Champions of Justice

KEYMASTER I

NAME : Harrison Lambert
PLAYER : ex-player character
Created by Douglas Zeitlin, Kenn
           Hallaron, and Jason Hobbs

15	STR	 5 12-	360 lbs.; 3d6 
20	DEX	30 13-	OCV:7 / DCV:7
18	CON	16 13-
14	BODY	 8 12-
18	INT	 8 13-	PER roll: 13-
14	EGO	 8 12-	ECV:5
18	PRE	 8 13-	PRE attack: 3½d6
18	COM	 4 13-
 8	PD	 5	tPD:16 rPD:8
 8	ED	 4	tED:16 rED:8
 4	SPD	10	3,6,9,12
Keymaster
 8	REC	 2
36	END	 0
35	STUN	 4
 7"	RUN	 2
 3"	SWIM	 1
 3"	LEAP	 0
Characteristics Cost: 115
5e
10	Deflect thrown: Missile Deflection  (Arrows, Slings, Etc.)
Powers Cost: 10

 6	Gauntlets: Hand-To-Hand Attack +2d6 @ ½ END(+¼) H-t-H Attack(-½),
	 OIF(-½)								1
10	Stealth suit Elemental Control, Only In Heroic Identity(-¼)
10 a)	Nomex-lines spectra weave: 8 PD/8 ED Armor
10 b)	Fibre-optics: Invisibility to Sight Group, 0 END(+½), Only vs
	 Electronic Eqipment(-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 Keymaster and "origin" point(-¼)
 3 u	Thrown keys: Ranged Killing Attack 1½d6 (vs PD), 64 Charges(+½), 5 shot
	 Autofire(+½), +3 STUN Multiplier(+¾); No Knockback(-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)
 3 u	Thermite Key: Ranged Killing Attack 2½d6 (vs ED), +1 STUN Multiplier(+¼), 
	 Armor Piercing(+½); No Knockback(-¼), 12 Charges(-¼)
 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 vs. the 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-034:
 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

 4	Infighting Disarm:   	-1 OCV +1 DCV  Disarm; +20 STR to Disarm roll
 4	Infighting Punch:	+0 OCV +2 DCV  STR+4d6 (7d6; 9d6 w/gauntlets)
	 (also Jailhouse Rock Elbow Strike)
 5	Infighting Roundhouse:	-2 OCV +1 DCV  STR+6d6 (9d6; 11d6 w/gauntlets)
	 (also Jailhouse Rock Knee Strike)
 4	Infighting Block:	+2 OCV +2 DCV  Block, Abort
 4	Aikido Escape:		+0 OCV +0 DCV  +25 STR vs. Grabs
 3	Aikido Takedown:	+1 OCV +1 DCV  STR+2d6; Target Falls (5d6; 7d6)
 4	Aikido Dodge:		-- OCV +5 DCV  Dodge, Affects All Attacks, Abort
 5	Aikido Strike:		+1 OCV +3 DCV  STR+2d6 (5d6;7d6 w/gauntlets)
 3	Aikido Throw:		+0 OCV +1 DCV  STR+2d6+v/5, Target Falls (5d6+v/5)
 8	+2 HTH Damage Classes
Martial Arts Cost: 44

	Agility Based Thievery Skills
 5 a)	Lockpicking		 14-
 5 b)	Stealth			 14-
 5 c)	Sleight Of Hand		 14-
 6 	+2 with Agility Based Thievery Skills
 3	Computer Programming	 13-
 3	Concealment		 13-
 3	Deduction		 13-
 3	Paramedics		 13-
 3	Security Systems	 13-
 3	Bureaucratics		 13-
 3	Streetwise		 13-
 5	Climbing		 14-
 3	Acrobatics		 13-
 3	Combat Driving		 13-
 3	Contortionist		 13-
 6	+2 with Martial Arts
 4	+2 with Deflecting Thrown
20	+2 Overall
 2	AK: Chicago		 11-
	Champions of Justice Package Skills
 3 a)	Breakfall		 13-
 2 b)	AK: Milwaukee		 11-
 2 c)	KS: CoJ Enemies		 11-
 3 d)	KS: Champions of Justice 13-
 0	PS: Burglar		 11-
 0	Language: English, Idiomatic, native 
Skills Cost: 98

