Half-Gith Psionic Paragon
Cost Ability
16 Half-Gith (cannibalize Psionic Powers EC into Psionic Paragon Package)
88 Psionic Paragon Package (exclude +2 INT; Powers listed below)
2u 1) Ego Whip: EGO Attack 3d6 (30 Active Points); Requires A PS: Telepathy Skill Roll (-1/2)
1u 2) Mental Barrier: +30 Mental Defense (30 Active Points), Requires A PS: Telepathy Skill Roll (-1/2), Costs END (-1/2)
1u 3) Combat Precog: +3 All Combat (24 Active Points); Requires A PS: Clairsentience Skill Roll (-1/2), Costs END (-1/2)
2u 4) Far Punch: Energy Blast 6d6, vs Physical (30 Active Points), Requires A PS: Psychokinesis Skill Roll (-1/2)
1u 5 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 6)  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 7)  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 8)  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 9)  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 10)  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 11)  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 12)  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 13)  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 14) 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)
1u 15) 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)
1 Quick: Round SPEED off

125

Total Cost of Template

Race Package Deal
Half-Gith
Very rare, these crossbreeds of Human and one of the offshoots of the planar-traveling Gith race have strange abilities that often mark them for difficult lives. They are usually thinner and taller than average humans, with a definite tint of yellowish tone in their skin, small, sometimes almost nonexistent noses, high cheekbones, wide thin lips with very little rouging, and occasionally with spotted or mottled skin around the joints and the edges of the face. Their hair is stiff and brushy compared to a full blooded human, and generally only grows on their head.
Lucky Half-Gith that favor their human parentage lack the skin spotting, or else its so minor that it is covered over with a little makeup or concealed by a suntan, have hair that is simply very straight rather than brushy, and have fully formed human features including a normal nose, though still chiseled and lean.
Gith are generally born with innate Psionic gifts. Many hone these natural abilities actively, but others seek other pursuits, particularly those with a monastic orientation.
In human societies, Half-Gith often try to disguise or downplay their Gith features, accentuating their humanity. Some others develop their Psionic gifts sufficiently to leave the Prime Material Plane behind and go off to seek their fates elsewhere.
GM Permission is typically required to play a Half-Gith.
Cost Ability
6 Dexterous: +2 DEX
2 Quick-witted: +2 INT
2 Strong Personality: +2 PRE
15 Psionic Resistance: Damage Reduction 50% Resistant vs. Psionics; Activation 11- (-1)
25 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Half-Gith (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
+0 Total Cost of Package
Value Options
12 Extremely Dexterous: +4 DEX
2 Extremely Strong Personality: +2 PRE
4 Strong Willed: +2 EGO
5 Stamina: +10 END
10 Unassailable Mind: +10 Mental Defense
5 Nightvision
15 **Wild Talent Psychic Powers Elemental Control (30 point Powers)
(see Psionic System guidelines)
10 Ego Whip: EGO Attack 3d6 (30 Active Points); Activation 14- (-1/2)
7 Mental Barrier: +30 Mental Defense (30 Active Points), Activation 14 (-1/2), Costs END (-1/2)
8 Combat Precog: +4 All Combat (32 Active Points); Activation 14 (-1/2), Costs END (-1/2)
14 Far Punch: Energy Blast 10d6, vs. Physical (50 Active Points), Activation 11- (-1) , x2 END (-1/2)
var With GM Permission, any Psionic Power as a Wild Talent
** NOTE: Half-Gith Psions should take a Multipower and appropriate Psionic Discipline Skills as descibed in the Psionic System guidelines instead of a Wild Talent Elemental Control.
-2 Stringy: -2 STR
-4 Introspective: -2 EGO

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)