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, 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)

Basic Package Deals
Heavy Foot
Heavy Foot typically fight, as the name would indicate, on foot. They generally wear heavy armor and wield heavier two-handed weapons.
As you might imagine physical strength and stamina are necessary for this type of fighting, and Heavy Foot train exhaustively when learning their trade to develop the physical traits needed in their line of work. Most Heavy Foot start their training in their mid teens, as their bodies are better able to adapt to the stress and develop the necessary body mass to excel at this trade.
Cost Ability
5 Strong: +5 STR
6 Sturdy: +3 CON
6 Durable: +3 BODY
4 Resilient: +2 REC
5 Great Stamina: +10 END
4 Willpower: +2 EGO
2 Choose One:
 
  • Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1 1/2)
 
  • Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
 
  • Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
10 Choose One:
 
  • Combat Skill Levels: +2 HtH
 
  • Combat Skill Levels: +1 HtH and
    +1 DCV
 
  • Combat Skill Levels: +2 DCV
 
  • Skill Levels: +1 Overall Level
 
  • Defense Manuever IV
2 AF: Heavy Armor Proficiency
1 AF: Shield Proficiency
2 WF: Common Melee
4 Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor
2 PS: Warrior
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
1 Expensive Equipment: Wealth 3; Only For Purposes Of Determining Starting Equipment (-2)
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)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Heavy Lethality: Deadly Blow: +1d6 Killing, any circumstance, any heavy weapon =
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 Heavy Armor (-1/2)
6 Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1)
-2 Bad Knees: -1" Run
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, 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)

Extention Package Deals
Mounted Fighting Skills
Some people recieve training to fight from the back of a mount, or develop it by necessity on their own..
Cost Ability
4 Mounted Warrior (HtH)
4 Mounted Warrior (Ranged)
5 Riding +1
3 Mounted Fighting: +1 All Combat; Only while Mounted (-2)
Value Disadvantages
0 None

+16

Total Cost of Package