>Well, the traits you get from your background (The Psi 1 and two mental disorders) don't count, because you don't pay for them
Yeah, that's why I didn't list them. I've got them sorted elsewhere in the notes, and count those under combined Advantages/Disadvantages from Background & Faction.
>That said, yeah, you need to lose some traits.
Yeah, for Positives, I can reliably (although reluctantly) cut:
Math Wiz (makes me sad, though; him being a bit of a damaged savant was part of the concept)
Hyper Linguist (lel)
Psi Defense (nice, but honestly, I took them to be le psyker)
Psi Chameleon (same)
Potent Mind is debatable. I'd really like to have it, just because it's about punching things with my mind, when all else fails, but I'll live without it.
I really want to keep Psi 2, Fast Learner, Exceptional Aptitude and Expert, though. Still, that's a lot closer to 50 points.
For negatives, it's harder. The Addiction to Neem ties into one of his mandated mental disorders, Combat Paralysis is practically a thematic necessity by now, as is his Debt.
I could lose Bad Luck, because I took it because I want him to just be fucking unlucky, for the lulz, but the compound social incompetence is also pretty important to the character concept by now.
And arguably, having too many Negative Traits is more of an issue than too many positive, since you get CP:s from it. I'd consider taking them at no CP bonus, though, if that's OK with the GM, when push comes to shove.
There's really no way out of this other than talking to him when he gets on. Thanks for bouncing ideas, though.