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)