Tumbler
Naturally athletic, or a well trained athlete, either way Tumblers use their acute balance and phenomenal agility to good effect in any physical encounter.
Cost Ability
55 Savant Package Deal
24 Acrobatic Skills Package Deal
10 Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove)
8 Tumbling: +6" Running, RSR: Breakfall Roll (-1/2)
97 Total Cost of Abilities
Value Disadvantages
-15 Psychological Limitation: Competitive (Common, Strong)

+82

Total Cost of Package

Package Deals
Savant
Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people.
Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead.
Cost Ability
4 Quick Study: WF: Common Melee, Common Missile
20 Puissant: +2 with Overall
6 Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar)
8 Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2)
17 Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11-
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
+10 Deadly Blow: +1d6 Killing, any circumstance, any weapon  (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2))
20 More Puissant: +2 with Overall
18 Fisticuffs:
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 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
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
5 *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
15 Scroll Use: Scroll Comprehension +5
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
15 Open Lock: Lock picking (DEX based) + 6
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
15 Better Lucky than Good: 3d6 Luck
15 Improved Lightning Reflexes: +10 with All Actions
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-15 Psychological Limitation: Curious  (Common, Strong)
-15 Psychological Limitation: Self Centered (Common, Strong)
-15 Psychological Limitation: Competitive (Common, Strong)

Package Deals
Acrobatics Skills
Many characters receive training or possess natual talents enabling them to perform stunning feats of physical dexterity, gymnastics, and/or tumbling.
Cost Ability
6 Ledge Walker: Environmental Movement (+2 to Offset Penalty For Being On A Narrow Surface)
5 Acrobatics  +1
5 Breakfall  +1
2 PS: Acrobat/Tumbler
5 Acrobatic Fighting: +1 All Combat; RSR: Acrobatics or Breakfall (-1/2)
Value Disadvantages
0 None

+24

Total Cost of Package