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Old 12-30-2017, 07:45 PM   #7
Alonsua
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Join Date: May 2017
Default Re: Realistic Point Gains

Quote:
Originally Posted by whswhs View Post
Someone with 16s across the board is not "realistic" in the usual sense. She's more like Clark Savage, Jr. than like any person you could actually meet or hear of.

I think you're not accounting for her starting out as a child. She'll initially have to buy off English (Broken/None), Innumerate, and Social Stigma (Uneducated), as well as an initially lower IQ that reflects lack of general education, before she can buy any of those advanced scientific skills. She also probably is not going to be putting all her study time into a small range of scientific skills from infancy on; very few people have that sharp a focus on one set of skills when they start out, especially on skills that are desired not for their intrinsic interest but for their usefulness in learning other skills. See p. 11 of Back to School.

You want her to do cutting edge research on things like nootropics. That sounds like the Inventing or Gadgeteering rules are being brought into play. The penalties for inventing such things are probably high, and the laboratory facilities are going to be insanely costly. Have you analyzed how difficult it will be for her to invent learning drugs?

If you're building her as a PC, she has whatever you can pay for with the character points the GM allows you. Arguments about "she could have spent this many hours a month on study" don't carry any weight. You get to start doing that kind of computation after she enters play, and if you then have her spend all her time obsessively trying to become a superwoman, she won't have any time for adventuring.
Yes, I calculated that buying those disadvantages off would cost 19 points, if she had to pay for her attributes, then that would cost her 406 points, but since that would make for average characters having to pay 319 points just to reach tens, I have not counted those*. Then, after throwing the dices and some failures, she would need certain amount of time for each invention, amounting to:

Amphetamines: Concept (112 hours) + Prototype (80 hours) + Fixes (80 hours)
Nootropics: Concept (8 hours) + Prototype (320 hours) + Fixes (160 hours)
Cancer Vaccine: Concept (808) + Prototype (8960) + Fixes (120)
Gengineering: Concept (192 hours) + Prototype (8320 hours) + Fixes (560 hours)
Genetic Surgery/Biomods: Concept (8 hours) + Prototype (640 hours) + Fixes (120 hours)
Transplants/Biomods: Concept (8 hours) + Prototype (640 hours) + Fixes (80 hours)
Bodysculpting: Concept (8 hours) + Prototype (320 hours)+ Fixes (80 hours)

for a total of 22084 hours. She gets an average of 2973 hours a year, for a total of 2712 days (Around seven years and six months, so this can be done at around twenty years old if she gets to start at 15). As for the money, not counting that she comes from a wealthy family, she also develops the vaccine for cancer with private funding, so she gets to be billonaire. Do the calculus and backstory look right at all?

*I have been thinking of charging 1/3 of the attributes cost to develop a character from infant to adulthood, since it comes that an average character following average education gets to gain around 100-120 points over 15 years "((150/200)/4)*42*15=118.125" and the development from infant to tens reach 319 points, so that would turn to 119 points ought to be paid at fifteen.

Last edited by Alonsua; 12-30-2017 at 07:50 PM.
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