Post by The Key on May 25, 2011 20:38:15 GMT 1
++Accessing Justice League of Avengers Database++
[/i][/center]The Person
Name: Lock, Smith (Aliases: Prefers "Mr. Smith". And for the people who he can bear to be around. "Locky" or "Loc" )
Age: Twenty Eight
Place of Birth: Paris, France
Current Place of Residence:
Has a small base of operations out of Auckland, New Zealand.
[Travels Around]
Affiliation: Masters of Injustice
Family:
Father; The Key; Deceased
Amelia Antoinette; Mother; Deceased
Height: 6'2
Weight: 180 Lbs.
Appearance:
Civilian Attire:Civilian Attire? Lock Smith is a facade that is only held together by holographic technology or masterfully created disguises. The Key is normally never is seen outside of a suit when masquerading around as a civilian. Technically he doesn't even have birth records.
Personality:
The Key has a critical outlook on life. Nothing is perfect, everything is rotting, and he want to make sure everyone knows it. Nothing in the world should be accepted without thorough scrutiny and examination. Nothing is ever perfect, and the blemishes must be pointed out in order for the good to be truly known. His standards are high for everything, and he insist on their being met. He views the unexamined as a broken lock. No matter if you have the key the door will never open... unless brute force works during the situation. He encourages the same ideals in others, because laxity and low standards reduce the quality of life for everyone. It is the purity of his perspective. To seek out and expose the imperfections in every person or thing he encounter. The Key will fix the lock, open the door and take what he needs. His sense of purpose never goes beyond his own need and will only try to create something of lasting value for others if he himself with ultimately benefit from the end success.
With an ever racing mind The Key is always racing for the next high, pushing danger to the edge. He lives for that moment of danger when the adrenalin kicks in and he feel truly alive. Skydiving, bungee jumping and leaping across roofs on a dare are all just par for the course. As a junkie is addicted to his particular brand of poison, The key is are addicted to whatever he can get. Unlike most, he will go out of his way to place himself in a dangerous situations that test the limits of his abilities. Simply because he is sure of his superior skills. He is arrogant but why should he not be? Always working on something he is a true Locksmith of the world. This is what sets him apart from the teeming masses of paranoid dullards who shuffle around, hiding from their own shadows. He is not afraid to commit super villainy. But, priorities are set. Danger can be delt with but The Key will make sure he will make it out alive first. Even set up friends to escape.
Likes:
- Drugs: Key has a high tolerance for chemicals and substances and can go along time on a high without feeling a low.
- Women: Likes the ladies
- Tinkering: Will always have some type of gadget or do hickey around to work on if bored.
- The Mutant Phenomenon: Nature has a way of building the most complex locks. And The Key does like to pick locks.
- Puzzles, Mind Games, More Mental aspects of fun like playing Chess.
Dislikes:
- Smoke Alarms
- Chocolate: He is a strawberry kinda guy.
- JLA
- Back talk
- Polo shirts: Make him want to punch babies.
- Being told he is going through withdrawal, crazy, or that drugs are bad.
The Villain
Codename: "The Key" ( Key II )
Villain Attire:
- It is not rare The Key may go around shirtless Neither wearing shoes and only wearing black paints with armored greaves covering his legs. His hands and arms each covered in full length gauntlets with the very tips of the fingers sharpened into razors. A red flowing Sash used as a belt that holds his Key-Sword or other various items with ease.
- ~Most of the time The Key can be seen in his what could be called "Key Suit". The suit is highly durable made from an enhanced kevlar of his own design seen withstanding bullets without losing its integrity. The key Suit is modified to provide excellent mobility for acrobatics and to easily hold items. If looking closely enough one can see on all the white studs that line his clothing. They have keys etched into them. Covering his abdomen is a golden circular disk with the etching of a KeyHole. It severs both as armor and can be removed and thrown like a bladed projectile. The only other hidden feature are several hidden pockets that where he has hidden lock picks on his person as well as Key chain explosives. [see description in special equipment section]
Click here for a more in-depth conceptual view of how the suit looks as a whole.
