Sorcerer Familiarite
The Familiarite has a mystical bond with an animal companion which grants them strange abilities, and an instant best friend. A Familiarite often has odd mystical abilities related to the kind of animal they have as a familiar.
Familiarites are fun to play if you've always wanted to really have a frog in your pocket when the subject comes up. Be warned however, harm to the Familiar rebounds upon the Sorcerer.
Cost Ability
55 Sorcerer Package
15 Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
35 Familiarite Package
+15 +15 points in unusual abilities stemming from Familiar
120 Total Cost of Abilities
Value Disadvantages
0 None

+120

Total Cost of Package

Basic Package Deals
Sorcerer
The Sorcery Magic System is detailed here.
Unlike Wizards, Sorcerers naturally have a basic understanding or gift for Magic. All the theory, history, and facts surrounding the use of Magic is nice (if you're into that sort of thing), but a Sorcerer doesn't really need to know all of that nonsense. It's all just intended to get less talented Spellcasters to where the Sorcerer already starts out. Sorcerers have a flexible grasp on the application of Spells that serves them well in the often-times dangerous world that they live in.
If in a University, a Sorcerer student is the sort that sleeps thru or skips all the lectures, fails the written, but aces every practical making the other students look simpleminded in the process. If taught by a mentor the Sorcerer's seeming inability to grasp instruction in the nuances of the Art and then turn around and work Magic as well as or better than other Apprentices tends to drive their instructors up the wall.
Outside of environments of formalized training it's quite possible that an individual Sorceror developed their talent by themselves at the GM's discretion.
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)
13 Sorcerer MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
10 Multipower Slots
15 Spellcraft 11-
1 Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
+15 Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
+17 Sorcerer MPP 4th Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
2 WF: Sorcerer Group (Short Blades, Light Crossbow, Mace)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Familiarite
Some characters have a mystical bond to an animal familiar.
Cost Ability
25 Familiar (Animal Follower)
10 Synergistic abilities gained via Familiar
35 Total Cost of Abilities
Value Disadvantages
-15 Physical Limitation: STUN Feedback with Familiar (Frequently, Greatly Impairing)

+20

Total Cost of Package