Sylvan Seer
A Sylvan Seer is a Derwydd that is incredibly attuned to the pulse of the Universe, able to feel the flow of the Natural Order like their own lifeblood pumping in their veins.
A Sylvan Seer is fun to play because they have a powerful tap on information, specialized in being aware of what goes on around them, both the visible and the hidden. They can serve several useful roles in an adventuring troupe, though they do not particularly excel at doing battle.
Cost Ability
55 Derwydd Package
20 Alert
20 Awakened
20 Aura Reading
105 Total Cost of Abilities
Value Disadvantages
-10 Physical Limitation: May Only Use Derwydd Spells If In Good Standing With Religious Beliefs (Infrequently, Greatly Impairing)

+95

Total Cost of Package

Basic Package Deals
Derwydd
The Derwydda Magic System is detailed here.
NOTE: Practitioners of Derwydda (dur-WEETH-ah) are collectively called Derwyddon (dur-WEE-thon) collectively, or Derwydd (DUR-weeth) singularly.
Derwydda is a form of Nature Magic that focuses on powerful Magics stemming from a understanding of the Natural World, and channelling the very power of the Universe itself.
Derwyddon are a type of Magic User skilled at working powerful Magics when given the chance, but not quite as good in tense situations such as combat. An individual Derwydd isn't particularly good in a combat situation, but given time and a Standing Stone a Derwydd can work shockingly powerful Magic, and a clutch of Derwyddon working together can shake the fundaments of the world.
Derwyddon are also good at preparing powerful Spell Effects on At Will Triggers in relative safety, which they can later release for devastating results, which somewhat compensates for the difficulities they suffer when attempting to cast Spell Effects in combat.
Cost Ability
15 Derwydd Spell Skills
5 KS: Nature Lore +2
3 PS: Create Standing Stone
4 Nature Sense: Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4)
8 Immunity to Poison: LS: Immunity to Poison; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
3 +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
10 Strong Willed: +5 EGO
7 Stamina: +14 END
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
3 Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
4 Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
var More Spell Skills
3* +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
5 Bright: +5 INT
5 +1 with All INT Based Rolls
2 WF: Derwydd Group (Scicle, Staff, Sling, Dagger)
-15 Psychological Limitation: Maintain Natural Balance  (Common, Strong)
-15 Psychological Limitation: Hatred vs Undead  (Uncommon, Total)
-5 Social Limitation: At Odds With Organized Religion (Churches and Religions dedicated to Deities) (Frequently; Minor; Not Limiting In Some Cultures)

Extention Package Deals
Alert
Some characters are alert to danger, either because they are naturally attentive, mystically aware, or just lucky.
Cost Ability
17 Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11-
3 +1 All PER
Value Disadvantages
0 None

+20

Total Cost of Package

Extention Package Deals
Awakened
Some characters are sensitive to Magic, and can detect it in some fashion.
Cost Ability
17 Magesight, Discriminatory, Range, Sense
3 +1 All PER
Value Disadvantages
0 None

+20

Total Cost of Package

Extention Package Deals
Aura Reading
Some characters are able to read the auras of others, gaining insite into their intentions and emotions.
Cost Ability
17 Aura Reading: Detect Emotions and Basic Intentions PER +2 (Sight Group), Discriminatory, Analyze
3 +1 All PER
Value Disadvantages
0 None

+20

Total Cost of Package