Powers:
- Genius-Level Intellect: His intellect was increased as a child to use fifty percent of its potential. Since then Lock has worked on his fathers "Psycho-chemicals" altering its usefulness. Key's own intellect has since been enhanced by the drugs after administering them to himself. Just like his father, Lock's own psycho-chemicals have unlocked and allowed him to access 100% of the human brain untaped potential.
This has vastly increased his intelligence and expanded his range of senses. As explained in the following powers: - Extrasensory Input: The Key Possesses a Hyper-Neural Network. Key's neural network works at quantum speeds, allowing to calculate over a million possible combat scenarios in a second, informing him of the perfect counter to any attack. In effect, many people appear almost to be in slow motion to him during combat or other life-threatening situations. This ability effectively allows him to double his initiative during combat.
- Telepathy: Telepathy is the ability of one mind to impress or to be impressed by another mind otherwise than through the recognized channels of sense. Or, to put it simply, it is the direct connection or communication between minds; the reading of and projection of thoughts from one mind to another. The Key's understanding of this ability has given him insight into the use of technology and chemicals to unlock the puzzle that is the mind. His range of communication is equal to that of a fifty mile radius around himself. In close range to someone The key can use his telepathic skills to probe for specific memories, affect the loss of an undesired memory, or inflict total amnesia in the minds of another as well as performing psychic surgery (the reconstruction of lost or hidden memories). Even download information into his mind. Most of the time through with use of technology used to aid him.
It is apparent that most if not all of Lock abilities can be classified around his psionic ability making his telepathy his more powerful and main ability other then his intelligence.
Mental Defenses: The Key's mind is in a sense Locked. Someone trying to read his thoughts will not only meet a near impenetrable wall but have to deal with mass hysteria and insanity. One would think the crazy would make his mind easier to break but they would be wrong. If one is not careful Lock might just trap a person in his mind while they try to probe it. Able to conceal his thoughts and true nature from all but the most powerful of mind-affecting effects. Only the most accomplished of psionicist, mentalist, mind mages are capable of breaching his mental defenses and touching his mind but it would not be an easy task. - Remote & Enhanced Senses (Currently has 7 senses) :
While Lock's father had over 11 senses, Lock has yet to attain that ability but instead is at a level where he can 'psionically' extend the range of his current senses (meaning literally throw and send a sense somewhere with his mind in a limited area). The senses include sight, hearing, taste, smell, touch, balance (including gravity sensing), and temperature giving him seven senses altogether.
Taste and Smell: The taste and smell form can be useful in analyzing distant and possibly toxic substances. While not actually smelling, projected senses sends the information back to his brain that then trigers his nose even though he is nowhere near a smell or taste. He can savor tastes and smells that might kill him if he were to directly experience them. He can develop an extensive palate that permits him to identify the subtle differences from an apple and the toxic substances.
Sight & Hearing: His sight can be called Remote Viewing. It allows Lock's sight to project outside and leave his body behind. Depending on where his site is he can see into bodies, or spy on others seeing what they are doing. This is dangerous because his body is still vulnerable to attack, and he is ultimately left blind. Though he can in turn watch himself from a distance. His body is not stuck but can still respond and move, talk, fight, and ect... only his sight is out of body. Lock has learned how to fight while remote view himself but his physical ability is severely lessened. So far he can throw send his sight anywhere in a 29 meters (65 feet) area around himself. any further and his sight blurs and his remote site is sent back to his body. There always is a thirty second delay before he can see normally again.
Locks hearing is not like any projected sense. He can hear extremely faint sounds and unusual frequencies. He can identify objects by the sounds they emit.
