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We need a term for devices and such free in a campaign because they are part of the setting.  Stuff you are just assumed to have as part of the genre, for free.

How about "Free Stuff"?

 

 Well for skills/abilities it's 'Everyman', which might do well just the same. Wasn't there something where the basic 'human' if you sold back all the senses, attributes and other things you ended up with like 200pts? That's quite a bit for 'free'...

 

Baseline... free stuff... Everyone has (unless poor/destitute)... actually those too are loosely defined as everyone having...

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Well for skills/abilities it's 'Everyman', which might do well just the same. Wasn't there something where the basic 'human' if you sold back all the senses, attributes and other things you ended up with like 200pts? That's quite a bit for 'free'...

 

Baseline... free stuff... Everyone has (unless poor/destitute)... actually those too are loosely defined as everyone having...

Selling back Characteristics to Zero, Movement, and all senses, yields a character with a value of -291

 

Characteristics = 170

Senses = 105

Movement = 16

 

Buying Characteristics down to 1 (so it's technically alive) and selling off senses and movement yields a character at -253 pts.

 

Lucius Alexander

 

The palindromedary says I can make such a character viable without buying back the Senses or Movement or Characteristics.....I am not so sure.

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I worked on robot rules for my Star Hero setting and it had this concept as a basis: strip it down to a chassis and you can buy whatever you want to add to it.  The bare bones chassis has nothing: no senses, no limbs, etc.  Then you can buy the parts you want for the robot, with up to x points being free (the amount it was to buy all that down).

 

That way a default robot has no sense of touch, can have any kind of motivator other than legs, etc.

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Selling back Everyman Skills for 1 pt each adds 13-14 cp.

Except you can't sell back everyman skills.  Since they cost 0 points, they give back 0 points.  They also do not give a discount to buying the full skill.  A paramedics 8- everyman skill does not make buying the full skill cost 2 points.

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Except you can't sell back everyman skills. Since they cost 0 points, they give back 0 points. They also do not give a discount to buying the full skill. A paramedics 8- everyman skill does not make buying the full skill cost 2 points.

6E1 p.60

 

"In some cases, a character may not know all the Everyman Skills he should — for example, a modern-day character who’s spent all his life in a big city with easily accessed mass transportation may never learn how to drive a car. If so, he may sell back any Everyman Skills he doesn’t know for 1 point each."

Also, if a character does sell back Everyman Skills, in the future he/she has to buy them back to advance normally.

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6E1 p.60

 

"In some cases, a character may not know all the Everyman Skills he should — for example, a modern-day character who’s spent all his life in a big city with easily accessed mass transportation may never learn how to drive a car. If so, he may sell back any Everyman Skills he doesn’t know for 1 point each."

Also, if a character does sell back Everyman Skills, in the future he/she has to buy them back to advance normally.

 

I stand corrected about the sell back.  On the other hand, the GM could also say the points are in something else.  In the example in 6e1 p.60 that they give, yes, a person may not know how to drive, but by their explanation, wouldn't they know the mass transit system of that city (KS:mass transit system of city 8-) instead?

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I stand corrected about the sell back. On the other hand, the GM could also say the points are in something else. In the example in 6e1 p.60 that they give, yes, a person may not know how to drive, but by their explanation, wouldn't they know the mass transit system of that city (KS:mass transit system of city 8-) instead?

Area Knowledge should cover that & is already an Everyman Skill.

 

Still need to buy back whatever is sold off if you want it sometime in the future.

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