Saw this at Receding Rules, and couldn’t help but think it would make the basis for a great custom move:
Pick Lock/Disarm Trap
When you attempt to pick a lock or disarm a trap roll+DEX. On a 10+, you have 2 chances, on a 7-9 you get 1. The GM will tell you the rating of the lock or trap, and you have to make guesses using only the verbs “bump”, “twist”, “rake” or “probe”. Do this in the correct order, and you’re successful. The rating on the lock also functions as it’s vulnerability to damage; the higher the rating the more likely it is to jam or break. For each failed attempt roll a d6; rolling under the rating breaks or jams the lock.