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Rolled 5, 1, 5 = 11 (3d6)
Adjustments that do the same thing usually cohere into something semi useful anyway. And it always adds optionality.
Low level changelings are limited in how much CP they can spend on particular powers, the features and traits they even have access to, and the powers they can meaningfully derive from them. They're also limited because they haven't built out Features at all, so there's very little for them to step on when they try to reach towards ascension. They're also limited because they're morons who can't understand that just going "Oh, I spend 20 CP on this" is not actually meaningfully useful in a lot of ways, nor do they seem to understand that they progress over time as they enhance and focus on particular aspects of their character. All they ever want to do is "Oh, I add +1 to my +1 to get number big" but that just makes you a genetic freak and a failure. It's a misunderstanding of an incrementally updating progress that pushes you forward through time.
It's also why Aberrancy Limits work the way they do. Suppose your Physicality Features by now are
Physicality 10
--TK Strength +2, Extra Effort +2
--F+2 Torque
Well, that's +3 for Aberrancy purposes. It has 3 Features. But you have 11 CP on you, so it's really +4. And you're in an extreme stress situation, so it's really +4 again, and now we're at 11.