What the hell does that subject title mean?: Nothing as interesting as I'm sure you thought it was. The data here is spoilerish if you don't know and don't want to know how the answers to your founder's biography affect his/her stats, and if you also don't want to see a tracking stat progression of a few templates from 0 to 1000 Juice. The data is also incredibly geeky and entirely unnecessary to play and enjoy the game. You've been warned.
Now, this morning, I've been going over the "Questions" section the LCSWiki, the one which details the consequences of the choices for the founder's background. See, I like to number crunch data from time to time; it's a hobby of mine for games I like, inspired by the min-maxing power gamer in me. When I created the answer-question template I used to create my founder for my LGWI thread, my primary goal was to set my founder up to have 20 Agility at Elite Liberal (1000 Juice) status without overdoing the Agility options and crippling my other stats. The template I used for him is as follows:
Base Stats (Improvement from Answers):
8 Heart
3 Intelligence (7)
6 Health
5 Agility (10)
4 Strength
4 Charisma (7)
Answers Chosen:
C (+2 INT)
A (+1 AGI, +1 Disguise)
E (+1 CHA, +1 Persuasion)
C (+1 Law)
D (+2 AGI, +2 Computers)
D (+1 Religion, +1 Psychology)
E (+1 CHA, +2 Persuasion)
C (+1 CHA, +2 Business)
B (AK-47, 9 Clips)
A (+2 INT, +2 AGI, +2 Disguise, +1 Security, +1 Stealth)
I tracked the stat progression as well (in spoiler tag due to length):
FIRST UPGRADE: (10 Juice)
+1 Heart - 9
+1 Intelligence - 8
+1 Health - 7
+1 Agility - 11
+1 Strength - 5
+1 Charisma - 8
SECOND UPGRADE: (50 Juice)
+1 Heart - 10
+1 Intelligence - 9
+1 Health - 8
+2 Agility - 13
+1 Strength - 6
+1 Charisma - 9
THIRD UPGRADE: (100 Juice)
+2 Heart - 12
+2 Intelligence - 11
+2 Health - 10
+2 Agility - 15
+1 Strength - 7
+2 Charisma - 11
FOURTH UPGRADE: (200 Juice)
+2 Heart - 14
+2 Intelligence - 13
+1 Health - 11
+2 Agility - 17
+2 Strength - 9
+2 Charisma - 13
FIFTH UPGRADE: (500 Juice)
+2 Heart - 16
+1 Intelligence - 14
+2 Health - 13
+2 Agility - 19
+1 Strength - 10
+1 Charisma - 14
SIXTH UPGRADE: (1000 Juice) [FINAL]
+2 [+10] Heart (18)
+2 [+9] Intelligence (16)
+2 [+9] Health (15)
+1 [+10] Agility (20)
+2 [+8] Strength (12)
+2 [+8] Charisma (16)
Add the other benefits of the Professional Thief start ($1200, Downtown Apartments Safehouse), and I have a character who has a strong opening and a very strong ending unless I turn him into a club wielder.
This morning, however, when I focused on the fact that answering "D" to the last option gives you +1 to all non-wisdom stats and additional stat gains on top of that, I had to make a character following my style of play using "D" as the final answer, to see if I could make my leader better. The slightly different template:
Base Stats (Improvement from Answers):
9 Heart
4 Intelligence (7)
7 Health (9)
6 Agility (10)
5 Strength
5 Charisma (8)
Answers Chosen:
C (+2 INT)
A (+1 AGI, +1 Disguise)
E (+1 CHA, +1 Persuasion)
C (+1 Law)
D (+2 AGI, +2 Computers)
D (+1 Religion, +1 Psychology)
E (+1 CHA, +2 Persuasion)
C (+1 CHA, +2 Business)
B (AK-47, 9 Clips)
D (+1 INT, +1 AGI, +2 HTH +2 First Aid, +2 Street Sense)
And the stat progression (also in spoiler tag):
FIRST UPGRADE: (10 Juice)
+1 Heart - 10
+1 Intelligence - 8
+1 Health - 10
+1 Agility - 11
+1 Strength - 6
+1 Charisma - 9
SECOND UPGRADE: (50 Juice)
+1 Heart - 11
+1 Intelligence - 9
+1 Health - 11
+2 Agility - 13
+1 Strength - 7
+1 Charisma - 10
THIRD UPGRADE: (100 Juice)
+2 Heart - 13
+2 Intelligence - 11
+2 Health - 13
+2 Agility - 15
+2 Strength - 9
+2 Charisma - 12
FOURTH UPGRADE: (200 Juice)
+2 Heart - 15
+2 Intelligence - 13
+2 Health - 15
+2 Agility - 17
+1 Strength - 10
+1 Charisma - 14
FIFTH UPGRADE: (500 Juice)
+2 Heart - 17
+1 Intelligence - 14
+2 Health - 17
+2 Agility - 19
+2 Strength - 12
+2 Charisma - 16
SIXTH UPGRADE: (1000 Juice) [FINAL]
+2 [+10] Heart (19)
+2 [+9] Intelligence (16)
+2 [+10] Health (19)
+1 [+10] Agility (20)
+2 [+8] Strength (13)
+2 [+10] Charisma (18)
The Highschool Dropout gets nothing else other than a Homeless Shelter safehouse. Not a strong start, but her emphasis rests on her attributes, not her possessions.
