KEYMASTER IINAME : Garreth Stone PLAYER : Jason Hobbs Created by Jason Hobbs, after Douglas Zeitlin and Kenn Hallaron 18 STR 8 13- 625 lbs.; 3½d6 20 DEX 30 13- OCV:7 / DCV:7 20 CON 20 13- 14 BODY 8 12- 18 INT 8 13- PER roll: 13-/16- 15 EGO 10 12- ECV:5 15 PRE 5 12- PRE attack: 3d6 18 COM 4 13- 8 PD 4 tPD:18 rPD:10 8 ED 4 tED:18 rED:10 4 SPD 10 3,6,9,12 |
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10 REC 4 40 END 0 40 STUN 7 8" RUN 4 4" SWIM 2 3½" JUMP 0 Characteristics Cost: 128 |
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6 Gauntlets and knee and foot guards: +2d6 Hand-To-Hand Attack(-½), @ ½ END(+¼), OIF(-½) 1 12 Stealth suit Elemental Control, Only In Heroic Identity(-¼) 12 a) Nomex-lines spectra weave: 10 PD/10 ED Armor 12 b) Fibre-optics: Invisibility to Sight Group, 0 END(+½) 40 Key bandoleer Multipower, OIF(-½), Range Based On Strength(-¼) 2 u General thrown key: 8d6 Energy Blast, 16 Charges(+0), Indirect: Any origin, any direction(+¾), OAF(-1), No Knockback(-¼), key must travel between KM2 and "origin" point(-¼) 2 u Shaped charge-packed key: 14d6 Energy Blast, OAF(-1), Beam(-¼), 12 Charges(-¼) 2 u Explosive packed keys: 9d6 Energy Blast, Explosion -1DC/1"(+½), OAF(-1), 8 Charges(-½), Beam(-¼) 2 u Incendiary explosive-packed key: 3d6 Ranged Killing Attack, Explosion -1 DC/1"(+½), OAF(-1), 8 Charges(-½), Beam(-¼) 2 u Gas key: 5½d6 Energy Blast, One Hex Area Effect(+½), No Normal Defense: Life support vs gases(+1), OAF(-1), 8 Charges(-½), Beam(-¼) 5 Pocket Rebreather: Life Support Self-Contained Breathing; OIF(-½), one Continuing Fuel Charge lasting 5 Minutes(-½) 5 Clear view goggles: +3 Enhanced Percep. to Sight Group PER Rolls, IIF(-¼) 3 Light filtering lenses: 5 points Flash Defense, Sight Group, OIF(-½) 4 Eye goggles Multipower, IIF(-¼) 1 u Infrared Perception 1 u Nightvision 1 u Telescopic: +3 to Sight Group PER Rolls, only to offset Range Modifier 15 Keychain gauntlet mechanism Multipower, OIF(-½) 1 u Swingline: 15" Swinging, 0 END(+½) 1 u Rapid retract pullback: +15 Leaping, 18½" forward/9" upward, 0 END(+½) 1 u Snag and pull: 10 STR Telekinesis, 0 END(+½), Only to pull items back or whip them around(-½) 1 u Snag and wrap: 1d6 2DEF Entangle, 0 END(+½), Lockout(-1) 1 u Climbline: +11 with climbing 1 u De-cell line: +11 with Breakfall 1 u Rapid retract pullback: +11 with Dive for Cover Champions of Justice Computer Communicator COJ-039: 7 a) Communications: High Range Radio Perception, Flashed as Sight and Hearing Group as well as Radio Group(-½), IIF(-¼) 18 b) Broadcast Tracking: Detect Source of radio transmissions 13-, Analyze, Discriminatory, 360° Increased Arc of Perception, IIF(-¼) 8 c) Onboard Computer: 50 Base, 0 Disads., IIF(-¼) 5 d) Scrambled Transmission Function VPP, Scrambler Pool, only for one Language at a time(-1), IIF(-¼) Equipment Cost: 167 3 Flying Tackle +0 OCV -1 DCV STR+v/5 Strike, Both Fall, FMove(4d6+v/5) 4 Swim maneuver +2 OCV +0 DCV STR+2d6 Strike (6d6; 8d6 w/gauntlets) 5 Offensive fouls -2 OCV +1 DCV STR+4d6 Strike (8d6; 10d6 w/gauntlets) 