Touch: The tactile form is good for identifying concealed or inaccessible shapes. Examples include the interior of a lock or a non-surgical examination of a patient. Literally felling inside of someone or thing without touching them. This skill has been vital in chemical experimentation and self experimentation among other things allowing a touch that permits him to detect extremely fine surface details and to identify materials by their surface "feel". This along with remote view are a great combination. Balance and Temperature: The Balance portion of his senses is best described from the HYPER-BALANCE section of his powers. Temperature is a mix of his mind reaching out to his surroundings allows him to feel the subtle drops in the environment or objects allowing him to feel when another body heat is outside a door or when its about to rain. Normally if undetected body heat or temperatures change within a 9 meters (29 feet) radius of himself The Key will sense it. - Hyper-balance: The key possesses the ability to achieve a state of perfect equilibrium in any position imaginable. He seems able to adjust his position by instinct, enabling him to balance himself on virtually any object, no matter how small or narrow. He has developed a unique fighting style that makes full use of his agility, strength, and equilibrium. It can be explained as the brains answer to dealing with out of bodies situations when Remote Viewing ~See sight~
- Hyper- Strength: This is Keys raw physical force, but also it is the physical manifestation of his ability to assert himself over another. As such, Key is capable of bench pressing up to 10 tons while normally reaching his maximum breaking point at fourteen tons. This giving The key such abilities as Hyper-Leaping allowing Key to jump great distances. By repeated leaps, he can rapidly cover large distances. Innate safeguards in this ability enable him to safely land so as not to injure himself. His natural prowess does not cause him to over-exert himself; he may execute huge leaps with a minimum of effort. He has been know to survive landing on his feet from six stories up. Hyper-Endurance: The Key's capability of sustaining prolonged periods of physically stressful effort (aerobic or anaerobic) without/while only exhibiting any noticeable signs of exhaustion or duress.
- Enhanced Physiology: Immune system adaptability: Key can swallow, digest, smell, and be around substances that would harm most normal people. After years of poisoning himself with special chemicals his immune system has been altered or mutated. His body isn’t completely immune to poison, only it fights harder against poisons and deadly substances. His body can get use to a poison within a week or two and become immune later. In turn The Key has a (Minor) Healing Factor: Should he be hurt, His enhanced physiology can rapidly recover from small wound or injury like Dislocations, bruises, and cuts quickly close and disease symptoms disappear. He heals at an accelerated rate faster then the normal amount of time which might be normally required to heal.
This doesn't mean he can re-grow severed limbs or organs. It just means he can recover faster then humans. A bullet can still put him down. This in no way effects his Anemia [see weakness] since for his body to run properly it need the Chemical abuse making it obvious his healing is only minor and to an extent.
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Skills:
Genetics: The science of genes. He understand mutations, the effects of radiation on cellular matter, and even new life forms.
Biology:Is adept in the science of living creatures. He understand animal and plant taxonomy, can predict the behavior of unknown species, and know what eats what. Specialties include entomology, ichthyology, and ornithology, among many others.
Medicine: With all his research in the use of chemicals and even alterations to himself, The Key knows the science of health. He know complex medical procedures, from first aid to surgery. Key can also perform medical treatments that will help heal serious wounds.
Robotics, Engineering, Gadgeteering : Key designs and makes his own robotic henchmen so its least to say he know about the science of robots. Key can make and dismantle unintelligent servitors with complex programming, He can even reprogram or rewire a robot programmed for evil into one with only servile intentions. A sub skill that he also has knowledge in is Bionics: The science of replacing living tissue with mechanical constructs. Key can fashion artificial limbs, prosthetic wings, mechanical organs, and cybernetic Intellect-altering tools. The Key can devise and assemble any weapon that can be made with the available materials. He can even improvise a means of creating unavailable materials (adamantium, for example). Provided he has the resources, The key can assemble a functional copy of any weapon. As to what weapons he can make. Specific resources are needed some weapons include: Edged and Blunt weapons, Projectile weapons, Energy weapons, Heavy weapons, Battle weapons, Alien weapons, Battlesuits, and War robots, and assorted vehicles. its Needless to say, he can can make useful things.
Lock Picking Key obviously from his theme knows how to open locks of all sorts. key can also reduce the difficulty in securing locks and making locks and keys. This makes his also a security technician and knows his way around security systems.
