Magician Lurker
Frequently mysterious or outright shifty, Magician Lurkers are sneaky and dangerous types that supplement their more direct abilities of skullduggery with a bit of Magic. Capable and competent in their own trade, these blackguards are all the more potent with a well chosen selection of Spells.
The Magician Lurker may not always be appropriate for all campaigns, but there is no questioning their effectiveness.
Cost Ability
59 Backbiter Package (upgrade Shadowing and Streetwise to full Skills)
25 Dilettante Package
3 +3 points worth of Magecraft Spells
10 Mana Pool: 50 END, 5 REC
8 Well Rounded: +1 with All Non-Combat Skills
15 Open Lock: Lock picking (DEX based) + 6
120 Total Cost of Abilities
Value Disadvantages
0 None

+120

Total Cost of Package

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)

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