The Swashbuckler, while not strictly speaking on the right side of the law, is nonetheless not an evil character (think Robin Hood rather than pirate). They are the individuals in society who do do not play by the rules, but not always only for their own gain. Many individuals of many races become swashbuckling characters, including Humans and Elves, though very rarely Dwarves.
While not all of the 'steal from the rich, give to the poor' mould, most swashbucklers are goodly characters, and they are generally well thought of by the general population, with the exception of course of the law-keeping members of society. Swashbucklers go wherever there is adventure to be had, and where is there more adventure than down smelly old tunnels filled with foul beasts and treasure......
The rules below are basically the 'advanced' rules for this character. He could be used in one-off adventures, just by using a level one Swashbuckler, but I'm guessing most people reading this are most interested in characters to be used for the 'advanced' system.
Saber (D6 +strength damage), Trademark Item.
The Swashbuckler may use any weapon, but may not use any armour with a toughness bonus greater than +2 (it's not really very 'shwashbuckly' to wear a huge suit of plate armour). He may not use any spell related items.
A Swashbuckler is not effected by Fear or Terror, no opponent holds fear for a Swashbuckler, as good will always triumph against evil after all......
Most Swashbucklers have a trademark item, which may be of any shape or form, such as a cape or ring. Often these will be family heirlooms, or even trophies from past foes. When the Swashbuckler is first generated the item will have one initial power, rolled on the table below, and each time the Swashbuckler goes up a level he may roll on the table again, adding the level he is going up to to the roll (e.g. if he were going up to level 7 he would roll 1D3+7). A Trademark Item will never be lost.
| Roll (D3) | Power |
| 3 | +1 Luck |
| 4 | Spell (+0), see below |
| 5 | +1 Luck |
| 6 | Spell (+1), see below |
| 7 | +2 Luck |
| 8 | Spell (+2), see below |
| 9 | +2 Luck |
| 10 | Spell (+3), see below |
| 11 | +2 Luck |
| 12 | Spell (+4), see below |
| 13 | +3 Luck |
For this, roll a D3 and add the modifier found in the in brackets in the table reference above. This indicates the casting number of the spell the item contains. You may then pick a single defensive spell of that casting number from the list in the roleplay book. This spell may be cast by the player any turn when a 6 is rolled for power. Note that is the character possesses multiple spells he may only cast one of them on the roll of 6, he must choose which. Also note that the character does not have to cast the spell, he may choose not to. For any spells which require a character level count the level as that of the Swashbuckler. The Swashbuckler may also cast spells by paying 1 point of luck for each spell, and may cast as many spells as he wants during the turn with this method.
Instead of Skills Swashbucklers learn Combat Maneuvers. Due to the nature of these skills few Swashbucklers learn a great many of them (as indicated on the advancement table), as there is little advantage in having that many. Each turn the Swashbuckler may choose a single Combat Maneuver.
| Roll | Maneuver | Effect |
| 1 | Parry | Any time you are hit roll a D6, on a 5+ you may dodge the attack and take no damage from it. |
| 2 | Pinpoint Attack | All attacks made with this skill ignore armour. |
| 3 | Shield Punch | If armed with a shield the Swashbuckler gains an additional attack with that shield. Roll to hit as normal, if you hit your opponent is stunned, deduct -1 from all their to-hit rolls in their following turn. |
| 4 | Leg Sweep | For each attack that the Swashbuckler surrenders he may roll a D6, for every 5 or 6 rolled he may knock over one adjacent monster, which will not be able to attack in its subsequent turn. |
| 5 | Rapid Attack | At the cost of -1 from all your to hit rolls you may double your number of attacks, none of which may be used to make a death blow. |
| 6 | Death Strike | If this Combat Maneuver is chosen the character will only get one attack, but if this attack hits with an unmodified score of 6 the target is killed automatically. If a hit is scored on another value the attack does double damage. |
| Battle Level | WS | BS | S | Damage Dice | T | Wounds | I | A | Luck | Willpower | Combat Man. | Pinning |
| 1 | 4 | 5+ | 3 | 1D6 | 3 | 1D6+7 | 4 | 1 | 0 | 2 | 0 | 4+ |
| 2 | 4 | 5+ | 3 | 1D6 | 3 | 2D6+7 | 4 | 2 | 1 | 2 | 1 | 4+ |
| 3 | 4 | 5+ | 3 | 1D6 | 3 | 2D6+7 | 5 | 2 | 1 | 3 | 1 | 4+ |
| 4 | 5 | 4+ | 3 | 1D6 | 3 | 3D6+7 | 5 | 2 | 1 | 3 | 2 | 4+ |
| 5 | 5 | 4+ | 4 | 2D6 | 3 | 3D6+7 | 6 | 3 | 2 | 3 | 2 | 3+ |
| 6 | 5 | 3+ | 4 | 2D6 | 3 | 4D6+7 | 6 | 3 | 2 | 3 | 3 | 3+ |
| 7 | 6 | 3+ | 4 | 2D6 | 3 | 4D6+7 | 6 | 3 | 2 | 3 | 3 | 3+ |
| 8 | 6 | 3+ | 4 | 2D6 | 4 | 5D6+7 | 7 | 3 | 3 | 3 | 4 | 2+ |
| 9 | 7 | 2+ | 4 | 3D6 | 4 | 5D6+7 | 7 | 3 | 3 | 4 | 4 | 2+ |
| 10 | 7 | 2+ | 4 | 3D6 | 4 | 6D6+7 | 7 | 4 | 3 | 4 | 5 | Auto |
As the initial description states a Swashbuckler may be any race, and their nature inclines them not to wear stereotypical (well, OK, they are sort of stereotypical) costumes. What this means is that you can use whatever model you like for the your swashbuckler, there are no restrictions. Come on, you know you want to use that Halfling Ballerina model you've been saving for a special occasion......