Computers: The overall science of electronic intelligence. The Key can program, design, hack, build, or crack computer-run equipment, and control artificial intelligences. He can design the automated processes which computers execute with skill and precision. Can crack open databases and bypassing security protocols with benevolent or malicious intent.
Acrobatics: Gymnastic movement. The key can tumble, swing from ropes, walk across thin beams, and leap through windows.
Escape Artistry: The Key is known for his fast exits. Getting out of dangerous places. He can reduce the difficulty of squeezing through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind, dislocate, use double joints and find away to get away.
Combat, Armed and Unarmed: THe key is not the most physically strong of people but he does know how to fight. The key knows his way around a number of unique combat styles with which can inflict bodily damage or otherwise incapacitate or overwhelm an opponent. It should be noted that The key did not learn most of the styles but in fact downloaded the intelligence fro people. As it stand he knows what could be called mixed Martial Arts. He as of yet knows: Boxing, Tae Kwon Do, Muay Thai, and Hapkido; when melee weapons are involved he knows kendo, fencing, and a Shaolin kung ku Stick fighting. Not to mention he will fight dirty and will claw bite and use anything to win. In relation to projectiles The Key is an excellent marksmen and most of the time can be seen with a gun the shape of a key.
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Special Equipment:
- Resources: The Key is in the business of Crime. A Professional Criminal since as long as he could remember. His resources are opted towards the more darker sides of the law. His finical status is comparable to a Large corporation. As long as there is crime in the world The Key will know how to get money.
- Other Creations [Battle suits, vehicles, ect..]
- Key-Suit: ~See villain attire~
- Key Gun: Capable of firing a variety of projectiles. From Chemical grenades, bullets, and beams of different settings and effects. Most if not all of the things he uses is stored inside of the gun itself so there is no need to wear a belt or have bags. It is normally hung by a strap along his back.
- KeyChain-Explosives: Keys of different sizes all hanging on a large keychain, The keys can be easely removed from the chain and when throw, set and activated. They can explode on impact causing concussive damage, explode to release toxic gases (leathal and non), or shock/ taser on contact. [For reference. Think of the Bat families batarangs, just shaped like keys]
- Key-Sword: A small hilt that looks like a key, the blade extends out three feet from inside the hilt.
- Key-Staff: A long staff that appears to be the shape of a long old fashion key. The key tip seconds as a shock/taser weapon. It also has buttons along it it used to command robots or summon remotely other technological creations of his.
- Psycho-Chemicals:
Gives The Key special senses and increases his intellect. - Programable Psycho-virus:The Virus initiates a dream-like flu. The flu takes over the central nervous system and allows the Key to create, monitor, and produce structured hallucinations. Sending unconscious victims into dream like realities; He is then able to steal the energy from the mind of the infected person Or People.
- Lock picking tools: This includes both for normal doors and advanced computer security systems.
- Robotic Henchmen: ~See henchmen section~
Weaknesses:
- Addiction: Lock is addicted to the psycho-chemicals that he has created. Or more so the power he gets when he uses them correctly. Lock just can’t wait to get his next fix, be it downloading something from someone’s mind or pumping himself full of a chemical to make his intelligence expand more even if his mind reaches 100 percent of if ability. To fill the gaps when he can’t get the special fixes he needs Lock will turn to other things. He is a habitual drinker and smoker. Even heavier things only lightly spark a fix in him like smoking of Marijuana, using cocaine, or barbiturates. His bodies adaptive immune system causing him to seek or make even stronger drugs.
- Anemia: Just like he father, The psycho-chemicals did have there physical side effects. Lock’s blood lacks a sufficient amount of hemoglobin or red blood cells. Due to his bodies constantly adaptive immune system it causes tissue hypoxia. Oddly enough his body often feels tired or weak, either in general or during exercise when he has not had or used some type of chemical or illegal substance. Lock will suffer from ennui and poor concentration. He will feel short of breath. At times his heart has to increase cardiac output, leading him along the path of palpitations and sweatiness. The cure to this is simple.[ See the above weakness ~Addiction~]
- Medications: After reading the previous weaknesses it has been shown that Locks body requires somewhat daily medication to stay alive. His medication being any form of chemical substance that which his body has grown accustom to. This has grow far beyond normal addiction, though he is an addict. His body has altered and mutated to run on the stuff. It hasn't been tested but if going for more then a few months off of a drug he may enter a coma. Or if his system if flushed.
