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)