Monk (Multipower)
Monks are skilled at the use of barehanded fighting, and develop strange martial abilities as they progress in experience. Monks are usually (but not always) trained from a young age in remote monastaries or martial academies. Many a heavily armored sword-bearing warrior has been dismayed to discover the potency of an unarmed and unarmored Monk.
Cost Ability
55 Rapscallion Package Deal (exchange WF: Short Blades for WF: Off Hand)
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
Value Disadvantages
0 None

+115

Total Cost of Package
Cost Options
+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 Ghost 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)
3 Power Skill (EGO): Meditation
+7* Still Mind: +5 EGO, Requires Meditation Roll (-1/2)
+10* Wholeness of Body: 2d6 Healing, Simplified Option, Self Only (-1/2), Requires Meditation Roll (-1/2)
+6 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2), Requires Meditation Roll (-1/2)
+11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Requires A Meditation Skill Roll (-1/2)
+14 Empty Body: Desolidification (affected by Ethreal Affecting) (40 Active Points); 1 Continuing Fuel Charges lasting 1 Minute each (-3/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Requires A Meditation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Extra Time Delayed Phase (-1/4)
+4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
+4* Slow Fall: Gliding 10" (10 Active Points); Only in contact with Vertical Surface (-1/2), Only to prevent falling damage (-1/2), No Noncombat Movement (-1/4)
+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)
+10 Purity of Body: (LS: Immunity to Disease)
+10 Diamond Body: (LS: Immunity to Poison)
+1 Timeless Body: Life Support , Longevity: Immune to Aging Effects
-5 Psychological Limitation: Monastic Devotion (Uncommon, Moderate)
-10 Psychological Limitation: Respects All Living Things (Common, Moderate)
-10 Rivalry with Monks from a different Order (As Powerful, Group, Professional, Aware, Outdo)
-10 Social Limitation: Espouses Spiritual Contemplation vs. Worship; censured in some lands and opposed by the religious (Occasionally, Major, Not Limiting In Some Cultures)

Package Deals
Rapscallion
Rapscallions are those who are off the straight and narrow either in fact or in spirit. Alert to opportunity, quick witted and cagey, Rapscallions have a solid core of potential allowing them to adapt to whatever course fate presents them.
They represent both the best and worst of Rogues, for they are naturally talented but often choose to put that talent to primarily selfish ends
Cost Ability
6 Quick: +2 DEX
2 Fleet: +1" Run
3 Quick Witted: +3 INT
3 Glib: +3 PRE
4 Determined: +2 EGO
3 Alert: +1 All PER
1 Hard Bargainer: +1 to Resist Bargaining
1 Blas: +1 to Resist Oratory
1 Immovable: +1 to Resist Persuasion
1 Tight-lipped: +1 to Resist Conversation
1 Resistance: +1 to Resist Interrogation/Questioning
10 Puissant: +1 Overall Level
3 Bribery
3 Conversation
3 Persuasion
3 Streetwise
2 Survival: Urban
3 Trading
1 WF: Short Blades
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
3 Well Connected
var Contacts
var Favors
var Successful: Money
var Street Credibility: Reputation Perk
var Established: Base(s)
var Established: Followers
2 Thieves' Cant: (Language; basic conversation; literate)
-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)
-10 Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)