QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

0) I'm well aware of the old debate surrounding Exceptional Attribute and Bonus Attribute Point.
Although part of this has been covered by freudqo I'd still like to comment on this for various reasons.
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

- Bioware is limited by absolute maximum like cyberware, not racial/natural maximum of 6 + racial modifier
First flaw right there: Bioware is defined to be natural so the argument there revolves it not being able to exceed the "(natural) absolute racial maximum" whereas cyberware most definitely can exceed said "(natural) absolute racial maximum". The racial modified limit is of no relevance in either case.
An example to clarify: A human with a "natural" strength of 6 has reached the racial modified limit (modifier=0). Now in order to raise his strength without raising it via Karma he could get either muscle augmentation (Bioware) or Muscle Replacement (Cyberware). Due to bioware being "natural" he'd be limited to getting 3 levels of muscle augmentation to bring his strength up to 9 in accordance with his absolute racial maximum and that value of 9 would apply to pretty much every test that you can think of. With the cyberimplant however he could get to 6[10] making his strength 10 in all situations where he is allowed to use not only his natural but also his augmented attribut value. => Cyberware (and Magic unless explicitly noted otherwise) can exceed those (not so) "absolute racial maximums".
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

It's part of the augmented attribute calculation, even though it adds directly to the natural attribute.
Anything that affects the natural attribute automatically affects the augmented attribute as well (outside explicit exceptions mainly with the derived attribute "Reaction").
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

- EA adds 1 to the racial max of each of the attributes you buy it for.
It adds +1 to the racial modified limit and simultaneously sets the (not so) absolute attribute maximum tp 1.5 x the new racial modified limit [rounded up].
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

You can then spend character creation resources to effectively raise that potential.
Incorrect. The core rules (p. 55; SR3 and also confirmed for point built system on p. 14 SRComp) explicitly state that during character creation a player can only ever spend 6 attribute points prior to applying the racial modifier (or any other modifier for that matter). The Exceptional Attribute edge does not provide an exemption of that rule. There are however two distinct exceptions to said core rule:
- The Extra Attribute Point Edge does allow to add a seventh attribute point prior/at the same time as racial modifiers but additional limitations of the edge do apply.
- The high power character creation rules Mr. Johnson's Black Book raise the limit from 6 to 7 prior to racial modifiers
Some people argue that there's another exception under specific conditions within the Otaku creation rules but RAW doesn't actually support that.
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

So a human could start at 7 in all stats, provided he had 42 attribute points at creation.
No he couldn't, even if a GM were to allow going over the recommended limit of 30 attribute points under the Point Build system: The first limiting factor is that you're limited to a maximum of 5 edges and 5 flaws in total -> You could only ever have 5 of the 6 standard attributes associated with the EA edge and thus he'd still be limited to a maximum of 41 attributes. But since the rule on p. 55 core rules still applies for any not "high powered" character the sole solution would be in conjunction with BAP as (at least) one of the 5 possible edges. Depending on how BAP is interpreted an otherwise unaugmented human could come out of chargen with three base attributes of 7 and the rest depending on what the GM enforced with regards to the max 30 attribute point rule.
(Caveat: you could get it to all 7 with SURGE and when lifting the 30 point limitation, but then he technically would no longer qualify as strictly "human").
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

- BAP adds 1 straight up, regardless of the current value.
Correct - at least until the debate starts.
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

It can only be purchased once per character.
This is where the debate about BAP usually revolves around: The wording of the edge is split in two parts. Part one says what you just wrote about BAP adding +1 to the current attribute value regardless of its current value. The second paragraph deals with going over the racial modified limit and then says that only one attribute can be affected in this manner. Now the problem is - due to the paragraph - it's a valid (and slightly better supportable) interpretation that you can actually take the BAP edge up to 5 times (for 5 different base attributes) but can only ever raise one of the affected attributes above racial modified limit. Technically this latter interpretation actually means that you could have a human character with five attributes at 6 and the last one at 5 without violating any aspect of the BAP edge wording.
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

It can also potentially raise the absolute maximum, if it rounds up when multiplied by 150%.
No, BAP has no influence on absolute maximum whatsoever.
QUOTE (melquisedeq @ Feb 19 2019, 07:02 PM)

So let's say, in this order: maxed out Quickness [6], Night One +2 [8], EAP and spent point in it +1 [9], BAP +1 [10]. Natural Quickness for this guy is 10, and absolute maximum would be Natural x 1.5, right? Which would be 15, no? Or is 14 the absolute maximum Quickness ANY character can ever have, period?
Well, that depends on which rulebooks the GM uses and how he treats access to certain "gear" based modifications that RAW doesn't explicitly allow or prohibit. When it comes to the highest possible absolute maximum on Qucikness (without the attribute actually being that high) the math looks like this:
(6 + 2[Night One] + 1 [Exceptional Attribute as Edge {Quick}] + 1 [Exceptional Attribute as SURGE effect {Quick}] + 1 [Phenotypic Alteration]) * 1.5 rounded up = 18
The augmented attribute value can in theory exceed that via Cyberware and magic but you cannot combine muscle replacement with muscle toner, so you'd have to get up to an actual attribute value of 15 without muscle toner and then exceed via muscle replacement (or magic)
The highest natural attribute value that you can get within RAW in a starting character would then look something like this:
6 + 2 [Night One] + 1 [BAP Edge {Quick}] +1 [BAP Surge {Quick}] + 4 [4 levels of muscle toner bioware] + 1 Supratyhroid Gland = 15 .. provided that the character also has at least two of the three above mentioned "Exceptional Attribute"-like effects working for him as well.
As far as your character description goes however, you're stuck at 14 instead of 15 due not actually being allowed to put more than 6 attribute points plus 1 BAP into Quickness and you top out at 14 as current absolute max.