- Schizophrenia, Hysteria, & Megalomania:
As a result of his minds sudden expansion. The Key's thoughts are always racing. This manifests random hallucinations, violent changes in his behavior, and a withdrawal from reality. This is the classic sort of madness, causing him to constantly talk to himself. This goes hand in hand with his obsession with accumulating wealth and power. To be the “KEY” Figure in everything he does. To triumph over his insecurities by becoming the most powerful thing in his environment. Arrogance and extreme belief in ones abilities are part and parcel Lock Smith, as THE KEY is convinced of his own inherent superiority. He will do anything to reach the top - from devious conspiracies, cooperating with “Them“, or simply climbing over the dead bodies of competitors. Any individual of higher or equal status to him is a "competitor” - Fidgety: Not only are his enhanced senses a gift but they are a weakness. His constantly active Hyper-Neural Network always causing him to feel something. While he can control it he just can’t help but have a hard time sitting still and paying attention for more then a few minutes to anything he is not interested in..
- Human Things: Bullets, Lasers, Stronger People, Faster People, and most normal things can still kill him... though I wouldn't count on poisons, gasses and the like.
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Criminal Record:
- Aiding & Abetting / Accessory
- Armed Robbery
- Arson
- Assault / Battery
- Aggravated Assault / Battery
- Computer Crime
- Conspiracy
- Drug Manufacturing and Cultivation
- Drug Trafficking / Distribution
- Drug Possession
- Embezzlement
- Extortion
- Forgery
- Homicide
- Indecent Exposure
- Murder: First-degree
- Murder: Second-degree
- Terrorism: Caught and put on trial.. found guilty and sent to maximum security meta human prison.
- Prison break: Breaking out of above mentioned prison.
- Vandalism
- Voluntary manslaughter
- And the list goes on Ect... Ect...
Henchmen:
List of the main three types of Robotic henchmen that Key has built himself.
- The Key Makers:
These androids carry significant Artificial intelligence. They are the right handmenAndroids of The Key when falling in to a henchmen hierarchy. They are stronger then your average man able to lift some two tons with ease. They are not the strongest of Androids but what they lack in muscle they make up for in smarts and speed. More likely would one "end game" soon then fight. Showing some reason of the human fight or flight intuition. They are normally seen with assault rifles that fire lasers in a quick repeating fashion. If in close range they can activate electrical charges form there fists. Their agility is relatively High, preforming with natural agility and can perform complex gymnastics. Normally Key Makers are seen in a group rather then alone. They are based off of his fathers original Robotic "Key-men" Design. - Door Guardians:
Where the Key Makers are the right hand. The Door guardians are the fists. Heavily armored and designed for maximum strength and endurance at the cost of reduced mobility. In appearance it it closely resembled to the Key Makers only tripled in size. Able to lift an abrams tank with ease. They are less intelligent falling only to protect the main objective. Normally they take orders directly from Key himself remotely. It has the ability to emit energy laser swords from its wrists that seem to take the shape of keys, which add to the theme of them being door guardians. They can be modified to hold as missiles and shoulder mounted Gatling laser blasters. - Key-Men: The left hand. As the saying goes. Never really knows what the right hand is doing. These Key-men are supremely different from his fathers in that they are not androids. They are the Goons. People who willingly or unwillingly let The Key take a scalpel to their bodies. They are controlled through Psycho-chemicals, technology, and telepathy. They offer the humans equation that is needed in more subtle situations. They are the lesser ranked people who work for money, power or whatever 'The Key' has offered for their aid. But don't be fooled, some are just kidnapped and had their minds altered by way of chemicals used on them by The Key. They the mercenaries or mindless. They carry a number of enhancements from Cybernetics limbs, Heavy armor and weaponry normally in the shape of keys and or key holes, or are genetically spliced to give them mutated abilities. ~See The keys Robotics, Engineering, & Gadgeteering description in the skill section for an idea as to what weaponry they carry~
History:
Do the sons bear the sins of the father?
