12-29-2015, 11:58 AM | #1 |
Join Date: Feb 2015
Location: New Hampshire
|
[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. |
12-29-2015, 12:05 PM | #2 |
Join Date: Sep 2004
Location: Montréal, Québec
|
Re: [Powers] lock/unlock as an advantage
Only dowers? That sounds pretty limiting.
Seriously, was it powers, doors, or something else? |
12-29-2015, 12:15 PM | #3 |
Join Date: Feb 2015
Location: New Hampshire
|
Re: [Powers] lock/unlock as an advantage
Could be more than Doors, I was thing ether Locksmith(143M) or Lockmaster(144M) spells from Magic
|
12-29-2015, 05:17 PM | #4 |
Join Date: Sep 2007
|
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. |
12-29-2015, 05:49 PM | #5 | |
Join Date: Aug 2006
Location: L.I., NY
|
Re: [Powers] lock/unlock as an advantage
Quote:
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 |
|
12-29-2015, 06:22 PM | #6 |
Join Date: Sep 2004
Location: Montréal, Québec
|
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.
|
12-29-2015, 07:36 PM | #7 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: [Powers] lock/unlock as an advantage
Quote:
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.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! Last edited by Christopher R. Rice; 12-29-2015 at 07:45 PM. |
|
12-29-2015, 10:20 PM | #8 |
Join Date: Dec 2006
|
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). |
01-03-2016, 01:41 PM | #9 |
Join Date: Feb 2015
Location: New Hampshire
|
Re: [Powers] lock/unlock as an advantage
|
01-03-2016, 01:43 PM | #10 | |
Join Date: Feb 2015
Location: New Hampshire
|
Re: [Powers] lock/unlock as an advantage
Quote:
|
|
Tags |
ability, power ability |
|
|