While you wind the watch, a replica of the face appears faintly over the lock you are (un)locking. When you release the winding mechanism, you see the watch face move to when the lock was last (un)locked. At that time, the object begins to (un)lock, replaying what happened during the previous (un)locking. During this time, the face reverts back to the current time.
Spend two Actions performing the following ritual: You wind the watch. Select a Non-Alien door, container, knot, or lock within 20 feet. You must actively and obviously use an analog watch 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.
Darrren now can slide his claws out and use them as lockpicks and open almost any lock
Spend two Actions performing the following ritual: Darren puts his finger to the lock and a cats claw slides out and he clearly slides it into the lock. Select a door, lock, or locked target within arm's reach. 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.
Exert your Mind and spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet that is no more complex than a standard commercial door, personal safe or a keycard reader.
You may lock, unlock, and/or open your target.
With each tap, a glowing rune is left behind the user, moving them faster than previously.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
Sarah focuses on a suitable target long enough then makes the Tell noise and it unlocks, opens, locks, etc. If she cannot see it, she needs to touch it instead, for example if her hands are bound behind her back.
Animals may burrow or dig their way under or through to somewhere, but humans use locks and doors. Animals may fill in an opening by digging again, and humans again use locks and doors. Sarah has learned to essentially magically burrow, bypassing the security used by humans and similar. The sound she makes is meant to imply a lock or deadbolt moving, or perhaps a door closing, but few really sound like that.
Exert your Mind and spend one minute. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
This Effect is not obvious, and the only sign you are using an Effect is making a clicking noise from the side of the mouth. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
A large keyring, that when one of the keys is grabbed, no matter the shape and size, will lock or unlock the passage it touches. When one looks away from the keys, a whole different set of keys will be on the ring, each time you look at it.
A key ring found by Alfred, within his locker at a museum he works at.
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.
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.
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.