Halfling Exemplar
Cost Ability
45 Stout Halfling
  Halfling Luck: 3d6 Luck
  Lucky Outcome: +2 Overall Levels; Requires A Luck Roll (-1)
  Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
  Walk the Path: Bump of Direction, Underground Only (-1)
55 Devoted
20 Any one Domain Package
5 Battle-worthy: +1 HtH Combat Level

125

Total Cost of Template

Race Package Deal
Stout Halflings
A variety of Halfling that seems to be more closely related to Dwarves, Stouts combine many of the advantages of Dwarves and Halflings and make an excellent Player Character race. However, they may not exist in all settings. Stouts tend to act like a cross between Dwarves and Halflings might be expected to act, basically prosaic stay at home types, but also durable and stalwart on the defense and often are skilled spelunkers.
You may need GM permission to play a Stout Halfling as they may not exist within the setting.
Cost Ability
3 Deft: +1 DEX
10 Quick: +1 SPD
2 Durable: +1 CON
2 Sturdy: +1 BODY
2 Stubborn +1 EGO
5 Doughty: Power Defense: 5
5 Small & Dodgy: +1 DCV
5 Sneaky: Stealth +1
3 Accurate: Range Skill Levels: +1 All Attacks (Only to offset the Range Penalty)
3 Alert: +1 PER All Senses
5 Unafraid: +10 PRE, Defensive Only (-1)
8 Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
5 Infravision: Infrared Perception
1 Longevity: LS: 100 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Stout Halfling (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Small  (3 ft - 5 ft; 80 to 185 lbs)
-2 Slow: -1" Running
-1 Small: -1 STR
-1 Rough-hewn: -2 COM

+15

Total Cost of Package

Race Package Deal
Halfling Options
With the GM's permission you may upgrade any of the Halfling Package Deals 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 may buy them seperately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Emnitites and similar should only be allowed if valid for the character's background.
Cost Ability
6* Halfing Accuracy Training: +2 All Attacks (Only to offset the Range Penalty)
5* Halfling Resistance: +5 Power Defense
5* Halfling Luck: 1d6 Luck
10* Lucky Outcome: +2 Overall Levels; Requires A Luck Roll (-1)
10* Lucky Shot: +4 Ranged; Requires A Luck Roll (-1)
19 Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll vs PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4)
9 Overlook: +3 with Stealth, Concealment, Sleight of Hand
8 Halfling Accuracy -- Thrown Stones: Combat Stone Skipping (+5 OCV with  Thrown Stones, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Slings: Combat Slinging (+5 OCV with  Slings, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Knives: Combat Knife Tossing (+5 OCV with Thrown Knives, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
2 Halfling Weapons Group: WF: Thrown Knives, Knives, Stones, Slings, Darts, "Short Swords"
STOUT ONLY:
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-
END STOUT ONLY
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-1 Poor Jumper: -1" Leap
-2 Poor Swimmer: -2" Swim
-10 Psychological Limitation: Lazy (Uncommon, Strong)
-15 Psychological Limitation: Pathological Liar  (Uncommon, Total)
-10 Psychological Limitation: Kleptomaniac (Common, Strong)
-15 Psychological Limitation: Obsessed with Food (Common, Strong)

Basic Package Deals
Devoted
The Dominine Magic System is detailed here.
This Package Deal is for Domini using the Prepared Model
The Devoted aren't usually the most cerebral of people; in some cases they hail from the backwoods and can barely even read, but they don't need booksmarts to know how they feel about their chosen Patron. The Devoted puts all of their energy and vigor into forwarding the interests of their religion and spreading the word to those who need to hear it. More erudite or cereberal Priests might look askance at them, but nonetheless the Devoted's Patron often seems to favor them with Divine protection.
A Devoted can be fun to play for players that like holy-roller "biblos-thumping" type characters, out to spread the word of their faith and take on any challenges that arise in the process.
Cost Ability
18 Prepared VPP  (15 Pool)
5 Power Skill: Faith (EGO) +1
1 Literacy w/ Native Language
10 Divine Favor: Combat Luck 6 PD/6 ED; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
3 Unshakeable: Mental Defense +5; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Activation 15-  (-1/4)
3 Unassailable: Power Defense +5; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Activation 15-  (-1/4)
10 Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active Points); Only When Serving The God's Purposes (-1/2)
1 Reputation: Blessed by their Patron; within their religion, 11-
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*19 Higher Spell Level Pool: +15 Pool
6 Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
10 Resolute: +5 EGO
20 Willfull: +10 EGO
5 Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
2 WF: Priest Group (Mace, Hammer, Morning Star)
-5 Social Limitation: Religion at Odds with Governement  (Hassled by local officials, gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)

DOMAIN EXTENSION PACKAGES
Air Domain Animal Domain Automata Domain Chaos Domain Chromata Domain
Cold Domain Death Domain Destruction Domain Earth Domain Evil Domain
Fire Domain Good Domain Healing Domain Knowledge Domain Law Domain
Luck Domain Magic Domain Plant Domain Protection Domain Skill Domain
Strength Domain Sun Domain Travel Domain Trickery Domain Voice Domain
War Domain Water Domain Weather Domain Beasts Domain Changeling Domain
Decay Domain Liberation Domain Light Domain Terror Domain Thunder Domain
Undeath Domain Vengeance Domain Darkness Domain