The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action to activate.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
The nail glows, inserting itself into the lock, unlocking it.
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.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
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.
A bright spark leaps from a magnet in Lev's fingers to a nearby lock or other mechanism, causing it to activate in one way or another.
The zap effects metal or electronic objects much quicker than non-conductive ones.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. You must actively and obviously use a magnet to activate this Effect.
You may lock, unlock, and/or open your target.
Preston uses his wand to inscribe an “open” or “closed” sign on a door, and it is so. For smaller locks, he presses the tip of his wand against the lock and twists it.
Exert your Mind and spend two Actions performing the following ritual: inscribing an open sign on the door with the wand, or twisting the wand against a smaller lock. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets. You must actively and obviously use a wand 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 your target.
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 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.
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.