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Old 12-29-2015, 11:58 AM   #1
solidsingularity
 
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Default [Powers] lock/unlock as an advantage

How would you make the ability to lock or unlock Doors by touch?
Control and use complexity as the level of the advantage?

Last edited by solidsingularity; 12-29-2015 at 12:09 PM.
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Old 12-29-2015, 12:05 PM   #2
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Default Re: [Powers] lock/unlock as an advantage

Only dowers? That sounds pretty limiting.

Seriously, was it powers, doors, or something else?
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Old 12-29-2015, 12:15 PM   #3
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Default Re: [Powers] lock/unlock as an advantage

Could be more than Doors, I was thing ether Locksmith(143M) or Lockmaster(144M) spells from Magic
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Old 12-29-2015, 05:17 PM   #4
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Default Re: [Powers] lock/unlock as an advantage

I'd probably start with Telekinesis 1, Melee Attack, "Only For Locks", Requires Skill Roll (Lockpicking), and throw on some Reliable if you don't want to actually put points in the skill (and thus have it available without the magic).

In general, I rarely like Create/Control except as last-ditch methods when there's no alternative.
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Old 12-29-2015, 05:49 PM   #5
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Default Re: [Powers] lock/unlock as an advantage

Quote:
Originally Posted by solidsingularity View Post
Could be more than Doors, I was thing ether Locksmith(143M) or Lockmaster(144M) spells from Magic
The article From Skills to Advantages in Pyramid #3/44 has guidelines for turning spells into advantages. In this case, it would be constructed like this:
Charm* [1] + Magery 0 (One-Spell Magery**, -80%) [1] + Lockmaster (H) IQ [4] = 6 points.

*From Power-Ups 2 Perks, allows a spell to be known without the usual prerequisites.
** From Thaumatology
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Old 12-29-2015, 06:22 PM   #6
ArchonShiva
 
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Default Re: [Powers] lock/unlock as an advantage

3e had rules for shticks, single spells converted to advantages, which let you buy the "Power" enchantment to reduce FP cost. This could work using whatever points-to-money or points-to-magic item ratio applies to your game.
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Old 12-29-2015, 07:36 PM   #7
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Default Re: [Powers] lock/unlock as an advantage

Quote:
Originally Posted by solidsingularity View Post
How would you make the ability to lock or unlock Doors by touch?
Control and use complexity as the level of the advantage?

GURPS Thaumatology: Sorcery
(p. 22) says all you need is: Accessory (TK Lockpicks) [1] + Telekinesis 2 (Sorcery, ‑15%) [9]. But that lets you manipulate other things as well. If you can ONLY use it to open locks it would be more like: Telekinesis 2 (One Task, Lockpicking, -40%; Sorcery, ‑15%) [5].

If you just automatically open doors with no roll, add multiple levels of Reliable and Cosmic, No Die roll Required.
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Last edited by Christopher R. Rice; 12-29-2015 at 07:45 PM.
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Old 12-29-2015, 10:20 PM   #8
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Default Re: [Powers] lock/unlock as an advantage

Wouldn’t Control: Locking mechanisms allow you to just slide the locking mechanism into or out of place.

Just need enough levels to cover the largest locking mechanism you will encounter (likely a bank door as they actually have sliders going over the entire door).
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Old 01-03-2016, 01:41 PM   #9
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Default Re: [Powers] lock/unlock as an advantage

Quote:
Originally Posted by Anaraxes View Post
In general, I rarely like Create/Control except as last-ditch methods when there's no alternative.
I complete agree
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Old 01-03-2016, 01:43 PM   #10
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Default Re: [Powers] lock/unlock as an advantage

Quote:
Originally Posted by Ghostdancer View Post

GURPS Thaumatology: Sorcery
(p. 22) says all you need is: Accessory (TK Lockpicks) [1] + Telekinesis 2 (Sorcery, ‑15%) [9]. But that lets you manipulate other things as well. If you can ONLY use it to open locks it would be more like: Telekinesis 2 (One Task, Lockpicking, -40%; Sorcery, ‑15%) [5].

If you just automatically open doors with no roll, add multiple levels of Reliable and Cosmic, No Die roll Required.
Would this work on Doors that are looked by card keys or finger prints?
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