Dwarven Psionic Paragon
Cost Ability
15 Mountain Dwarf
90 Psionic Paragon Package (exclude 2 points of Psionic Powers; Powers listed below)
1u 1)  Accelerated Pace: +1 SPD (10 Active Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) (1 END to Activate)
2u 2)  Blinding Pace: +3 SPD (30 Active Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) (3 END to Activate)
1u 3)  Enhanced Strength: +10 STR (10 Active Points); No Figured Characteristics (-1/2), Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve) (1 END)
1u 4)  Crushing Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve) (3 END)
1u 5)  Armored Skin: Armor (6 PD/3 ED), Hardened (x2; +1/2) (20 Active Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) (2 END to Activate)
2u 6)  Psychoportive Acceleration: Teleportation 9", Position Shift, Safe Blind Teleport (+1/4) (29 Active Points); No Noncombat Movement (-1/4), Must Pass Through Intervening Space (-1/4), Requires A PS: Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) (3 END)
1u 7)  Psychoportive Hop: Leaping +5" (2"/15" forward, 1"/7 1/2" upward) (Accurate) (10 Active Points); Requires A PS: Psychoportation Skill Roll (-1/2) (uses END Reserve) (1 END)
1u 8)  Psychometabolic Healing: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2), Requires A PS: Psychometabolic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) (3 END)
1u 9)  Self-polarizing: Flash Defense (10 points) (Sight Group) (10 Active Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) (1 END)
2u 10) Psi Razors: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); Requires A PS: Psychokinesis Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) (3 END)
2u 11) Mental Push: Ego Attack 3d6 (30 Active Points); Requires A PS: Telepathy Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) (3 END)
2u 12) Psychic Tendrils: Killing Attack - Ranged 0 1/2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Uncontrolled (+1/2), Continuous (+1) (27 Active Points); Requires A PS: Telepathy Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses Personal END) (3 END)
1u 13) Third Eye Noctur: Nightvision (Increased Arc of Perception:  240-Degree, Telescopic (+3)) (10 Active Points); Requires A PS: Clairsentience Skill Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) (1 END to Activate)
2 Battle-Canny: Round off Speed

125

Total Cost of Template

Race Package Deal
Mountain Dwarves
Mountain Dwarves typically live below mountains in elaborate Dwarven "Halls". Mountain Dwarves are sometimes self sufficient, but often have to trade with their hill-living cousins and with other races for food and other living amenities; they rarely have trouble enticing trade however, for their weapons and jewelry are usually reknowned for their quality. Mountain Dwarves are typically shorter and more powerfully built than their Hill kin, but more dour in outlook.
Cost Ability
5 Strong: +5 STR
10 Durable: +5 CON
10 Durable: +5 BODY
4 Stubborn +2 EGO
3 So Tough: Damage Resistance 3 PD, 3 ED
5 Doughty: Power Defense: 5
15 Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1)
7 Disease Resistance: Immunity to Disease, Activation 14- (-1/2)
8 Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
5 Infravision: Infrared Perception
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
6 Stalwart: +5 Mental Defense, +5 Power Defense,  +5 PRE; Only to Resist Fear (-2)
2 Longevity: LS: 400 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Dwarf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-2 Slow: -1" Running
-2 Stone-like Flesh: -2" Swimming
-1 Cumbersome: -1" Leaping
-15 Thick-limbed: -5 DEX
-2 Ruminating: -2 INT
-2 Rough-hewn: -4 COM
-5 Physical Limitation: Short but Heavy (3.75 ft - 4.75 ft; 250 to 400 lbs)
-10 Psychological Limitation: Dour and Curmudgeouny (Common, Moderate)
+20 Total Cost of Package

Race Package Deal
Dwarf Options
With the GM's permission you may upgrade the Race Package Deal listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you might be allowed to buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Giant-kin Only (-2)
3* Strong Willed: Resistance 3
3 So Tough: Damage Resistance 3 PD, 3 ED
14 Tougher Than You:
 
