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Old 12-29-2015, 01:15 PM   #1
solidsingularity
 
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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, 06:17 PM   #2
Anaraxes
 
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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 01-03-2016, 02:41 PM   #3
solidsingularity
 
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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 12-29-2015, 06:49 PM   #4
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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, 07:22 PM   #5
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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