Performer (Spontaneous)
The Sorcery Magic System is detailed here.
Performers mix magic with Bardic tricks to good effect.
Performers are good to play because they have a broad complement of options available to them and are rarely bereft of an option in a tight situation.
Cost Ability
55 Showman Package Deal
40 Sorcerer Savant Package
10 Verbal Sparring Package
10 +10 points in Spells
115 Total Cost of Abilities
Value Disadvantages
0 None

+115

Total Cost of Package

Package Deals
Showman
The Showman is a performer of great skill that is able to inspire and rally others with their entertainment. Clever and possesed of a certain flair, Showmen are often encountered on the move, traveling from place to place to ply their trade and assuage their curiosity for unusual events.
Showmen are interesting to play and can often contribute to an adventuring group.
Cost Ability
24 Performance MPP: MP, 30-point reserve, (30 Active Points); all slots Requires A Performance Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Power Skill (PRE); -1/4)
2 1) Presense: +30 PRE (30 Active Points)
1 2) Countersong: Suppress 2d6, any SONIC power one at a time (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), AOE (2" Radius; +1) (27 Active Points); No Range (-1/2), Concentration, throughout (1/2 DCV; -1/2), Incantations (throughout; -1/2)
1 3) Inspire Greatness: Succor 1d6 (standard effect: 3 points), Reduced Endurance (1/2 END; +1/4), AOE (2" Radius; +1), Selective (+1/4), all Primary Characteristics simultaneously (+2) (22 Active Points); Incantations (throughout; -1/2), Concentration, throughout (1/2 DCV; -1/2)
7 Power Skill (PRE): Performance +2
3 Quick Witted: +3 INT
3 Glib: +3 PRE
3 Alert: +1 All PER
10 Puissant: +1 Overall Level
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)

Extention Package Deals
Sorcerer Savant
The Sorcery Magic System is detailed here.
The Sorcerer Savant is a Sorcerer that developed their abilities naturally, without training, or perhaps received only partial instruction..
The Sorcerer Savant Package is useful for any character concept that is primarily focused on some other profession but has some Magical ability, or even for a "multiclass" character that split their time between Magic and some other pursuit. Also, a Character built on the Sorcerer Savant can always improve their Magic capabilities as they progress, so its a good starting point for mixed background concepts.
Cost Ability
6 Sorcerer MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
10 Sorcerer MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4)
9 Multipower Slots
15 Spellcraft 11-
Value Disadvantages
0 None

+40

Total Cost of Package

Extention Package Deals
Verbal Sparring Skills
Not all battles are won with blades. Some characters recieve training to improve their ability to mingle with society and move publically among the mighty, while others are just naturally sangfroid.
Cost Ability
3 Adroit: +3 PRE
5 Conversation+1
1 FAM: High Society
1 Reputation: Smooth Talker +1/1d6 (Medium Group, 11-)
Value Disadvantages
  None

+10

Total Cost of Package