  • 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
26 Way Tougher Than You:
 
  • 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
6 Stoneworker: KS: Stonework; PS: Mason
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
15 Blindfighting: Combat Sense 11-
25 Dwarven War Art: (Weapon Art)
 
  • Side Slash: Martial Strike {3d6 location}
  • Stroke: Defensive Strike {2d6+7 location}
  • Chop: Offensive Strike {2d6+1 location}
  • Block: Martial Block
  • Avoidance: Martial Dodge
  • KS: Dwarven War Art (INT)
  • Art used with Axes/Maces/Hammers/Picks
10* Dwarven War Art Training:
 
  • +2 with Dwarven War Art
  • +1 DC with Dwarven War Art
1 Weapon Skilled: WF: Axes/Maces/Hammers/Picks
1* Longevity: Double Longevity
14 Spell Resistance +2
15 Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
22 Magic Resistance: Damage Reduction 50% Resistant; Only vs. Magic (-1)
30 Magic Resistance: Damage Reduction 75% Resistant; Only vs. Magic (-1)
* May take Multiple Times
Value Disadvantages
-1 Stone-like Flesh: -1" Swimming
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong)
-10 Psychological Limitation: Goldlust & Greed (Common, Moderate)
-10 Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
-10 Social Limitation: Clan is in very poor standing  (Frequently, Major, Not Limiting in Some Cultures)

Package Deals
Psionic Paragon
Psionic Paragons are simply good at everything that they do. Naturally gifted, their Psionics are an extension of their superior brains. They tend to have Powers that augment their strengths, often favoring Clairsentience and Psychometabolic Powers over Psychokinesis and Psychoportation, with an even split on Telepathy between the mentally and physically oriented Psionic Paragons. Psionic Paragons often mature into extremely powerful individuals; many focus on improving themselves to the peak of physical perfection before turning to more advanced Psionic studies once they've hit mortal limits to expand themselves even further.
Cost Ability
55 Cerebral Package
3 Hale: +3 STR
9 Dexterous: +3 DEX
6 Fit: +3 CON
6 Hardy: +3 BODY
6 Steady: +3 EGO
3 Impressive: +3 PRE
2 Attractive: +4 COM
20 Psionic Powers (20 points in ultra slots)
110 Total Cost of Abilities
Value Disadvantages
0 None
+110 Total Cost of Package

Basic Package Deals
Cerebral
The Psionic System is described here.
Cerebrals are powerful, often genius level thinkers, with towering intellect matched by a sublime ability to enforce their will upon the world around them. Operating on deduction and observation more than learned facts, the Cerebral figures out Psionics as they go; leaping from one intuitive assumption to the next.
Cerebrals are fun to play because they get the job done. An excellent counterpoint to the Monk, a Cerebral just needs the path pointed out to them and then they will figure it out on their own from there.
Cost Ability
30 Psionic MPP (30 Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR: Discipline Skill (-1/4))
4 Psionic Strength END Reserve: 30 END / 1 REC
15 Broadly Capable: PowS: Clairsentience (INT), PowS: Psychokinesis (EGO), PowS: Psychoportation (INT), PowS: Telepathy (EGO), PowS: Psychometabolism (CON)
5 Bright: +5 INT
1 Literate: Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
10 More Powerful: Higher Psionic MPP: +10 Reserve
5 Bright: +5 INT
10 Brilliant: +10 INT
5 Smart: +1 with All INT Based Rolls
10 Steady: +5 EGO
20 Resolute: +10 EGO
5 Stubborn: +1 with All EGO Based Rolls
10 Fit: +5 CON
20 Tireless: +10 CON
5 Gritty: +1 with All CON Based Rolls
2 WF: Psion Group (Dagger, Short Sword, Throwing Blades)
-15 Psychological Limitation: Overly Introspective (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Psions (More Powerful, Group, Professional, Unaware, Outdo)