Magician Adventurer
A rough and ready sort, the Magician Adventurer has a solid mix of physical acumen and Magecraft fueled Magic and is often a member of some dangerous profession where a little Magic is helpful, such as a tomb raider, dungeon spelunker, or battle mage.
The Magician Adventurer is a can't fail useful profession, and if adventuring doesn't work out, such a character can usually find a surplus of willing employers, eager to pay for their skills.
Cost Ability
55 Extrolithic Package
25 Dilettante Package
10 +10 Points more Spell Skills
5 Mana Pool: +30 END, +2 REC
2 WF: Magician Group (Blades, Staff, Thrown Daggers)
+8 Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2)
105 Total Cost of Abilities
Value Disadvantages
0 None

+105

Total Cost of Package

Basic Package Deals
Extrolithic
Extrolithics are students of the unarmed arts that study physical, external, so-called "hard" arts. They hone their bodies, mastering their physical capabilites.
This Package is ideal for Martial Artists that practice a direct, violent, and physical art.
Cost Ability
5 Athletic: +5 STR
10 Durable: +5 CON
10 Hardy: +5 BODY
9 Quick: +3 DEX
10 Nimble: +1 SPD
10 Skillfull: +1 Overall
1 Excellent Cardio: Extended Breathing (1 increment)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
+2 WF: Common Martial Arts Weapons
var Martial Arts Manuevers (See Ultimate Martial Artist)
60 My Body My Weapon: MP, 60-point reserve, (60 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
3u 1) Strike to Pummel: HA +5d6, Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (56 Active Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
4u 2) Strike to Kill: HKA 2d6-1 (2d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (56 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Power Skill (EGO): Martial Arts Style +1
+5 Strike to Disable Slot: Drain DEX 4d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
+3 Strike to Stun Slot: HA +4d6, Reduced Endurance (0 END; +1/2), AVLD (MD; +1 1/2) (60 Active Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
+2 Quivering Palm Slot: Drain BODY 1 1/2d6, Uncontrolled (Terminates After 1 Phase per 50 Character Points of Monk When Trigger Set) (+1/2), Trigger (At Will; +1/2), Continuous (+1), IPE (Fully Invisible; +1) (60 Active Points); 1 Recoverable Charge which Recovers every 1 Week (-1 3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
+3 Ki Strike Slot: HA +4d6, Autofire (3 shots; +1/4), Affects Desol Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1) (55 Active Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
+5 Deflect Arrow Slot: (Total: 60 Active Cost, 48 Real Cost) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) (Real Cost: 36) plus +3 with Missile Deflection (15 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) (Real Cost: 12)
+4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
+3* Leap of the Clouds: +2" Leap, Reduced Endurance (0 End, +1/2)
+12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
+6* *Extra Fleet: +2" Run, Reduced Endurance (0 End, +1/2)
-5 Reputation: Prone to Fights 8-
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-10 Psychological Limitation: "Kung Fu"  Mentality (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Dilettante
The Magecraft Magic System is detailed here.
The Dilettante may have attended a formal University of Magic, been instructed by a Mentor, or otherwise received instuction in Magecrafting (perhaps by a parent or relative) but either way they received many years of instruction and then either quit, got kicked out, were given up on by their instructors, or something else occured that prevented them from finishing their training. Some continue to educate themselves as best they can.
The Dillitante Package is useful for any half-trained Magician concept, or even for a "multiclass" character that split their time between Magic and some other pursuit. Also, a Character built on the Dillitante can always improve their Magic capabilities as they progress, so its a good starting point for mixed background concepts.
Cost Ability
25 Magecraft Spell Skills (minimum of 5 Spell Skills)
Value Disadvantages
0 None

+25

Total Cost of Package