[This first part is all about his father, the first Key]
[References are taken from ComicVine article about The Key and his crimes]
Over the years Lock’s father , who Codename would he later take up , ‘The Key’ had injected himself with various "Psycho-Chemicals“, hoping to give himself psionic powers. At the time the Key discovered that the psycho-chemicals he had been taking over the years where slowly killing him. This caused him to begin searching for ways to save his life while still keeping up his evil machinations. Each failing to kill the JLA (Justice league of America), one the last few great schemes the Key had enacted was using cosmic energy to blow up a city block while he lay protected in an underground crypt. John Stewart the Green Lantern drove the energy underground, where it unexpectedly cured the Key, but caused his body to become withered and dwarfish. The Key, now with telepathic powers thanks to a cybernetic implant, tries to destroy the League. After a long battle with Batman, Green Arrow, Black Canary, and Manitou Dawn, he was beaten and sent to "the dream realm", a place for telepaths, where he could think in peace where he later somehow escapes.
The Key became physically incapable relying on his Keymen-bots, technology , and intelligence to survive. During this time, The Key had successfully gained the psionic powers he was striving for without the aid of Cybernetics. With new abilities, plans, and newfound inspiration. Lock’s father, yet again, failed to kill the JLA. Key had used the android Amazo to steal incredibly powerful energy from several of the leaguers bodies, which he then used to restore his own body to normal. Although the JLA defeated the Key once more the witch Zatanna used her magic to return the Key to normal permanently. The parameters of “Normal” were unexpected. Over the years The Key’s body began to shrink, wither, and attack itself. His body reverting to its previous state from when it was withered and dwarfish after his attempt to blow up a city block. Zatanna’s magic had locked his body in this state of pestilence. Eventually his body had gone to the brink of death not even able to speak. Kept alive by his Keymen-Bots. The Key induced himself into a coma allowing his mind to escape to “The Dream Realm”.
The when he first dawned the identity of the Key after his days with Intergang, he had put himself into a self induced coma after first giving himself the Psycho-Chemicals. There he laid in the coma for years being trapped in his own mind as it slowly expanded, plotting as his intelligence increased. From that, being in a coma was no problem for the madman. It was even better since he wasn’t trapped in his own head this time. As his consciousness roamed the Dream realm. Before he went into the coma Lock Smith’s father was able to program scenarios with which his Keymen-bots were to began to and run the protocol until the end goal was reached… That end goal being restore his body. The Key bots had an endless amount of scenarios to run through that The Key had designed. The first were to restore the Keys own body itself but, nothing worked. His body rejected artificial limbs and organs, his nerves were shot and damaged from constant quantum speeds of thought through his hyper neural networks. Eventually The Keys body was covered in scars, now missing limbs from failed attempts by the key-men to put him back together, along with wires and IV's sticking from him.
When the next protocols was to be enacted the Key-men immediately they planned everything to perfect detail and efficiency. The year was 2012 when the Key-men successfully kidnapped a young women from the streets of Paris, France since the key had hidden away from the world and set up his base of operations there. The protocol was to grow a body to download the Key’s intellect to. The women name was Amelia Antoinette. Her physical traits met the keys personal preference for a women that he would want to have a baby with as well as biological and mental aspects. Her professions in the field of medicine a great help during the scenario. The Keys programmable psycho-virus was then used on her, The virus initiated a dream-like hallucination flu that caused her mind to slowly change, the hallucination being her marriage to The Key and having a child willingly. By the time she woke up from the dream state she was far into her pregnancy. The key bots having managed to keep her nutrition and health at their peeks. With Amelia‘s mind altered she willingly gave birth to a young baby boy. Through genetic tampering there was no surprise that the baby was a boy. As the worlds merged. With plans on schedule the bots didn't need to keep her prisoner as she to helped to bring The Key from his self induced coma from the dream Realm.
