You can shoot the lock on a door with a gun, causing it to break and fall cleanly out the other side, without any shrapnel flying about. The door may now be opened, and cannot be re-locked unless a new lock is installed.
Spend an Action to activate. Select a Doors within 20 feet. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's level is capped at 2 Gifts and cannot be increased further.
When facing any sort of lock and/or digital keypad, Ollie can use his custom made watch to “wind” in a specific fashion. The intricate noises and smooth machinery manifests ethereal signals to unlock any door that’s conventionally locked.
Exert your Mind and spend one minute to activate.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within 20 feet of you. Cannot be used on Alien technology.
You can open and close doors which are already unlocked at your full range with no Exertion cost.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Benoit mimes an invisible skeleton key that can unlock any standard locks. When he does this he does the actions of putting a key in the keyhole and unlocking the lock.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet , which is not electronic and can be no more complex than a standard key lock.
You may lock, unlock, and/or open your target.
As the Sacred Guardian of the Temple, those favored by the Goddess Nephthys can wield her power to open any barred path. To do so one must be wearing the Seal of Nephthys & work in the darkness. The shadows are protection. Either way, the path will lay open to the faithful.
Exert your Mind (unless Shadows/darkness) and spend an Action to activate. Select a door, lock, or locked target within 20 feet. Cannot be used on Alien technology. You must actively and obviously use Amulet of Nephys to activate this Effect.
You may lock, unlock, and/or open your target.
It's all about Belief, and Bob knows he has the right key, or card, for the job... somewhere.. Aw Yes! This one! It may take him a moment to go through All those keys, but he damn well knows he's got it in there somewhere.
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.
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.
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.