Chass are an odd sort of Magic User that dye their loose, flowing garments and long distinctive sashes with strange Symbols that have magical potency. In addition to their odd attire, Chass also study a bizarre fighting art using their sashes and clothing to bind, hold, and throw opponents. 
This style of fighting is very active and acrobatic, with complicated and energetic surging and receding movements, with a very flowing and circular feel. One or more sashes, which are slightly weighted at the end, are kept in constant movement flicking at an opponents eyes, snaring weapons and limbs, and keeping an opponent off balance. Once an advantage is achieved, the Chass can step in close and grasp a sash two handed and use it for leverage to throw, disarm, bind, joint lock, or choke an opponent. Even if an opponent is able to adjust to this odd means of fighting, the well prepared Chass can activate various effects from their Symbols when the time is auspicious to seize the advantage again.
This is an interesting and unusual type of character and if nothing else is memorable. Able to handle themselves in a battle and to contribute as Magic Users the Chass is a valuable addition to many adventuring groups.
Cost Ability
53 Scribner Package (Change KS: Inks to KS: Dyes; recoup 2 points from Knowledge Skills)
20 Awakened Package
30 Chass Passant: Weapon Art (Flexible Weapons)
Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND
Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away; Target Falls
Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6+STR NND ; Target Falls
Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 5d6
Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +15 STR
+1 HTH Damage Class (figured in)
3 +1 OCV with Martial Arts
3 Acrobatics
3 Breakfall
2 KS: Chass Passant
2 +1 w/ KS: Scribas
2 +1 w/ PS: Calligraphy
2 KS: Cloth
3 Scholar
2 WF: Flexible Weapons
125 Total Cost of Abilities
Value Disadvantages
-5 Distinctive Fighting Style
-5 Physical Limitation: Cannot Work Magic with Paper; All the Time, Slightly Limiting
-5 Physical Limitation: Cannot Work Magic with Skin; All the Time, Slightly Limiting


Total Cost of Package

Basic Package Deals
The Scribas Magic System is detailed here.
Scribners learn Symbols, which they can then draw upon cloth, paper, or skin. They use these Symbols to make powerful but temporary static effects. Scribners do not alter the surface of the object they place a Symbol on; they merely draw, dye, or paint a Magical Symbol on the surface with Ink. The Symbols can be quite colorful and complex, limited only by the Scribner's skill with Calligraphy.
Scribas can be used to model several disparate concepts, such as a Wu Jen style character that must write a "scroll" on the fly to cast a spell, or a character that can draw Magic into being, or in some campaigns even a sort of Fantasy "tagger" that works Magic via Graffiti.
Cost Ability
30 Symbols: 30 Symbol Familiarities
13 Symbolic Lore: KS: Scribas (INT-based) + 5
9 PS: Calligraphy + 7
3 KS: Inks (INT)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 each More Symbol Familiarities
2 WF: Scribas Group (Dart, Dagger, Foil or Rapier)
2 PS: Create Inks
3 KS: Paper & Parchment
3 KS: Cloth
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)
-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)
-5 Physical Limitation Cannot Work Magic with [Cloth, Paper, Skin]; All the Time, Slightly Limiting

Extention Package Deals
Some characters are sensitive to Magic, and can detect it in some fashion.
Cost Ability
17 Magesight, Discriminatory, Range, Sense
3 +1 All PER
Value Disadvantages
0 None


Total Cost of Package