Hao Master
Hidden away in a high moutain pass in a remote and rugged corner of the world is the legendary Temple of Hao, home to an Order of Monks that has existed for over 3,000 years. The Hao have developed an advanced mastery of Ki focusing, and their arts are powerful indeed.
Perhaps their most remarkable and famed skill is the fabled Art of the Clouds, which allows the Hao Masters to literally walk on air. This skill has proliferated somewhat over 3,000 years and can be found in some form in other less legendary arts, but the Hao were the first, and many believe still the best at it. Legends tell of Hao Masters able to cut through swords from across a room with a projection of pure Ki energy, and of Hao Masters fighting 100 men simultaneously and winning.
Their fighting style is simple but potent. Hao Masters use only very relaxed stances and dont bother with physical gyrations. Their Ki Mastery is so advanced that normal weapons cannot even hurt them, rebounding from their skin, so their art does not bother much with defense.
The Hao are an open order and will teach any who can find them and prove themselves worthy of the Orders ideals. Often the Hao Elders will judge a canidate unworthy, and give them some task(s) to complete to prove themselves; often these tasks are not the true test -- the true test is in the doing, not in the deed. Starting 125 Point characters cannot be Hao Masters, but could certainly aspire to be one. If the campaign starts at 150 Points or more a starting character could be a young Hao Master with GM Permission.
For many characters, becoming a Hao Master could be their defining goal; they might already have been to the Temple and given tasks to prove themselves, and in so doing they become involved with the the other characters in the group; achieving entrance to the Hao Temple could be the culmination of their character rather than the begining. They could even be a Hao Master in training (perhaps with an abbreviated form of this package minus Enlightenment and one or more MPP slots) sent out to develop their skills (i.e. gain more Experience Points to pay for the Package).
It should take a suitably long period of time to learn the Hao techniques, as determined by the GM, but at least a year (assuming the character has enough Points), and perhaps as long as 10 years, depending on the student and how rare the GM wishes Hao Masters to be.
Cost Ability
55 Introlithic Package Deal
34 Enlightenment
  Enlightened Mind: +10 Mental Defense; Real Cost: 10 Points
  Enlightened Damage Reduction: Armor: 20 PD; Not vs Attacks That Affect Desolid (-1/4); Real Cost: 24 Points
  Enlightened State: Physical Limitation: Affected by Alignment Specific Effects targeting Law (including Detect Alignment); Real Cost -0
17 Cloudfoot: MP, 21-point reserve, (21 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Meditation; -1/4)
1u 1) Cloudstepper: Flight 10" (20 Active Points); Only In Contact With A Surface (-1/4) [Costs 2 END per Phase]
1u 2) Cloudwalking: Leaping 1" (Accurate, x16 Noncombat) (21 Active Points); Non-Combat Only (-1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Meditation; -1/4)  [Costs 2 END per Use]
40 Ki Multipower (60 Pool); RSR: Meditation all Slots (-1/2)
4u 1) Ki Strike -- Hao Strike: HA +12d6 (60 Active Points); HA (-1/2)  [Costs 6 END per Use]
4u 2) Ki Strike -- Ghost Strike: HA +8d6, Affects Desol Any form of Desolidification (+1/2) (60 Active Points); HA (-1/2)  [Costs 6 END per Use]
4u 3) Ki Strike -- Cloud Hands: EB (vs PD) 12d6 (60 Active Points)  [Costs 6 END per Use]
4u 3) Ki Strike -- Storm Hands: RKA (vs PD) 4d6 (60 Active Points)  [Costs 6 END per Use]
6 +2 OCV w/ Ki MPP
6 +3 with Meditation
5 Ki Reserves: Endurance Reserve (40 END, 1 REC) Reserve: (5 Active Points) REC: ; Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Meditation; -1/4)
1 Literacy w/ Language of Choice
150 Total Cost of Abilities
Value Disadvantages
-5 Psychological Limitation: Monastic Devotion (Uncommon, Moderate)
-10 Social Limitation: Espouses Spiritual Contemplation vs. Worship; censured in some lands and opposed by the religious (Occasionally, Major, Not Limiting In Some Cultures)

+135

Total Cost of Package
Cost Options
+1 Slow Fall Slot (Cloudfoot MPP): Gliding 20" (20 Active Points); Only in contact with Vertical Surface (-1/2), Only to prevent falling damage (-1/2), No Noncombat Movement (-1/4)
+2 Leap of the Clouds Slot (Cloudfoot MPP): Leaping 20" (20 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Meditation; -1/4)  [Costs 2 END Per Use]
+2 Fleet Slot (Cloudfoot MPP): Running +10" (20 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Meditation; -1/4) (uses END Reserve) [Costs 2 END Per Use]
+5 Strike to Disable Slot (Ki MPP): 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 Power Skill: Meditation; -1/4)
+3 Strike to Stun  Slot (Ki MPP): 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 Power Skill: Meditation; -1/4)
+2 Quivering Palm Slot (Ki MPP): 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 Power Skill: Meditation; -1/4)
+3 Ghost Ki Strike Slot (Ki MPP): 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 Power Skill: Meditation; -1/4)
+5 Deflect Arrow Slot (Ki MPP): (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 Power Skill: Meditation; -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 Power Skill: Meditation; -1/4) (Real Cost: 12)
+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)
+4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-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

Basic Package Deals
Introlithic
Introlithics are students of the internal arts, mastery over ones own vast inner power. Introlithics believe in an internal power possessed by all living things which they call by many names, but most often "ki". Through study, Introlithics come to mastery over their own ki, and this mastery allows them incredible abilities.
This Package is ideal for Martial Artists that favor an "soft", internal style.
Cost Ability
10 Ki Mastery: +5 CON
10 Ki Health: +5 BODY
10 Centered: +5 EGO
5 Power Skill (EGO): Meditation +1
5 Wholeness of Body: 1d6 Healing, Simplified Option, Self Only (-1/2), Requires Meditation Roll (-1/2)
15 Spell Resistance: Magic Damage Reduction, Resistant, 25%
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
5 Bright: +5 INT
10 Immovable: +5 EGO
+7* Still Mind: +5 EGO, Requires Meditation Roll (-1/2)
+5* Wholeness of Body: +1d6 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)
+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)
-15 Psychological Limitation: Overly Introspective (Common, Strong)
-10 Social Limitation: Espouses Spiritual Contemplation vs. Worship; censured in some lands and opposed by the religious (Occasionally, Major, Not Limiting In Some Cultures)