Magician Palooka
Magicians don't generally wear Armor, and often find themselves in the thick of some pretty hairy situations in pursuit of their careers, and their Spells are not 100% reliable. Thus some Magicians sensibly take the precaution of training in the gentle art of unarmed ass kicking. Such Magican Palookas may not be the most presentable of Magicians, but at least they are survivable.
With a balanced selection of martial and magical abilities, the Magician Palooka can be a very formidable addition to any adventuring group.
Cost Ability
55 Apprentice Magician Package
55 Brawler Package
+4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
+4 +1 HtH Damage Class
5 Mana Pool: +30 END, +2 REC
123 Total Cost of Abilities
Value Disadvantages
0 None

+123

Total Cost of Package

Basic Package Deals
Apprentice Magician
The Magecraft Magic System is detailed here.
Magicians (or Mages) study a practical and efficient type of Magic called Magecrafting. They are a breed well adapted to the rigors of an adventuring lifestyle but also find reasons to spend time in centers of learning. Tending to have a smaller complement of flexible Spells rather than an array of very specific and narrowly focused Spells, Magicians make up for their lack of breadth with the ability to cast Spells as long as their fatigue level permits.
Cost Ability
25 Apprentice Magician: 25 Points of Magecraft Spell Skills
10 Mana Pool: Endurance Reserve (50 END, 5 REC)
5 Magesight (FH pg 106)
4 Bright: +4 INT
10 Capable: +1 Overall Level
1 Literate: Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
6 Brilliant: +6 INT
2 WF: Magician Group (Blades, Staff, Thrown Daggers)
var Long Lived: Longevity
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)
-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)
-5 DF: Magician (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) Disadvantage Value: -5 points

Basic Package Deals
Brawler
Brawlers fight with knuckle and grit, grappling, punching, headbutting and assailing their opponents with their barehands and clubs of opportunity. Often found in bars, towns, and rough neighborhoods, some Brawlers are good enough to pit their skills against armed opponents or in an adventuring party. Some supplement their fisticuffs with a stout club or cross-train to learn other martial disciplines.
The player of a Brawler gets to build their own fighting style and it can be anything ranging from a well established and formalized system of fighting to just pure natural talent unique to the character as they wish, though additions to the history of the setting necessary to accomodate an established system are subject to GM modification or veto.
Cost Ability
2 Tough: +2 PD
3 Quick: +1 DEX
10 Nimble: +1 SPD
24 Brawling Martial Art (HtH Based)
3 Choose One:
 
  • Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
 
  • Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
 
  • Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
 
  • Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
 
  • Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
 
  • Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
 
  • Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
16 Choose Four:
 
  • Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
 
  • Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
 
  • Root: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort
 
  • Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 
 
  • Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm
 
  • Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
 
  • Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR + 2d6 Strike, Must Follow Block
 
  • Crush: 1/2 Phase, +0 OCV, +0 DCV, STR + 4d6 Crush, Must Follow Grab
 
  • Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
 
  • Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
 
  • Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
 
  • Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
 
  • Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
 
  • Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
 
  • Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove
 
  • +1 Damage Class w/ Martial Arts (not factored in)
5 Choose One:
 
  • Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
 
  • Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove
 
  • Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
 
  • Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
 
  • Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
 
  • Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
 
  • Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
3 Choose One:
 
  • Muscular: +3 STR
 
  • Combat Skill Levels: +1 with Martial Arts
 
  • KS: Martial Art (INT)
 
  • KS: Martial Art (GEN) + 1
 
  • Acrobatics
6 Combat Skill Levels: +2 with Martial Arts
4 Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
3 Breakfall
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
2 WF: Common Martial Arts Weapons
1* Weapon Element with Martial Art
var More Maneuvers
+4* HtH Damage Classes; (Some GM's will put a cap on Damage Classes to prevent abuse; in this case to allow the Brawler to stay competitive, the GM should at least allow a cap of 1/100 Character Points of the Brawler rounded in their favor.)
+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
5 Palooka Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Palooka Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
-5 Reputation: Ill tempered Brawler 8-
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-10 Psychological Limitation: Roughneck Mentality (Common, Moderate)
-10 Rivalry with other Brawlers (More Powerful, Group, Professional, Unaware, Outdo)