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Spend an Action. Select a door, lock, or locked target within 20 feet. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's Cost is capped at 2 and cannot be increased further.
Have you ever seen a seven and a half foot werewolf kick down a door?
Well, now you have.
In a pinch, Emily can use her paws, but there's not quite the same feeling as just booting a door down.
Spend an Action. Select a door, lock, or locked target within arm's reach. This can be used on Alien technology.
You may lock, unlock, and/or open your target.
Andrews mighty grip is able to crush most locks and pluck apart any knot. He also know how to tie a knot which cannot be undone.
Spend an Action to activate. Select a door, lock, or locked target within arm's reach , which is not electronic and can be no more complex than a standard key lock. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Benoit mimes an invisible skeleton key that can unlock any standard locks. When he does this he does the actions of putting a key in the keyhole and unlocking the lock.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet , which is not electronic and can be no more complex than a standard key lock.
You may lock, unlock, and/or open your target.
Valentine's arm or chosen body part turn into black tendrils and fills the locked item after chewing up some Big League Chew to have Darlin' be up to the task as the fluid moves into the locking mechanism and begins to twist and turn.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. You must use up Big League Chew in order to activate this Effect.
You may lock, unlock, and/or open your target.
When handling non-electronic locks the user's shadow guides their hand and makes them draw a key on the journal that they then materialize from the page, (the manifested key looks immaterial and constantly swirling with darkness when it is manifested this way), the shadow then inserts this key into the door's shadow and unlocks it. When dealing with an electronic lock however the shadow reacts violently and untethers from the user before seeping itself into the locking mechanism and thrashing within it to disrupt it.
Spend an Action. Select a door, lock, or locked target within 20 feet that 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 a leather journal to activate this Effect.
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.
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.