Re: Lock Opening Power
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Your write up does give me a few ideas, though, and I can think of ways of adjusting the power so that it fits in with my GMs campaign. You're right, though, it does suck. :( |
Re: Lock Opening Power
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Accessory (Lockpicks; Based on (Target's) HT, +20%; Based on (User's) IQ or Lockpicking, +20%; Malediction 1, +100%; No Signature, +20%; Ranged, +40%; Reduced Time 3, +60%; Reliable 10, +50%) [5]The effect is that the user can walk up to any lock and open it in about 8 seconds without the need to touch or manipulate it by rolling a Quick Contest of Lockpicking (or IQ-5) at +10, but with -1/yard and security-level penalties, against the lock's HT. |
Re: Lock Opening Power
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And, yes, the GM is taking the name of the trait too seriously. Unfortunately, he's also rather stubborn and it's not worth fighting over this relatively minor matter. |
Re: Lock Opening Power
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Re: Lock Opening Power
I didn't assume any TL at all, beyond "a TL advanced enough to have locks and tools for opening locks." Modifications are inevitable, though, given GM preferences. Some people will want power modifiers, others will insist that "electronic lockpicks" and "lockpicks" are two unrelated Accessories, etc.
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Re: Lock Opening Power
I apologize for the necromancy but I just saw this. Isn't Accessory a perk? And therefore can't be modified?
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Re: Lock Opening Power
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I would be one of those picky DMs who would define electronic locks and physical locks as two separete accsories. But at 10 or 14 points I would still consider it a bargain for that kinda power. |
Re: Lock Opening Power
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