Direct Comparison at 0 Juice:
Professional Thief
8 Heart
3 Intelligence (7)
6 Health
5 Agility (10)
4 Strength
4 Charisma (7)
Highschool Dropout
9 Heart
4 Intelligence (7)
7 Health (9)
6 Agility (10)
5 Strength
5 Charisma (8)
Direct Comparison at 1000 Juice:
Professional Thief
+2 [+10] Heart (18)
+2 [+9] Intelligence (16)
+2 [+9] Health (15)
+1 [+10] Agility (20)
+2 [+8] Strength (12)
+2 [+8] Charisma (16)
Highschool Dropout
+2 [+10] Heart (19)
+2 [+9] Intelligence (16)
+2 [+10] Health (19)
+1 [+10] Agility (20)
+2 [+8] Strength (13)
+2 [+10] Charisma (18)
Not only did my test Highschool Dropout have higher overall starting stats, but she also gained more stat points than my Professional Thief. But stats, not even for me, tell the whole story. Let's look at the stats they each gained from the final answered question:
Professional Thief
+2 Disguise
+1 Security
+1 Stealth
Highschool Dropout
+2 First Aid
+2 Street Sense
While the skills the Professional Thief has are easy to train, they are all useful in the early game. On the other hand, the Highschool Dropout has First Aid (in my opinion, an extremely useful skill in all parts of the game)... and Street Sense. While it's logical for someone who's been living on their own to start with Street Sense, I do not care much for the skill, especially for my founder. So what if the police try to capture my founder? Look at the stats. Big deal. I'm likely going to make her into a killing machine. Silly police officers won't be able to phase her. First Aid can't make up for how worthless Street Sense is in comparison to Disguise, Security, and Stealth.
As for the non-stat/skill advantages the two receive, that's a no contest. Professional Thief wins this section. A starting safehouse in the Downtown Apartments (with all the advantages such a safehouse provides) and a huge bankroll? So what if that safehouse costs a bundle a month? Providing you play your cards right, you won't want for cash. The Highschool Dropout gets the Homeless Shelter... which is a very dangerous place to stay, particularly if you're performing major crimes.
So: Stats can never be increased. Skills can. Money can. Safehouses can. However, you're most vulnerable at the start of the game, when skills and starting cash can make a noticeable impact. For me, as stat-obsessed as I am, I would likely keep the Professional Thief answer... just for that job title. Highschool Dropout, while fittingly Liberal, is neither uplifting nor inspiring. Besides... really, come on. Street Sense? Laaame.
( Idea: Modify Street Sense to affect also your ability to escape from Conservative forces on foot. It's fitting enough, and, in my opinion, would make the skill vastly more useful. )
Afterthought: I haven't gotten my geek on concerning the other stat starts. I last won the game with a Political Activist (E), but I definitely picked the answer choices I wanted to rather than min-max for fun and profit. I'll likely try to break them down some other time, but, for me, these two templates I created seem so attractive for my style of play.
Also, if you wondered why I chose the answers I did for questions #4 and #6, the answer is: Fun. Particularly with #6. I get a kick out of starting with a point of Religion skill.
...Well. Anyway. That's enough nerdiness from me for now. Time to take a break!
-EDIT: Math typo fix'd.