Adventuring Sorcerer
A broadbased generalist, the Adventuring Sorcerer knows a little bit about pretty much all aspects of Sorcery. More of a practical applications type, the Adventuring Sorcerer typically focuses on end results, believing that the ends justify the means in many cases.
Adventuring Sorcerers are great to play because they start off aggresively capable and just get better from there. They are flexible and powerful Magic Users and bring a plethora of interesting and exciting capabilities to any adventuring group.
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)
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)
6 +3 with Spellcraft
2 WF: Sorcerer Group (Short Blades, Light Crossbow, Mace)
15 15 points in Spells
110 Total Cost of Abilities
Value Disadvantages
0 None

+110

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)