A golden lockpick that never breaks.
Exert your Mind and spend an Action. You must use up $100 in order to activate this Effect.
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.
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.
The user watches the pocket watch tick down in a irregular pattern, sharp purple eyes can be seen closing slowly as the dials spin. The user then clicks the winder once the eyes are closed and they burst open with a soft rumble, opening doors and safes with a mere gaze to feed the desires of the user.
In car form, the same is done via the headlights/taillights.
The pocket watch grows in power.
The user feels it watching them in the night, watching their movements, their desires, their pleasures. It studies them.
Spend an Action.
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.
Mikey slips his pick into the lock and it clicks open without a struggle.
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 must actively and obviously use Lock-pick to activate this Effect.
You may lock, unlock, and/or open your target.
This Gift's Cost is capped at 2 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.
...Oswald, with all of his might and intelligence, opens a door
Spend an Action. Select a door, lock, or locked target within 300 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. This Effect cannot be used unless Normal Oswald is active.
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.