Volomancer Destroyer
Volomancers have some capabilities unusual for an Arcanist; for instance they have the capacity to use Healing Magic. And unlike run of the mill Adepts, Volomancers do not accrue Long Term Endurance loss for using their power to its fullest. However, they do have more overhead involved in the cost of their Adept Talents, and further suffer penalties to their Active Point availablity when wearing Armor.
The Volomancer Destroyer is talented both physically and mystically, with a slew of natural advantages to call upon. Though their talent for Adeptology is limited, with a well chosen selection of Categories (Attack, Defense, and Movement for instance) they can be a shockingly effective and mighty addition to any adventuring group.
Cost Ability
57 Volomancer Package; Upgrade both 1 point Category Talents to 2 points
2 Mana Pool: +10 END and +1 REC
52 Savage (remove Armor and Shield Familiarity)
Value Disadvantages
0 None

+111

Total Cost of Package

Basic Package Deals
Volomancer
Volomancers use the Volomancy variant of Adeptology.
Volomancers are powerful naturally occuring Arcane Magic Users, that dont require any training to use their abilities and are able to work their will upon most situations.
Volomancers are able to will Magic into effect based on inborn access to various categories of Powers. Each Volomancer has a different selection of Adept Talents; few have all of them. The Power Categories are Adjustment, Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory, and  Size.
If a Volomancers wants to be able to use the full Active Points of their Volomancy VPP for Spells based on Powers belonging to a Category then they must take a 2 point Talent for that Category at character creation. If they take a 1 point Talent with a Category then they can use up to half of their VPP for Spells based on Powers of that Category. If they do not take a Talent for a Category, then they cannot uses Spells based on a Power in that Category at all.
Cost Ability
48 Volomancy VPP (30 Pool, Arcane)
3 Mana Pool: Endurance Reserve (20 END, 1 REC)
2 Magic Adept (Adjustment, Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory, or  Size)
1 Magic Adept (Adjustment, Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory, or  Size)
1 Magic Adept (Adjustment, Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory, or  Size)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
var Increase END and/or REC of Mana Pool
16* +10 Pool for VPP
2* Magic Adept (Adjustment, Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory, or  Size)
1* Magic Adept (Adjustment, Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory, or  Size)
10 Refusal: +10 Power Defense
10 Unshakeable Ego: +10 Mental Defense
5 Bright: +5 INT
10 Brilliant: +10 INT
5 Charismatic: +5 PRE
10 Magnetic: +10 PRE
10 Resolute: +5 EGO
20 Willfull: +10 EGO
10 Durable: +5 CON
10 Adaptable: +1 Overall Skill Level
5 Battle Trained: AF: Light Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
1 Literacy
2 WF: Volomancer Group (Staff, Hand Crossbow, Dagger)
-15 Psychological Limitation: Arrogant (Common, Strong)
-15 Psychological Limitation: Egomaniacal (Common, Strong)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)

Basic Package Deals
Savage
Savages are warriors from more primitive and / or less civilized lands who rely on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages tend to focus on survival and overall fitness.
Savages can be somewhat similar to Light Foot but without concentrating overly much on the mastery of a specific weapon (to a Savage everything is a weapon), and with more concentration on raw athletic ability.
Despite the connotation of the word "savage", Savages are not ravening brutes by default; they are simply primal and unspoiled by more advanced modicums of behavior. Many Savages follow a personal or cultural Code of behavior that, while typically more practical and/or direct, is nevertheless as binding to them as a well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights. This is a concept often referred to as "the Noble Savage".
Cost Ability
3 Strong: +3 STR
3 Quick: +1 DEX
10 Nimble: +1 SPD
6 Durable: +3 CON
6 Resilient: +3 BODY
16 Choose One:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
 
  • Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
2 AF: Light Armor Proficiency
1 AF: Shield Proficiency
6 WF: Common Melee, Common Missile, Uncommon Melee
2 Survival: Any 1 Environment
55 Total Ability Cost
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
5 Fearless: +10 PRE; Defensive Use Only (-1)
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2)
5 Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
-10 Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
-5 Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting In Some Cultures)