Una llave de porton es destruida por manos fantasmales para luego posarse sobre la puerta y abrirla a la fuerza
Una llave de porton es elevada por manos fantasmas hacia la puerta elegida, la misma llave intenta ser introducida pero no funciona, la mano con furia destroza la llave, luego miles de manos fantasmas empujan y abren la puerta
Take a Severity-1 Injury and spend an Action. You must use up Llaves de Porton 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.
Possession of this Power grants the following Battle Scar: Brazos Arañados.
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.
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.
With Eliza's help, Laz can manipulate the electrical fields immediately around him to manipulate locks with any electronic control. Where this used to be achieved by manipulating an external device, subtle (and not so subtle) shifts in how his nanotech interacts with the world have enabled him to eliminated that dependency, albeit at the cost of diminished range. It's still not a terrible idea to wave his card over a reader to help add a sense of normalcy to the event, when possible. very savvy observers might notice a static spark between him and the reader or door involved, though most might just think he had scuffed his feet on some carpet.
Exert your Mind and spend an Action. Select a Non-Alien electronically controlled 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 static discharge when touching the reader or door. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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 an Action. Select a Non-Alien door, container, knot, or lock within 20 feet.
You may lock, unlock, and/or open your target.
Doors identify you as a main character of the story and provide plot convenience when near. You verbally weave a portend to entice the need for the door to lock or unlock and open.
While not quite animating an object, unlocking a door requires a will of the doors own. Crafting that will and projecting it onto the door means a micro usage of Causal Diction must be used (refer to "Living Story"). This concise impartation of will and beliefs that infer a crucial event will occur and/or unless the door locks or unlocks in favor of the Storyteller. The same technique also conveniently extends to anything that functions like a door.
Spend an Action. Select a door, container, knot, or lock within 20 feet. This can be used on Alien targets.
You may lock, unlock, and/or open your target.
Possession of this Power grants the following Trauma at all times: Betrayal (limit).
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.