Zak's new unlockerator devices will open any and all locks. Target the lock and open the unlockerator's interface and plays a small mini game to defeat the mechanism. Once the game is complete, the lock pops open.
Expend a point of Battery and spend at least two Actions performing the following ritual: operate the unlockerator's interface 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 must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
The Goblin King taps a lock or lockable structure, causing it to open or close.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
Andrews mighty grip is able to crush most locks and pluck apart any knot. He also know how to tie a knot which cannot be undone.
Spend an Action to activate. Select a door, lock, or locked target within arm's reach , which is not electronic and can be no more complex than a standard key lock. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
This Gift's level is capped at 2 Gifts and cannot be increased further.
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, containers, knots, or locks 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.
Shane rams his flag into the ground and loudly exclaims that "no secret shall be kept secret" at which point a turqoise aura emanates from the flagpole in all directions, creeping into locking mechanisms and like thousands of small picks open them up from the insides.
He who wants to tell a good story, also needs to be able to answer questions about the characters he talks about. And if you want to know more about the personality, hopes, dreams or grudges of someone, you just need a peek into their home or at things they kept hidden.
Exert your Mind and spend two Actions performing the following ritual: Ramming the flag into the ground and shouting a pass phrase. You must actively and obviously use Flag to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within 300 feet of you. Cannot be used on Alien technology.
You may only use this Effect once per day.
After Henry stands up from tying his shoe, you've got the faintest feeling that you saw a pair of little brown furry ears on his head for a second. And maybe also a longish, brown and cream striped.. tail? No, it couldn't be. That was probably just a trick of the light.
Hey, was that door open before?
Spend one minute. Select a door, lock, or locked target within arm's reach that 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 Effect is not obvious, and the only sign you are using an Effect is an afterimage of ferret ears and a tail. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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, containers, knots, or locks 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.
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 Non-Alien door, container, knot, or lock within arm's reach. 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.