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Old 01-03-2016, 02:43 PM   #10
solidsingularity
 
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Join Date: Feb 2015
Location: New Hampshire
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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