Unionizer
The Unionizer knows that it's always better to have friends to back up a play. Part of an organization, guild, brotherhood, coven, or some other grouping of fellow practitioners, the Unionizer Sorcerer has allies to call upon, but in return must do his part for the group as well.
Unionizers are fun to play because the are hooked in to the setting, and might have all sorts of adventures stemming from agendas of their organization in addition to furthering their own ambitions.
Cost Ability
55 Sorcerer Package
15 Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
19 Guildmember Package
4 +2 with Spellcraft
2 WF: Sorcerer Group (Short Blades, Light Crossbow, Mace)
15 15 points in Spells
110 Total Cost of Abilities
Value Disadvantages
0 None

+110

Total Cost of Package

Basic Package Deals
Sorcerer
The Sorcery Magic System is detailed here.
Unlike Wizards, Sorcerers naturally have a basic understanding or gift for Magic. All the theory, history, and facts surrounding the use of Magic is nice (if you're into that sort of thing), but a Sorcerer doesn't really need to know all of that nonsense. It's all just intended to get less talented Spellcasters to where the Sorcerer already starts out. Sorcerers have a flexible grasp on the application of Spells that serves them well in the often-times dangerous world that they live in.
If in a University, a Sorcerer student is the sort that sleeps thru or skips all the lectures, fails the written, but aces every practical making the other students look simpleminded in the process. If taught by a mentor the Sorcerer's seeming inability to grasp instruction in the nuances of the Art and then turn around and work Magic as well as or better than other Apprentices tends to drive their instructors up the wall.
Outside of environments of formalized training it's quite possible that an individual Sorceror developed their talent by themselves at the GM's discretion.
Cost Ability
6 Sorcerer MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
10 Sorcerer MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4)
13 Sorcerer MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
10 Multipower Slots
15 Spellcraft 11-
1 Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
+15 Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
+17 Sorcerer MPP 4th Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
2 WF: Sorcerer Group (Short Blades, Light Crossbow, Mace)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Guildmember
Some people belong to formalized Guilds or some other kind of formalized organization, such as Merchant Houses, Mercenary Companys, organized Religion, and Wizard's Guilds. Simply add this package to a character that is a member of such a group and define what kind of Guild it is.
NOTE: This Extention Package places some assumptions upon the GM and the setting; in order for your character to be a member of a Guild, an organization that may not otherwise exist must be added to the setting. Check with your GM first to ensure that they approve of the concept you have in mind and also to see what Guilds or other membership-oriented organizations exist that you may be a member of.
Cost Ability
3 Rank: Journeyman in a Guild
12 Membership has its priveleges: Contact (Contact has: very useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points) 8-
2 PS: Guild Profession (GEN)
2 KS: Guild Law (GEN)
19 Total Cost of Abilities
Value Disadvantages
-5 Social Limitation: Duty to Guild (Infrequently, Impairing)

+14

Total Cost of Package