Metruvian Adventurer
A rough and ready sort, the Metruvian Adventurer has a solid mix of physical acumen and Metruvius 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 Metruvian 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 Metruvian Apprentice Package
13 +13 Points more Famillia and Facillia
2 Mana Pool: +10 END, +1 REC
2 WF: Metruvian 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
-5 DF: Metruvian (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) Disadvantage Value: -5 points

+100

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)

Basic Package Deals
Metruvian Apprentice
The Metruvian Magic System is detailed here.
Metruvians study a practical and efficient type of Magic called Metruvius. They tend to have a smaller complement of flexible Spells rather than an array of very specific and narrowly focused Spells, but they make up for their lack of breadth with the ability to cast Spells as long as their fatigue level permits.
Cost Ability
15 Famillia: 20 Points of Famillia (minimum of five different ones required)
15 Facillia: 20 Points of Facillia (minimum of one required)
3 Mana Pool: Endurance Reserve (20 END, 1 REC)
1 Metruvian Lore: Power Skill 8-
1 Literate: Literacy w/ Native Language
Value Disadvantages
0 None

+35

Total Cost of Package
Cost Options
5 Magesight (FH pg 106)
10 Brilliant: +10 INT
4 Bright: +5 INT
10 Capable: +1 Overall Level
2 WF: Metruvian 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: Metruvian (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) Disadvantage Value: -5 points