The Pleading Jackal of Opening is a curious trinket from Maggie’s collection, a pendant strung on a simple leather braid necklace, fitted with copper wire. The jackal itself is carved from black stone, frozen in a pleading posture, like a desert dog begging for food. It’s not just for show, though—when knocked against a locked door or container, and with a shameless plea for it to please open, the jackal’s charm works its magic. With a bit of luck, it can unlock nearly anything. A fitting companion for a grave robber who knows the art of coaxing secrets from stubborn doors.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet.
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.
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.
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.
The user presses a small rectangle of metal to the lock. For mechanical locks, the device extends metal prongs that will feel out the lock and unlock it. For electronic locks, the device will flash a few colors, then match the require electronic signal.
A mix of Owl's hacking, and thievery experience automated into a device that doesn't fail.
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.
Mud is slammed into the lock or buzzer, and it opens, the door was technically mud once after all.
Spend an Action. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets.
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 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.