Martial Adept
Martial Adepts use their mastery of their own bodies to turn themselves into living weapons. Perhaps the most fearsome of Psionicists to face in battle, Martial Adepts usually focus on making their bodies resistant to damage, and also on damage causing abilities, such as projecting bone spurs from their skin, secreting acid, bio-electrical discharges, and of course increasing strength and dexterity to lethal levels.
Cost Ability
55 Cognoscente Package (PS: Psychometabolic)
9 Psychometabolic Gift Package
17 Self Defense Techniques Package
10 My Hands Are Lethal Weapons
  Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
  Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
  Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
  Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
3 Battle-Savvy: +1 w/ Martial Arts
2 +1 w/ Psychometabolism
14 Psionic Powers (14 points in ultra slots)
110 Total Cost of Abilities
Value Disadvantages
0 None

+110

Total Cost of Package

Basic Package Deals
Cognoscente
The Psionic System is described here.
Cognoscente are masters of a single specific discipline. Though they may broaden their talent later by acquiring other Discipline Skills, initially they focus solely upon their chose specialty. What they lack in breadth they make up for with depth, often having an advanced understanding of their chosen field of study.
Cognoscente are fun to play because they are focused on one thing, allowing them to be tailored just so to fit a particular concept without extra trimmings. They have potential to grow out if desired, and in the meantime they're one of the best there is at what they do.
Cost Ability
45 Psionic MPP (45 Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR: Discipline Skill (-1/4))
5 Psionic Strength END Reserve: 30 END / 2 REC
5 Any 1 Discipline Power Skill at +1
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
3* Broadbased: Other Discipline Power Skills
10 More Powerful: Higher Psionic MPP: +10 Reserve
5 Bright: +5 INT
10 Brilliant: +10 INT
5 Smart: +1 with All INT Based Rolls
10 Steady: +5 EGO
20 Resolute: +10 EGO
5 Stubborn: +1 with All EGO Based Rolls
10 Fit: +5 CON
20 Tireless: +10 CON
5 Gritty: +1 with All CON Based Rolls
5 +1 with All CON Based Rolls
2 WF: Psion Group (Dagger, Short Sword, Throwing Blades)
-15 Psychological Limitation: Overly Introspective (Common, Strong)
-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)
-10 Rivalry with other Psions (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Psychometabolic Gift
One of the first tricks many Psions learn when studying Psychometabolics is how to accelerate their bodies healing capacity.
This Package should only be taken by a character with PowS: Psychometabolism
Cost Ability
7 Cellular Reconstruction: Regenerate 1 BODY/Turn
2 Hardy: +1 BODY
Value Disadvantages
0 None

+9

Total Cost of Package

Extention Package Deals
Self Defense Techniques
Some characters are taught basic techniques to help defend themselves versus physical assailiants, while others are just naturally intent on saving their own hide as much unfortunate impact as possible.
Cost Ability
5 Dodgy: +1DCV
12 Martial Dodge, Martial Block, Martial Escape
Value Disadvantages
0 None

+17

Total Cost of Package