Halfling Patriarchal
Cost Ability
10 Hairfoot Halfling
93 Patriarchal Priest
8 Moving: +8 PRE
1 Cute: +2 COM
8 Resolute: +8 EGO
2 Thoughtful: +2 INT
1 Kinetic: +1 STR
2 Healthy: +1 BODY

125

Total Cost of Template

Race Package Deal
Hairfoot Halfling
The most common type of Halfling by far in most settings, Hairfeet are essentially Hobbits in all particulars. They are small, often like to eat a lot, and ill-suited to lives of adventure. The one area where they particularly excel is stealth. Still, some Hairfeet lead adventuring lives.
Cost Ability
6 Deft: +2 DEX
10 Quick: +1 SPD
5 Doughty: Power Defense: 5
10 Small & Dodgy: +2 DCV
7 Sneaky: Stealth +2
5 Hidey: Concealment +1
6 Accurate: Range Skill Levels: +2 All Attacks (Only to offset the Range Penalty)
3 Alert: +1 PER All Senses
5 Unafraid: +10 PRE, Defensive Only (-1)
1 Longevity: LS: 100 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Hairfoot Halfling (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Small  (2.5 ft - 4 ft; 50 to 110 lbs)
-2 Short Legs: -1" Running
-5 Weak: -5 STR
-4 Weak: -2 BODY
-2 Simple: -2 INT
-5 Unimpressive: -5 PRE

+10

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)

Package Deals
Patriarchal Priest
A servant of a more organized Church, the Patriarchal Priest is the product of a structured environment, probably from a larger urban area with many competing Churches. If he survives into late middle age, the Patriarchal Priest will be "somebody" in their religion, perhaps even eventually ascending to the head of their order. In the meantime they forward their religion at every opportunity and do what they are told to do by their Church elders. This occasionally requires the Patriarchal Priest to get involved with things that they'd rather not, but it's all for the greater good of the Church.
Patriarchal Priests are fun to play because they lend  a different perspective to the typical "priest in plate mail" trope of the genre; they are not martial in the least, and their abilities lend themselves better to urban and political campaigns than dungeon romps.
Cost Ability
55 Ecclesiastic Package
20 Knowledge Domain Package
20 Law Domain Package
5 Divine Investiture Package
100 Total Cost of Abilities
Value Disadvantages
-5 Social Limitation: Duty to Specific Church  (Infrequently, Impairing)

+95

Total Cost of Package

Basic Package Deals
Ecclesiastic
The Dominine Magic System is detailed here.
This Package Deal is for Domini using the Prepared Model
Ecclesiastics tend to be a type-A personalities, forward and authoritative. They tend to focus on their church or organization and the intricacies of their religion's dogma. The antithesis of the Meditative, Ecclesiastics present their religion to the masses via well worded tenants and easy to remember catechisms more than actual spirtual understanding. To the Ecclesiastic it is enough that they understand; they will explain it to the masses. Other Priests sometimes question the Ecclesiastic's methods, but their encyclopedic knowledge of the letter of their religion's dogma usually allows them to turn the tables on their challengers and come out ahead for it.
Ecclesiastics can be fun to play since they represent the almost stereotypical proselytizing, sermonizing priest.
Cost Ability
37 Prepared VPP (30 Pool)
7 Power Skill: Faith (EGO) +2
1 Literacy w/ Native Language
2 Learned: KS: General Religion (General)
3 Powerful Speaker: Oratory
3 Well Spoken: Persuasion
2 Forceful: +2 PRE
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)
5 Bright: +5 INT
10 Resolute: +5 EGO
20 Willfull: +10 EGO
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)
-15 Psychological Limitation: Inability to see the bigger picture (Common, Strong)
-10 Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Divine Investiture
Rules for Investing Items may be found here.
Some Domini have the ability to create Invested Items.
Cost Ability
5 KS: Divine Investiture +2
Value Disadvantages
0 None

+5

Total Cost of Package

Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
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Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
[Category] [Type]
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Provider: Source:
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Effect
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Spell List
Record Count: