Young Master Metruvian
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

Basic Package Deals
Metruvian
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