Living Weapon
A Living Weapon is a perfectly balanced killing machine, both mentally and physically lethal. A melding of arts both psionic and martial results in a combatant as unpredictable as they are deadly.
Typically, a Living Weapon will use Martial Manuever for their main offense, using their Psionics for defense and mobility effects. Living Weapons usually concentrate on Psychometabolic abilities, at least initially, but have the capacity to use any sort of Psionic Power. Their Psionic Multipowers start off small but can obviously be expanded with Experience. A Living Weapon with a good selection of enhancing Psionic Powers can be a frighteningly effective combatants and even assassins.
Living Weapons are usually trained, as the level of dedication it takes to hone both the mind and the body into weapons simultaneously is seldom present unassisted, but some Living Weapons are self-made, driven by some strong motivation such as revenge. It's also quite possible that if they were made, then those who trained them might retain some hold over them. Further, some Living Weapons dont recognize the sanctity of life, and have difficulty fitting in with civilization.
Cost Ability
55 Erudite Package
4 Upgrade END Reserve +30 END / +1 REC
20 Psionic Powers (20 points in ultra slots)
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 4d6 Strike, Must Follow Block
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 4d6 +v/5 Strike, FMove
4 +1 HTH Damage Class
Value Disadvantages
0 None


Total Cost of Package
var Additional Martial Manuevers
+2 WF: Common Martial Arts Weapons
+4* +1 HtH Damage Class
+3 Breakfall
+3 Acrobatics
+10 Defense Manuever IV
+10 Two Weapon Fighting (HtH)
+5 Rapid Attack (HtH)
+15 Student of the Arts: Analyze: Style 17-
+20 Find Weakness 11- with Martial Arts
+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
-10 Psych. Lim.: Casual Killer (Common, Moderate)
-10 Social Limitation: Subject to Orders (Occasionally, Major, Not Limiting In Some Cultures)
-10 Watched by Trainers (Hunted): 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

Basic Package Deals
The Psionic System is described here.
Erudites are students of the Psionic Arts, often possessing encyclopedic knowledge of Psionic theory, though their study of the more scholarly end of Psionics usually detracts from their application of same. Nevertheless, Erudites are methodical and do everything they can to enhance their Psionic potential with a comprehension of the whys and wherefores often lacked by Monastics and Cerebrals.
Though they start off behind the power curve initially, the Erudite's dedication will pay off big with experience, and they have the capacity to reach critical mass, exploding their boundaries and leaping ahead of their peers. Their solid grounding in the fundamentals of Psionic Theory magnifies their advancement, lending reliability to their Powers and allowing for a smooth transition to higher magnitudes of strength.
Cost Ability
15 Psionic MPP (15 Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR: Discipline Skill (-1/4))
3 Psionic Strength END Reserve: 20 END / 1 REC
15 Broadly Capable: PowS: Clairsentience (INT), PowS: Psychokinesis (EGO), PowS: Psychoportation (INT), PowS: Telepathy (EGO), PowS: Psychometabolism (CON)
6 Skilled: + 2 with all Psionic Discipline Power Skills
3 Bright: +3 INT
6 Fit: +3 CON
6 Determined: +3 EGO
1 Literate: Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
10 More Powerful: Higher Psionic MPP: +10 Reserve
5 Bright: +5 INT
10 Brilliant: +10 INT
5 Smart: +1 with All INT Based Rolls
10 Steady: +5 EGO
20 Resolute: +10 EGO
5 Stubborn: +1 with All EGO Based Rolls
10 Fit: +5 CON
20 Tireless: +10 CON
5 Gritty: +1 with All CON Based Rolls
2 WF: Psion Group (Dagger, Short Sword, Throwing Blades)
-15 Psychological Limitation: Overly Introspective (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Psions (More Powerful, Group, Professional, Unaware, Outdo)