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Old 03-21-2008, 12:06 PM   #11
t@nya
 
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Default Re: Lock Opening Power

Quote:
Originally Posted by Kromm
I'd have the argument, personally. Blanket prohibitions make sense for things that have a single, well-defined function. Cosmic, however, is user-defined -- just like Accessibility -- and begs determination on a case-by-case basis. If the GM forbids it outright, it'll be hard to do a lot of things "by the book" in that campaign. :(

(Sorry if that sounds critical! It's just that vast numbers of "GURPS sucks because it can't do X!" complaints stem from GMs forbidding the very game mechanics that allow the system to do X.)
Cosmic does exist, but he's restricting it to gods and other 'cosmic' entities.

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. :(
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Old 03-21-2008, 12:18 PM   #12
Kromm
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Default Re: Lock Opening Power

Quote:
Originally Posted by t@nya

Cosmic does exist, but he's restricting it to gods and other 'cosmic' entities.
Sounds like somebody is taking the name of a trait way too seriously. Grr.

Quote:
Originally Posted by t@nya

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.
Oh, there are several!
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.
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Old 03-21-2008, 12:30 PM   #13
t@nya
 
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Default Re: Lock Opening Power

Quote:
Originally Posted by Kromm

Oh, there are several!
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.
Brilliant! Thank you. :)

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.
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Old 03-21-2008, 06:26 PM   #14
LoganSaj
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Default Re: Lock Opening Power

Quote:
Originally Posted by Kromm
Sounds like somebody is taking the name of a trait way too seriously. Grr.


Oh, there are several!
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.
Could either of your examples also apply in an ultra-tech campaign without further modification?
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Old 03-21-2008, 07:28 PM   #15
Kromm
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Default 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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Old 02-09-2010, 07:04 PM   #16
sir_pudding
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Default 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?
Quote:
Originally Posted by Basic p. 100
Perks cannot be
modified with enhancements or limitations,
What exactly is the purpose behind that restriction anyway, it seems to prohibit a lot of useful abilities (like, AFAICT the one proposed by Kromm here)?
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Old 02-09-2010, 08:47 PM   #17
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Default Re: Lock Opening Power

Quote:
Originally Posted by Kromm View Post
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.
Long as the thread was already ressurected I'll chime in.
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.
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Old 02-09-2010, 09:09 PM   #18
David Johnston2
 
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Default Re: Lock Opening Power

Quote:
Originally Posted by t@nya View Post
I'm trying to create a power in which someone can wave their hand and a lock opens, like the Lockmaster spell. The only way I can to do it is to have TK with Accessibility (only to open locks). This would, however, not be automatic,
Lockmaster isn't automatic either.
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