The Young Master Metruvian has
achieved technical Mastery of Metruvius, despite their relative
inexperience and lack of supporting abilities. If they can manage to survive
long enough to mature into more well rounded abilities they will be a potent
force. In the meantime they are a bit big for their britches and might come
to an unpleasant end. |
The Young Master
is fun to play because their inherent imbalance provides an interesting
role-playing challenge. It is all too easy to over commit with them, lured
into a false sense of power by their potent Magic. |
FAMILLIA, FACILLIA, AND MASTER METRUVIAN STATUS |
What exactly indicates "Master" Metruvian status might
vary from setting to setting, or even from region to region within the same
setting, and Metruvius is difficult to measure in terms of simple points to
begin with. |
However a Metruvian with at least six Facillia
usable with at
least 60 Active Points of base effect and six Famillia with at least 60 Active
Points can generally be considered to be a "Master". |
Cost |
Ability |
55 |
Metruvian Package |
55 |
+55 points worth of additional
Famillia and Facillia |
8 |
+4 with Metruvian Lore Skill |
2 |
Mana Pool: +10 END, +1 REC |
120 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
DF: Metruvian (Not Concealable;
Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses;
Not Distinctive In Some Cultures) Disadvantage Value: -5 points |
+115 |
Total Cost of Package |
The Metruvian Magic System is
detailed
here. |
Metruvians study a
practical and efficient type of Magic called Metruvius. They tend to have a smaller complement
of flexible Spells rather than an array of very specific and narrowly
focused Spells, but they make up for their lack of breadth with the ability
to cast Spells as long as their fatigue level permits. |
Cost |
Ability |
20 |
Famillia: 20 Points of
Famillia (minimum of five different ones required) |
20 |
Facillia: 20 Points of
Facillia (minimum of one required) |
4 |
Mana Pool: Endurance Reserve (20
END, 2 REC) |
5 |
Magesight (FH pg 106) |
5 |
Metruvian Lore:
Power +1 |
1 |
Literate:
Literacy w/ Native Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
10 |
Brilliant: +10 INT |
4 |
Bright: +5 INT |
10 |
Capable:
+1 Overall Level |
2 |
WF: Metruvian Group (Blades, Staff,
Thrown Daggers) |
var |
Long Lived: Longevity |
-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 |
DF: Metruvian (Not Concealable;
Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses;
Not Distinctive In Some Cultures) Disadvantage Value: -5 points |