Gnome Trickster
Cost Ability
65 Rock Gnome
  Superior Gnomish Illusions: As Gnomish Illusions, but without x2 END (5 END)
  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) [14 END]
  Notes: Illusion [Shadow] Generally must achieve EGO +30 to do damage and have the target remember the damage as real; +10 more for big explosions and similar effects.
  Gnomish Illusions Magic Reserve: 50 END Reserve, 3 REC
  Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
  Walk the Path: Bump of Direction, Underground Only (-1)
  Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
  Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
55 Traptinker
5 Sneaky: Stealth +1

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
Traptinker
Traptinkers are masters of the more mechanical aspects of Roguish endeavors; locks, traps, and other such gizmos. Due to the special value of their skills to adventuring pursuits, they are treasured members of any adventuring group fortunate enough to benefit from their services.
Able to go through locks and traps like a hot knife through butter, Traptinkers usually have a comprehensive knowledge of the manufacture of locks and traps, and how to circumvent them. However, the dedication necessary for their craft leaves them little time for more martial or athletic pursuits.
Cost Ability
11 Open Lock: Lock picking (DEX based) + 4
19 Sense Traps: Detect A Class Of Things 11- [Separate Sense], Discriminatory, Increased Arc of Perception: 240-Degree, Range, Sense
13 Trap Mastery: Security Systems +5
3 Concealment
3 Mechanics
1 FAM: PS: Blacksmith
1 FAM: PS: Carpentry
3 KS: Traps & Locks (INT)
1 Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
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)
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)
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)
10 Move Silently & Hide in Shadows: Stealth +1, Concealment +1
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
2 AF: Heavy Armor Proficiency
1 AF: Tower Shield Proficiency
15 Better Lucky than Good: 3d6 Luck
-2 Bad Knees: -1" Run
-15 Psychological Limitation: Curious  (Common, Strong)
-10 Psychological Limitation: Easily distracted by interesting Traps and Locks or things pertaining to them  (Uncommon, Strong)