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-   -   [Powers] lock/unlock as an advantage (https://forums.sjgames.com/showthread.php?t=140719)

solidsingularity 12-29-2015 12:58 PM

[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?

ArchonShiva 12-29-2015 01:05 PM

Re: [Powers] lock/unlock as an advantage
 
Only dowers? That sounds pretty limiting.

Seriously, was it powers, doors, or something else?

solidsingularity 12-29-2015 01:15 PM

Re: [Powers] lock/unlock as an advantage
 
Could be more than Doors, I was thing ether Locksmith(143M) or Lockmaster(144M) spells from Magic

Anaraxes 12-29-2015 06:17 PM

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.

Mr_Sandman 12-29-2015 06:49 PM

Re: [Powers] lock/unlock as an advantage
 
Quote:

Originally Posted by solidsingularity (Post 1965718)
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

ArchonShiva 12-29-2015 07:22 PM

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.

Christopher R. Rice 12-29-2015 08:36 PM

Re: [Powers] lock/unlock as an advantage
 
Quote:

Originally Posted by solidsingularity (Post 1965714)
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.

starslayer 12-29-2015 11:20 PM

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).

solidsingularity 01-03-2016 02:41 PM

Re: [Powers] lock/unlock as an advantage
 
Quote:

Originally Posted by Anaraxes (Post 1965778)
In general, I rarely like Create/Control except as last-ditch methods when there's no alternative.

I complete agree

solidsingularity 01-03-2016 02:43 PM

Re: [Powers] lock/unlock as an advantage
 
Quote:

Originally Posted by Ghostdancer (Post 1965808)

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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