Cavalier
Cavaliers are typically members of the upper classes, or associated with them at least, which train to fight heavily armored from horse back.
Further, this Package assumes that the Character has some form of wealth, whether it be titled, inherited, a wealthy parent, a stipend, or a sponsorship. If this is not true, simply drop the Wealth perk.
This Package Deal comes complete with a Heavy Warhorse. This Heavy Warhorse is exceptional for its kind; use the write-up in the HERO System Bestiary as a starting point and the player may improve the Horse subject to the GM's veto up to the points available.
The Horse does not come with barding, tack, or saddle, but a lenient GM may waive the tack and saddle at least.
This package deal represents an established Cavalier that has fulfilled his training requirements and earned his own Coat of Arms; while some Characters will be able to start play as Cavaliers if they have no other abilities, many Characters will instead only have part of the Package and must aspire to complete their ascension.
Cost Ability
55 Heavy Foot Package Deal
16 Mounted Fighting Skills Package Deal
12 Verbal Sparring Skills Package Deal  (upgrade FAM: KS: Heraldry to full skill, +2 points)
2 KS: Knights of Renown
1 WF: Lance
2 Fringe Benefit: Coat of Arms
1 Literacy
3 Wealth
30 Heavy Warhorse (75 Base; 205 -55 Disadvantages = 150/5=30 Real Cost)
122 Total Cost of Abilities
Value Disadvantages
-2 Seldom Afoot: -1" Run
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
-15 Psychological Limitation: Code of Chivalry (Common, Strong)

+95

Total Cost of Package

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

Extention Package Deals
Verbal Sparring Skills
Not all battles are won with blades. Some characters recieve training to improve their ability to mingle with society and move publically among the mighty, while others are just naturally sangfroid.
Cost Ability
3 Adroit: +3 PRE
5 Conversation+1
1 FAM: High Society
1 Reputation: Smooth Talker +1/1d6 (Medium Group, 11-)
Value Disadvantages
  None

+10

Total Cost of Package