Gnome Nightblade
Cost Ability
15 Rock Gnome
55 Savant
54 Backbiter (exclude WF: Blades)
1 Hale: +1 STR

125

Total Cost of Template

Race Package Deal
Rock Gnomes
The most common type of gnome by far in most settings, Rock gnomes typically live in rocky hills and outcroppings close to the surface and in pockets rich in gems further down. What the Dwarves are to metal crafting, the Rock Gnomes are to gems and jewelry. One of the most interesting things about Gnomes is that almost all of them have some capacity to work simple Illusions Magic innately. Some Gnomes have quite a few different illusionary tricks up their sleeves in  fact.
Cost Ability
3 Deft: +1 DEX
2 Durable: +1 CON
2 Clever: +2 INT
10 Small & Dodgy: +2 DCV
5 Doughty: Power Defense: 5
8 Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
3 Perceptive: +1 PER All Senses
5 Infravision: Infrared Perception
3 Longevity: LS: 1000 Years
20 Gnomish Illusions: Sight Group and Normal Hearing Images, +/-5 to PER Roll, Increases Size (8" radius; +3/4) (49 Active Points); Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Increased Endurance Cost 2x END (-1/2) (10 Endurance), Notes: Illusion (Glamer)
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Gnome (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Short  (3.5 ft - 4.5 ft; 100 to 150 lbs)
-10 Reputation: Practical Jokers & Illusionists 11-
-2 Slow: -1" Running
-1 Dense Flesh: -1" Swimming
-1 Spindly: -1 STR
-2 Odd looking: -2 COM

+15

Total Cost of Package

Race Package Deal
Gnomish Options
With the GM's permission you may upgrade the Gnomish 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
5* Increased Resistance: +5 Power Defense
7 Gnomish Illusion Master: KS: Illusion +2
17 Mage Sight: Detect Magic [No Sense Group], Discriminatory, Range, Sense
15 Speak with Animals: Beast Speech {Telepathy 5d6 (Animal Class of Mind), Reduced END (0 END; +1/2); No Range (-1/2), Communication Only (-1/4), Incantations (throughout; -1/2), Visible (-1/4))
19 Illusionary Seeming: Shapeshift (Sight Group; Instant Change, Variety of Shapes : Limited Group of Shapes), Costs END Only To Activate (+1/4), Persistent (+1/2) (44 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Concentration 0 DCV (-1/2) (4 END, only to Activate)
Notes: Illusion (Glamer)
24 Invisibility Sphere: Invisibility to Sight Group, No Fringe, Usable Simultaneously (x4 Number of Targets +1) (60 Active Points); Only When Not Attacking (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4) (6 END); Notes: Illusion (Glamer)
25 Ventriloquism: Hearing Group Images, +/-5 to PER Roll, Increases Size (32" radius; +1 1/4) (45 Active Points); No Range (-1/2), Only to Project own voice (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4) (4 END); Notes: Illusion (Figment)
20 Shadow Manipulation: Mental Illusions 14d6 (70 Active Points); Extra Time Full Phase (-1/2), Delayed Phase (-1/4), Eye Contact Required (-1/2), Increased Endurance Cost 2x END (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Concentration 1/2 DCV (-1/4)
Notes: Illusion [Shadow] Generally must acheive EGO +30 to do damage and have the target remember the damage as real; +10 more for big explosions and similar effects. (14 END)
18 Pattern Spray: (Total: 40 Active Cost, 18 Real Cost) Pattern Spray to the Eyes: Flash 4d6 (Sight Group) (20 Active Points); Linked to Pattern Spray to the Brainpan (-1/2), No Range (-1/2), Extra Time Delayed Phase (-1/4) (Real Cost: 9) plus Pattern Spray to the Brainpan: Ego Attack 2d6 (20 Active Points); No Range (-1/2), Linked to Pattern Spray to the Eyes (-1/2), Extra Time Delayed Phase (-1/4) (Real Cost: 9), (4 END) Notes: Illusion (Pattern) [Mind Affecting]
32 Pattern Wide Spray: (Total: 80 Active Cost, 32 Real Cost) Pattern Spray to the Eyes: Flash 4d6 (Sight Group), Area Of Effect (5" Cone; +1) (40 Active Points); Linked to Pattern Spray to the Brainpan (-1/2), No Range (-1/2), Extra Time Extra Segment (-1/2) (Real Cost: 16) plus Pattern Spray to the Brainpan: Ego Attack 2d6, Area Of Effect (5" Cone; +1) (40 Active Points); No Range (-1/2), Linked to Pattern Spray to the Eyes (-1/2), Extra Time Extra Segment (-1/2) (Real Cost: 16), (8 END) Notes: Illusion (Pattern) [Mind Affecting]  
+5 Superior Gnomish Illusions: As Gnomish Illusions, but without x2 END (5 END)
10 Gnomish Illusions Magic Reserve: 50 END Reserve 5 REC
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-
2 Gnome Weapons Group: WF: Pick, Hammer, Short Spear, Off Hand Shield
* May take Multiple Times
Value Disadvantages
-1 Poor Jumper: -1" Leap
-1 Really Poor Swimmer: +1" Swim
-10 Psychological Limitation: Practical Joker (Uncommon, Strong)
-15 Psychological Limitation: Dangerously Curious (Common, Strong)
-20 Lack Gnomish Illusions Power
-15 Psychological Limitation: Obsessed with Food (Common, Strong)

Package Deals
Savant
Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people.
Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead.
Cost Ability
4 Quick Study: WF: Common Melee, Common Missile
20 Puissant: +2 with Overall
6 Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar)
8 Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2)
17 Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11-
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
+10 Deadly Blow: +1d6 Killing, any circumstance, any weapon  (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2))
20 More Puissant: +2 with Overall
18 Fisticuffs:
Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 
Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
5 *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
15 Scroll Use: Scroll Comprehension +5
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
15 Open Lock: Lock picking (DEX based) + 6
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
15 Better Lucky than Good: 3d6 Luck
15 Improved Lightning Reflexes: +10 with All Actions
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-15 Psychological Limitation: Curious  (Common, Strong)
-15 Psychological Limitation: Self Centered (Common, Strong)
-15 Psychological Limitation: Competitive (Common, Strong)

Package Deals
Backbiter
Backbiters are akin to Warriors in that they train to kill, but unlike the generally more upfront Warriors, Backbiters take full advantage of shadow and misdirection. There is no fair or not fair, there is only survivor and deceased. Typically attacking from hiding or seeking to attack an opponent from behind, there is nothing that a good Backbiter hates more than a standup fight.
Many Backbiters become mercenaries, adventurers, or soldiers of fortune, and are almost always looking for the easy money. Backbiters tend to increase their stealth and lethality over all other things.
Cost Ability
14 Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
1 WF: Blades
3 +1 OCV with Blades
4 Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
3 Stealth
3 Concealment
1 FAM: Shadowing
1 FAM: Streetwise
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
3 Acrobatics
3 Breakfall
15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)
15 Adept: +3 with DEX Based Skills
16 Well Rounded: +2 with All Non-Combat Skills
20 Puissant: +2 with Overall
10 Lightning Reflexes: +10 with One Action
4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
26 Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
15 Open Lock: Lock picking (DEX based) + 6
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
2 Thieves' Cant: (Language; basic conversation; literate)
-5 Reputation: Backstabber  8-
-10 Psychological Limitation: Backstabber Mentality (Common, Moderate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)