Sure making and growing a test tube baby would be faster, but the key found that the natural creation of a brain suited his needs. Yet, the key still went on with creating the needs to produce biologically artificial bodies. The Key's body was withered to a point where he was forced to use a wheelchair, though incredibly high tech it was a wheelchair nonetheless. Travailing around he had Amelia at his side to keep up his health as well as the key men-bots. This scenario seemed to be the best as its rate of success was 120%. Remotely controlling his tech, Key waited until Lock would be old enough to take the strain of the Psycho-chemicals. At this time Lock was still nameless, the scenario being called project Locksmith and The Key thus named his "Son" Lock Smith. The Key was running out of time, his body was dying the chemicals he needed to live were also killing him faster in a productive- counterproductive circle of unfair efficiency. Injecting the four year old Lock Smith with the mind enhancing Psycho-chemicals. The Key kept a constant eye on the progress of Locks mind.
~Keep your sins I can make my own~
[Lock it born]
Lock passed out moments after he was given the Psycho-chemicals the boy didn't wake up until several months later. His brain now using fifty percent of its untapped potential. For the most part, The Key saw his son as a new outlook on life. At five years old Lock already knew how to program a video game and back hack applications for child like fun. The child didn't need to go to school, most of the time reading a book on his own or being taught by his father. There was little or no emotional attachment but their was some type of bond between the two. Growing up, Lock was used to get business done for The key. It wasn't odd to see a child with a toy ray gun standing next to The keys wheelchair, and firing when told to. Lock soon grew into a morality of child like sadism thinking the situations were more like games then death. besides having a kid walk into a bar and "say did someone lose their keys" made the Key himself laugh as the place blew sky high once his 'son' was safe. Nothing was more important this Locks brain's health. It was the only reason why a natural son was a more suitable body then something from a test tube. The Key wanted the natural brain to be perfect for the transfer. Though protocols were still being set in motion as the key bots gather the equipment to grow a body just in case errors were made. The errors were not on behalf of the child but The Key himself, his ever declining health meant that an emergency increase in time would force him to set his plan into motion sooner rather then later.
Lock was given daily injections of the Psycho-chemical following the Keys private performance charts of mental growth perfectly. Though Lock was childish he was more then smart enough to challenge his father to a game of chess even though he lost every game. Despite his youthful childish ways lock invented several highly advanced electronic devices including his own version of a Key man that Lock called "A key maker", deadly toys that could be weapons. His father scoffed at the invention but was impressed at the quantum processing speeds that aloud Lock to make and create his own games since he had no friends other then his mother or the robots to talk to. The Key was no father. If he ever acted like it he wasn't a good roll model. Even in his disfigured state the Key found ways to keep up his illegal activities because hate was hate and obsession was obsession. He still wanted to unlock the Key to world domination and kill old enemies. By the time he was ten Lock had seen more then his fair share of crime as he some time remotely commanded his fathers Keymen on crimes. He found them to be "Fun shooting games".
When Lock was in his room one day roaming around he decided to hack into his fathers computer nearly getting caught as he entered a wrong security code. All he wanted was the programming for the key men so he could make his own 'key makers' better. To Lock's surprise he found their current long term protocols classified as Project LockSmith. It was horrifying as he view personal video records of his creation and detailed aspects of things he had done so far in his life. In shock, Lock clicked on the end goal. The transfer of consciousness from body one to another using surges of psycho-electricity. The psycho-electric output Lock's brain would be emitting should be enough to opens the doorway of a Negative Space Gate. The concept caused Lock to remain silent as he examined the information. Once the "door" was unlocked it would drain ambient radiation from its host space. The energy would be taken then used to boost The Keys own power. The strength of the act being enough for the Key to replace Lock's with his own and in turn causing Lock to in essence, Die. Surely any-other child would have not known what it meant but he did.
Lock thought his sneaking had set a silent alarm off as he was dragged away from the computer by a Keyman in a hurry. Hastily taken to a lab, his mother was connecting his father to a machine. The last words he heard before going unconscious was a command to 'put the boy under'. The key only moments ago had a set of strokes that scared him to under go the procedure when it took some twelve minutes to revive him. The machine was activated once Lock was strapped into it.
The Psycho-electric out put that both the Key and Lock's minds emitted where more then expected and for a moment both of there mind formed into one being of conscious during the transfer. It may have been dumb luck or fate the his father was never to see his plans finshed. There was nothing The Key could do when his body decrepit, torn, and withered finally gave out causing the entire experiment to shut down and deactivate the machine. The Key had died before the transfer was finished though with interesting results. The Key had downloaded a large portion of his knowledge to his son. Lock himself entered a small coma as his mind overloaded in the process needing time to reset. A week later Lock awoken in a medical lab with his mother by his side. Lock couldn't believe it as he suddenly knew things about the word that he never knew before and about things his father was going to work on. Immediately he sprung from his bed with an agility he never had before and shut down all operations that his father set into motion. Not long afterwards did his mother die from chemical poisoning when a canister exploded flooding the room she was in with gas. Though Lock will never admit it he had a sons love for his mother, the accident hurting his heart, emotionally.
He understood fully why his father was the way he was but also thought he was a fool. it is uncertain if some of his fathers personality was transferred over but a strong need for power was obvious in his youth. By the time Lock was fifteen he had already pitted his skills against the super hero team of the time (Teen titans, Young justice, Young Titans, Whatever) several times. Lock had taken on the code name "Key" in his crimes. At they time they were child like, using games and things to mess with people. All the while he began to experiment with his fathers Psycho-Chemicals. Locks skin had already begun to take on its pale color. From robbery to grand theft auto, Lock was now "The Key" as he began to shine in the underworld of crime. He eventually became a prominent villain to the younger crowd of heros.
Sometime before he turned 21, Lock had created an enhanced version of the the psycho-chemical soon administering it to himself. The after effects were incredibly rough but they end result had worked, his mind was quite literally expanded as all the doors of his mind were unlocked at once. His brain began to use all of its untapped potential. Though his body was slow altering form his former injections of the chemical as a child, this since began the start of his bodies alterations. [See weaknesses Schizophrenia, Hysteria, & Megalomania; Anemia, ect....]
~Currently~
The Key has a reputation as a criminal scientist who specializes in procuring and constructing illegal drugs, science-based equipment, illegal enhancement surgery, or as a crime doctor for other Villains who obviously can't go to hospitals. Lending his skill to anyone willing to pay his price, for both legal and not-so-legal purposes. It is due in part to his long criminal record that he found his way into the Masters of Injustice having been in league with them since he was twenty three years old.
While he holds no real trust in the members of MOI but he would rather work with them. While his standers for super villainy are high The Key has been known to work outside the circle and has been associated with various other groups. Having contacts in the remnants of Intergang, and using the resources of other crime syndicates like the mafia, yakuza.
While he does work in a group, his solo villainy has given him a wide reputation, The Key most of the time has no reason behind most crimes simply building a weapon of mass destruction simply cause he wanted to. Most recently The Key's failed chemical bombing of The US House of Representatives building was thwarted by SHIELD agents Michael "Hawkeye" Barton, Grace "Brand" McCoy; with aid from the Young Titans Kyle "Chronomancer" Carter.
RP Sample:
~See Sample In My Raphael Strange Applacation~
++OOC Info++
Player: Zack
Other characters played: Raphael Strange
Any plans in mind for the character?
Make him study what his father could do. Be Able to "feel" the surge of psycho-electricity that opens the doorway (called the Negative Space Gate) as it starts to drain ambient radiation from its host space. And eventually be able to do it himself. [later power upgrade?]
Do you agree to the rules: Yes, shumagorathmonitor