Site hosted by Angelfire.com: Build your free website today!

The Key

The Key

F) Rm30
A) Ex20
S) Ex20
E) Rm30
R) Am50
I) In40
P) Rm30

Health: 100 Karma: 120
Resources: Rm Pop: -10

Known Powers:
Expanded Consciousness: The Key’s psycho-chemicals have allowed him to access the 90% of the human brain that is untapped. This has increased his intelligence vastly and expanded his range of senses.

Equipment:
Key Blaster: Rm Energy, 10 areas
Psycho-Virus: The Key has created a programmable psycho-virus that initiates a dream like flu. The flu takes over the Central Nervous System and allows the Key to produce structured hallucinations. He is then able to steal the energy from the minds of the infected person. Victim must make a Red Psyche FEAT vs. being turned into a vegetable.

Talents: Escape Artist, Resist Domination, Medicine, Computers, Leadership, Repair/Tinkering, Robotics

Contacts: None



The Keymen


F) Ex20
A) Gd10
S) Rm30
E) Am50
R) Rm30
I) Ex20
P) Pr4

Health: 110 Karma: N/A

Known Powers:
Robotic Construct: Their very bodies give the Keymen the following power stunts:
-Body Armor: Rm protection vs. Physical and Energy
-Invulnerability to Radiation, Toxins and Diseases: Un
-Self-Sustenance: Doesn't need to eat, sleep or breathe
-Energy Blast: Rm Energy, 10 areas

Equipment:
None

Talents: None

Contacts: The Key