4 Block +2 OCV +2 DCV Block, Abort 4 Stiff arm -1 OCV +1 DCV 2d6 NND 4 Dodge -- OCV +5 DCV Dodge, Affects All Attacks, Abort 5 Stripping -1 OCV -1 DCV +10 STR to Disarm, Full Move(30 STR) 2 +½ Damage Class: +2 STR, 0 END(+½), No Figured Characteristics(-½), Boosts Martial Arts Only(-¼) Martial Arts Cost: 31 10 +1 Overall 10 +2 with DCV 6 +2 with throwing keys 6 +2 with football combat 6 +2 with breakfall, stealth, or acrobatics 6 +2 with security systems, electronics, or mechanics 3 Breakfall 13- 3 Stealth 13- 3 Acrobatics 13- 3 Combat Driving 13- 3 Climbing 13- 3 Shadowing 13- 3 Lockpicking 13- 3 Sleight of Hand 13- 3 Bureaucratics 12- 3 Persuasion 12- 3 Conversation 12- 3 Interrogation 12- 3 Streetwise 12- 3 Deduction 13- 3 Criminology 13- 3 Analyze: Super Powers 13- 3 Systems Operation 13- 3 Concealment 13- 3 Paramedics 13- 3 Security Systems 13- 3 Electronics 13- 3 Mechanics 13- 2 AK: The United States 11- 3 KS: Assorted supers 13-, INT-based 3 KS: Computer Usage 13-, INT-based 3 PS: Football Player 13-, INT-based Champions of Justice Package Skills 2 a) KS: Champions of Just. 11- 2 b) KS: CoJ Enemies 11- 2 c) AK: Detroit 11- 0 Language: English: Idiomatic, native Skills Cost: 127 16 Vehicle: Key Cycle (80 Base, 10 Disads.) Champions of Justice Package Perks 3 a) Fringe Benefit: Membership in the Champions of Justice 5 b) Contribution towards CoJ Bases: 25 pts. 5 c) Contribution towards CoJ Vehicles: 25 pts. 3 Well-Connected 1 a) Contact: Lance Diamond, P.I. 11- Contact has significant Contacts of his own, very useful Skills/ resources, and is limited by identity 2 b) Contact: Captain Haynes 11- Contact has access to major institutions, significant Contacts of his own, extremely useful Skills or resources, and is limited by identity 3 c) Contact: Harrison Lambert 11- Contact has significant Contacts of his own, extremely useful Skills or resources, Very Good relationship with Contact Perks Cost: 38 4 Environmental Movement: Zero Gravity Talents Cost: 4 Total Cost: 495 Base Points: 250 15 Social Limitation: Secret Identity, Frequently, Major 5 Social Limitation: People think he's Keymaster I, Occasionally, Minor 15 Psychological Limitation: Aversion to killing, Common, Strong 15 Psychological Limitation: Heroic Mindset, Common, Strong 10 Psychological Limitation: Stubborn attitude towards authority figures, Common, Moderate 15 Psychological Lim.: Trying to complete Keymaster I's work, Common, Strong 15 Dependent NPC: Derrick - crack-head younger brother, Incompetent, Infreq. 20 Hunted: Locksmith, More Powerful, Occasionally, Harshly Punish, Double identity is known to hunter 10 Watched: Parole board, As Powerful, Freq., Extensive Non-Combat Influence 20 Normal Characteristic Maxima 50 Champions of Justice Bonus Disadvantages Total: 190 Experience Spent: 55 Experience Total: 66 Total Points: 495
Keymaster II was created and played by Jason Hobbs. This character was designed based off the original Keymaster character.
© Copyright 2001, 2008 - Jason HobbsKeymaster's mentor, Keymaster I