Gnome Phantasma-Thief
Cost Ability
15 Rock Gnome
55 Maven (Specialization in KS: Illusions; All Wizard School Skills except Invocation, Necromancy)
55 Larcenist

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)

Basic Package Deals
Maven
The Wizardry Magic System is detailed here.
The Maven is typically a bright, talented, and motivated young Wizard who shows great promise but focuses on specific aspects of the Wizardly Arts, ignoring others. This tendency may exasperate their instructors, or perhaps they aren't choosing to do this so much as a pre-bias on the part of the instructor is causing their specialized learning pattern. For example, if a Maven's mentor is an Invoker, then that mentor will likely teach the Maven much more about Evocation magics and nothing at all about Conjuration.
Mavens tend to go with what they are good at as they advance, and can become renowned masters of a particular type of Magic if they survive into old age. Graduate Wizards sometimes sneer at the Maven's failure to grasp certain aspects of the Wizardly Arts, but those sneers are often wiped away by a display of the Maven's mastery of their chosen fields of study.
NOTE: This is the base package used to build "Specialist" Wizards. Name the Specialist School Skill as the recipient of the +2 Bonus and select School Ineptitude for the Schools the Character cannot use. However, they have the option of not taking the School Ineptitude Disadvantage and leaving open the option to learn that type of Magic later.
Cost Ability
34 Wizard VPP (30 Pool)
3 Scholar
12 Any 6 Wizard School Skills (Choose from: KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
4 +4 with any 1 Wizard School Skill
1 Sharp: +1 INT
1 Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Wizard Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)
-5 School Ineptitude: Phys Lim: Cannot Learn KS: {Magic Skill} or use Spellcraft to Circumvent (Infrequently, Limiting)
-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)

Package Deals
Larcenist
Larcenists are Rogues that use their wits and skills to basically steal, nick, and make off with a wide variety of loot. They often concentrate on fast hands and faster feet, as a caught thief is likely a dead thief. One step ahead of the pack, or one step behind lurking in the shadows as they will, the Larcenist excels at living outside of the rules and boundaries of social propriety and legal entanglements.
Compared to other professions, the Larcenist never worries about an empty pocket, because wherever there are people, there are funds to be fleeced.
Cost Ability
9 Quick: +3 DEX
15 Advanced Move Silently & Hide in Shadows: 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)
7 Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
4 Evasive: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
1 WF: Short Blades
3 Concealment
3 Sleight of Hand
3 Stealth
3 Streetwise
1 FAM: Survival (Urban)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
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
15 Improved Lightning Reflexes: +10 with All Actions
15 Open Lock: Lock picking (DEX based) + 6
10 Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove)
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 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
13 Trap Mastery: Security Systems +5
23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)
10 Move Silently & Hide in Shadows: Stealth +1, Concealment +1
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)
5 Detect Noise: +5 PER Normal Hearing
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
11 Climb Walls: Climbing +4
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 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
7* Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
15 Scroll Use: Scroll Comprehension +5
15 Better Lucky than Good: 3d6 Luck
2 Thieves' Cant: (Language; basic conversation; literate)
-10 Psychological Limitation: Swashbuckler 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)
-10 Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)