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
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8 REC 2 36 END 0 35 STUN 4 7" RUN 2 3" SWIM 1 3" LEAP 0 Characteristics Cost: 115 |
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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