Oh god I hate it when I hit the back button by accident.
I am going to make a shorter version of what I was typing up before.Â
After taking a quick glance at the metagenetic qualities, it occurred to me that they aren't simple DP modifiers. Unlike the Custom Mentor Spirit Guideline, we don't simply deal with DP ups and downs, so this makes the metagenetic qualities a different kind of beast.Â
As you have mentioned, yes, some negative qualities are virtually freebies such as unusual hair. If the player dyed his hair, tada, negative quality gone. However, the same could be said about some of the limitations you can pick up with the mentor spirit. What if the player pick -2 to palming? I am sure you can work out something that involves the player having to use palming, but then you are probably good enough to deal with unusual hair.
Also, some of the positive metagenetic qualities are silly as well. Do you really want to pick up camouflage for 10 BP so you can get a +2 to infiltration when you are naked?
There are fantastic positive metagenetic qualities like metagenetic improvement, yes. At the same time, a lot of them suck. The same hold true with the potential choices in the custom mentor spirit guideline.Â
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As for MSP to BP conversion, it's not something I really want to deal with. Since you started, I'll take a stab at it.
Before I start, keep in mind that the system is built with certain restrictions. Some of them being:
1) There's a maximum to natural and augmented attributes and skills.
2) In game, it cost more and more to improve an attribute or a skill
3) Specialization can only be taken once and is only applied to one aspect of the skill.
4) There are restrictions to how many positive and negative qualities you can take, even if they cancel out.
5) Mentor spirit's bonuses are restricted to two things, limiting their impact on the entire system.
+2 to air spirit, +2 to health spell
These are not the same as specialization as far as I can tell. If it's +2 to air spirit with respect to summoning, then it's a specialization. However, it's +2 to air spirit with respect to summoning, binding, and possibly banishing and negotiation at gm's discretion.
Same with +2 to health spell, it's at the very least affects spellcasting and ritual spellcasting, possibly affecting counterspelling, identifying the spell, or researching the spell or whatever at gm's discretion. I'm probably wrong, but I think it's fair to say they affect at least two skills? In that case, having a +2 to air spirit and +2 to health spell is like having 8 BP.
Also to consider that you get these bonuses on top of possible specializations. A privilege in itself.
+2 to negotiation
This applies to all aspect of negotiation, not just the specialized part of bargaining, diplomacy, or sense motive.
Given the reasons above, I don't think the specialization comparison is fair.
How much is +2 skill modifier worth then? Well it depends. You can get a +2 modifier to perception (visual really) cheap with some glasses, thought that's only visual. You could improve the skill itself, which cost 4 bp for each level at chargen and variable cost in game, but that's not quite the same.Â
Is it fair to say it's equivalent to 8 BP, the cost to improve your skill by 2 then? Not necessarily. You are capped at rating of 4 at chargen with some exception. This allow you to bypass that restriction.
Maybe you could say it's like adept's power Improved Ability: Other skill which cost 0.5 power point for +2. With a lot of optional rules, you could attempt a comparison and compare that to bp/karma. A mage gains a metamagic at initiation. Optional rule allow adept to gain a power point at initiation. Optional rule allow a mage to learn metamagic at 15 karma. So maaaaaybe a powerpoint is worth 15 karma and 0.5 powerpoint is 8 karma and thus 4 bp? Don't hold me responsible to it, I don't believe this drek either.Â
Furthermore, directly raising your skill or improved ability are still restricted to normal skill max. The bonus you get from mentor spirit is a DP modifier and thus not restricted to natural or augmented skill maximum, right? That in itself is a bonus that can't be easily quantified.Â
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Now for an example that will likely get torn apart.
Let's see, assume I would like to play a face and my goal is not to get uber high DP, just a very good DP. Furthermore, allow me to use karma rules for easier comparison.
I can have my negotiation and con at 4. I will also have a (dump?) skill of dodge at 2. I would like to get my skills higher, but that cost a lot.
But now, by paying 10 karma to get +2 to con, neg and -2 to dodge. I can raise my negotiation and con effective DP to 6. Since I am not concerned about ultimate efficiency, this is as good to me as actually raising my negotiation and con to 6. I would have saved (10+12)*2 = 44 karma. Now, I still want my effective dodge DP to be 2, so I pay karma to raise it to 4, costing me (6+
=14.Â
So By paying 19 karma, I am in the same place I was with dodge DP, but my effective negotiatoin and con DP has increase.
44 -24 = 20 karma. Have I just saved 20 karma?
Now, If I can take this further without paying. I could have another +2 at a DP I care about, such as etiquette that's also at 4. I would raise it to an effective DP of 6 which would normally cost me 22 karma. I am not sure if you can just keep on selecting active skills, but assuming I can. The limitation this time would be another skill I want to keep the same, say infiltration. Costing me 14 karma to raise from 2 to 4. Again, I have magically gained karma, in a sense.
I have now stats that would normally require 66 karma, but only paid 38 karma for it.
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Is the above a fair and good comparison? Probably not. The above example just goes to illustrate that it is harder to raise your high DP than it is to raise your low DP.
In any case, you were saying earlier that players getting an extra DP on their high DP do not benefit as much as they would suffer from less DP from a low DP, but the above might still be worth considering.
Put it another way. RP reasons aside, would you let your players take more than one mentor spirit? More than one specialization? More than 35 BP cap on qualities? or in another way, only let awakened do the above?
Hm... actually, can a mundane take a mentor spirit?
In any case, I'm just tossing some ideas. This has been an interesting discussion. And if my gm tell me I can earn the advancement without paying BP for it, I'd totally take it
I also hope the OP is still around and find this interesting. It seems like the OP just.. disappeared. Leaving just three of us here discussing.