16	Vehicle: Key Cycle (80 Base, 12 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
 3 a)	Contact: Garreth Stone[Keymaster II]	11- 
	 Contact has significant Contacts of his own, has extremely useful
	 Skills or resources, Very Good relationship with Contact
 3 b)	Contact: former Legion of Champions	11- 
	 Contact has significant Contacts of own, has extremely useful Skills
	 or resources, disbanded Organisation Contact(+½)
Perks Cost: 39

Total Cost: 471

Base Points: 300
 5	Social Limitation: Double Identity, Occasionally (8-), Minor
10	Social Limitation: ex-con, Occasionally (8-), Major
 5	Distinctive Features: scar on left cheek, Concealable, Noticed and
	 Recognizable, Detectable By Commonly-Used Senses, Not Distinctive
	 In Some Cultures
 5	Reputation: ex-cat burglar who worked for Locksmith, Sometimes (8-)
10	Psychological Limitation: tries to not be greedy, Common, Moderate
15	Psychological Limitation: Code against killing, Common, Strong
15	Psychological Limitation: Wants to redeem himself, Common, Strong
10	Psychological Limitation: Considers high/advanced security a personal
	 challenge , Common, Moderate
15	Psychological Limitation: Paranoid about Parahumans, Common, Strong
20	Hunted: Locksmith, More Powerful, Occasionally, Harshly Punish, PC has
	 a Public ID or is otherwise very easy to find
 5	Hunted: Parole Officer, Less Powerful, Frequently, Watching, Extensive
	 Non-Combat Influence
20	Normal Characteristic Maxima: No Age Restriction
Disadvantages Total: 135
Experience Spent: 36		Experience Total: 56
Total Points: 471

Known Background: Keymaster began his career as a costumed criminal in the late 1960’s. As a super-thief he ran into conflicts with the Legion of Champions and other costumed heroes of the day. He started out his career as an accomplice of the criminal mastermind known only as the Locksmith. After five years bouncing in and out of prison, and a ten year stay in the Pennsylvania Incarceration Taskforce Center, he was paroled; however, he returned to his life of crime. The original Guardian returned him to the Pit for another ten years. During this stay Harrison Lambert, Keymaster, made a very real effort to go straight. He studied philosophy in the prison library, as well as learning how to make a legal living with his natural skills. He made himself a better man. Then the day came when it was time for him to be released. After receiving his release, to prove a point, he left the prison by an unorthodox route. He showed the Taskforce one of the ways a man could escape. He relocated to Milwaukee, where he gained employment with Smart Securities, Inc. The boss chose to believe in his reformation, and recognised the usefulness of having an employee who looks at security systems with the trained eye of a professional thief. It was shortly thereafter that Lambert encountered the Champions of Justice, while on assignment. He still carried his old equipment, and chose to use it to help. He impressed the Champions of Justice enough that he became an active member for a time. But he was now an older man, and he felt out of place. He took on a protege, another recently released convict, and son of an old cellmate. In time, Harrison retired, and let his protege take over the role of Keymaster.

Personality: Keymaster alternates between awe and being jaded at his life as a super hero. He was at once both a rookie, and an old veteran. He enjoys being one of the "good guys". He feels he is now atoning for his past crimes, as opposed to being punished for them. He is friendly, with a quirky sense of humour, but he feels odd among today’s heroes. They make him feel old. He still has to fight the occasional temptation to slip back into being a thief.

Powers/Tactics: Keymaster has no true super powers. His agility and reflexes, however, are at peak levels. For his age, he is also immensely strong. He is practiced in both Tai Chi and the form of dirty in-fighting that is used by prison inmates everywhere. He was a superb cat burglar. Today, as a hero he still prefers to move in stealthily and catch his opponent unaware. He carries a variety of special weaponry. His uniform is inlaid with circuitry that renders him invisible to cameras and other electronic seeing devices. He carries a variety of throwing weapons, shaped like keys. They are actually grenades and throwing blades. He also wields his keychain; a wrist mounted grappling hook/fine chain/winch weapon that he uses for climbing or ensnaring enemies.

Appearance: Harrison Lambert is 5’10 and weighs 180 lb. He is a well built man in his early fifties, but he appears a bit older. His brown hair has greyed. His eyes are also grey. He has an old scar from a knife wound on his left cheek. His uniform is a black bodysuit with green trim and steel gauntlets. A gold coloured bandoleer carries his throwing keys.

Keymaster was created by Douglas Zeitlin and Kenn Hallaron; he was played by Jason Hobbs, but is once again an NPC.

© copyright 1997, 2008 - Kenneth G. Hallaron, Jason Hobbs, Douglas Zeitlin

5th Ed.

Keymaster's successor Keymaster II

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