Editing Urien Mab Carreg of House Jerbiton

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The character has a magical power that he can activate at will. This is designed like a Ritual Power as described under Major Qualities above (25 points to spend), but since the character does not have a Might Score, activating it always costs him a number of Fatigue levels equal to (the effect’s Might Point cost divided by 5, rounded up). In addition, activating the power costs a number of Confidence Points equal to the Might Point cost of the power. This Virtue may be taken more than once. You may trade in levels for Mastery Points, as normal, and use them to reduce the Might Point cost, and thus Fatigue cost. You may also spend levels one-for-one to give the power Penetration; otherwise, it has a Penetration of zero, as the character has no Might Score.
 
The character has a magical power that he can activate at will. This is designed like a Ritual Power as described under Major Qualities above (25 points to spend), but since the character does not have a Might Score, activating it always costs him a number of Fatigue levels equal to (the effect’s Might Point cost divided by 5, rounded up). In addition, activating the power costs a number of Confidence Points equal to the Might Point cost of the power. This Virtue may be taken more than once. You may trade in levels for Mastery Points, as normal, and use them to reduce the Might Point cost, and thus Fatigue cost. You may also spend levels one-for-one to give the power Penetration; otherwise, it has a Penetration of zero, as the character has no Might Score.
 
Power:
 
  
 
Enliven the gross (Terram)
 
Enliven the gross (Terram)
 
 
4 points, Init equal to (Qik – 10), appropriate elemental Form
 
4 points, Init equal to (Qik – 10), appropriate elemental Form
 
 
Costs 1 fatigue points + 4 confidence points
 
Costs 1 fatigue points + 4 confidence points
 
 
R: Touch, D: Mom, T: Ind, Ritual
 
R: Touch, D: Mom, T: Ind, Ritual
 
 
This ritual-like power rareifies (creates) an elemental of the appropriate type (see Chapter 8: Magic Things, Elementals) from a sufficient amount of raw elemental matter. The elemental can have any Might less than the user’s Elemental (Terram) form. The elemental is automatically under the control of the creature; this power can also be used to control elementals which are not of the creature’s own making, but in this case must Penetrate the elemental’s Might. When the creature has no further use for the elemental, its control lapses but the elemental remains.
 
This ritual-like power rareifies (creates) an elemental of the appropriate type (see Chapter 8: Magic Things, Elementals) from a sufficient amount of raw elemental matter. The elemental can have any Might less than the user’s Elemental (Terram) form. The elemental is automatically under the control of the creature; this power can also be used to control elementals which are not of the creature’s own making, but in this case must Penetrate the elemental’s Might. When the creature has no further use for the elemental, its control lapses but the elemental remains.
 
 
CrTe 25  
 
CrTe 25  
 
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