Using this power allows the user to lock or unlock a door within 20 feet. When the power is used a spectral key appears in lock and disappears into smoke when the task is complete.
Exert your Mind and spend an Action to activate. Select a door, lock, or locked target within 20 feet , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
Using military nanites, lock, unlock, open, or close any door within arm's reach. To allow the nanites to reach the lock, one must be touching the door/object that they intend to manipulate.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
Possession of this Power grants the following Battle Scar: Bane: (Electricity) Because of the nanites installed... ((All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you have)).
I prepare my tools methodically, right to left in the order im going to use them. I do this slowly and caring and then I manipulate the lock as if i were going to save its life with fine surgery
The result of self taught skills is this. Could it be done faster? Yes. But be sure it can't be done better
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. You must actively and obviously use Lock picking tools to activate this Effect.
You may lock, unlock, and/or open your target.
It appears as if Will's arm seemingly grows infinitesimally small while reaching into the lock and opening it, sometimes distorting the observer's perception of Will as they struggle to reason the sight.
Will's perception of his gift is different to that of observers, once he wants to open a lock he simply reaches his arm in and opens it. The keyhole appears to expand to fit his arm, and he believes that this is completely normal. This is done instinctually, as if it were as natural as turning a doorknob.
Spend an Action to activate. Select a door, lock, or locked target within arm's reach , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's Cost is capped at 2 and cannot be increased further.
Cleatus takes a good look at the lock in question as if pondering some invisible angles on it, then. Puts his foot against it and slams his boot into it, causing it to turn even if the lock wouldn't normally operate with such an interaction as the door or mechanism turns immediately and violently in response to the force, activating and unlocking in defiance of all that is holy and logical.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. You must actively and obviously use A boot to activate this Effect.
You may lock, unlock, and/or open your target.
Because of their intrinsic understanding of most forms of technology the user is able to unlock most systems with ease
Exert your Mind and spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.