Master at Arms

Combat Tale
Master at arms is a title typically granted by a sovereign to one of their best swordsman. Years of training and experience wielding the tools of death have made these individuals into masters of combat. At home with many forms of weapons, they are capable of executing a variety of advanced maneuvers in pursuit of the defeat of their enemies. Later in their career, these individuals will often be relieved of any actual field duty, and will become an elite tutor for the children of wealthy patrons, who seek to give their heirs the best combat training they can get without actually sending them into harms way.
Maneuvers • Signature Talent
Up to 2 + mastery times per encounter, when you make any Attack (Weapon) action with a melee weapon, you may select one of your maneuvers to add to the effect. You currently know Precise Strike - reduce the difficulty of the check by 1.
Maneuver - Heavy Strike • Tier 1 Talent
Add +2 difficulty, but if successful, add +3 damage.
Maneuver - Hamstring • Tier 1 Talent
If successful, the character is also slowed (2).
Maneuver - Fast Strike • Tier 2 Talent
Add +2 difficulty, but this action is fast.
Maneuver - Slam • Tier 2 Talent
If successful, the character is also pushed back 2 spaces.
Maneuver - Sneak Attack • Tier 3 Talent
If successful, double the damage. This maneuver can only be selected if the target doesn't know where you are, or doesn't expect to be attacked.
Weapon Mastery • Tier 3 Talent
When you take this talent, choose a single melee weapon type; so long as you are using that weapon for an Attack (Weapon) action, prior to attacking, choose to either gain +1 to the check, or +1 damage. Each time you gain a mastery, you can select another weapon to master in addition to any others.
Tarr’ko • Tarr'ko Talent
You gain an innate tarr’ko card - Demonstrate, the Harmonious Ideal.
Notes: Innate tarr’ko cards cannot be lost, stolen, or exchanged; they are gibberish to anyone else who looks at them.