Okay, per the Player's Guide - to have a mixed species, you formulate two sets of attributes with the species mods and then you take 4 from the dominant and 2 from the non.
Using the Pick method, here is what a player of mine came up with...
Vulcan
STR 7+1=8 (+2) = 10
AGL 10+2=12
INT 7+3=10 (+1) = 11
VIT 5+0=5
PRE 4+0=4 (-3) = 1
PER 9+2=11
Human
STR 5+0=5
AGL 7+1=8
INT 7+2=9
VIT 10+2=12
PRS 9+3=12
PER 4+0=4
-Picking 4 from the dominant Vulcan, he got STR 10, AGL 12, INT 11, PER 11
-Picking 2 from the non-dominant human, he got VIT 12, PRS 12
So after formulating the attributes and picking the traits from both race, here is what we get:
STR 10
AGL 12
INT 11
VIT 12
PRS 12
PER 11
If I add up the build points, the character received 52 points, out of a normal 42. He also got 13 added points opposed to the standard 8. When I roll up a normal species, I get a total of 50 points in our attributes, prior to species adjustments. This PC got a total of 65.
So, by making a mixed-species using the Pick Method, a player can create a super-hero. Has anyone run into this problem and made a work around?
Even if I held off on allowing the 8 extra picks to spread through the attributes, a player could still maximize a character by allocating stats by species so that they will always get both 10's, 9's, and 7's - which will always add up to 52 points, 10 over a normal PC.
There seems to be no fix here that I can see.
I can only see the way out as, a mixed species is generated using one set of attributes and then you'd apply both sets of species modifiers.
I'd love to hear other GM's work arounds or fixes on this.
Thanks.