Defilers of Justice
THE KEY

NAME : Garreth Stone IDENTITY : Public OPERATIONS : The Gulag, WI, DSA [Earth-E] POWER LEVEL : 10 PLAYER :
non-player character
The Key

STRENGTH 3 STAMINA 4 AGILITY 7 DEXTERITY 2 FIGHTING 11 INTELLECT 4 AWARENESS 4 PRESENCE 3
Abilities Cost: 76

Lifting STR 3 400 lbs. Running 2 8 MPH Jumpline 4 120 ft. Impervious ignores up to 3

* - without
Defensive Roll

DODGE (AGL) 13/12 (DC 23) PARRY (FGT) 13/12 (DC 23) FORTITUDE(STA) 7 TOUGHNESS(STA) 7/5* WILL (AWE) 8
Defense Cost: 15
Offense:

Unarmed
+14 Close, Damage 3 Gauntlets & Shinguards +14 Close, Damage 4 Shaped Charge Key +11/9 Ranged, Damage 9, critical 18-20 Key Shuriken +14/12 Ranged, Damage 6, critical 18-20 other keys -- Ranged, varies

INITIATIVE +11

Accurate Attack Agile Feint Assessment Attractive Benefit 2 (DoJ, Athletics uses Agility) Connected Defensive Roll 2/1 Equipment 5

Evasion 1 Fast Grab Great Endurance Hide In Plain Sight Improved Defense Improved Disarm Improved Initiative 1 Instant Up Luck 2 Move-By Action

Power Attack Quick Draw Ranged Attack 7/7 Set-Up 1
Improved Critical 2 (18-20) w/Key Shuriken Improved Critical 2 (18-20) w/Shaped Charge
Advantages Cost: 38
Notes:

Acrobatics 8 7 1 Athletics 7 7 -- Close Combat 14 8/3 3 Deception 5/7 3/2 2 Expertise
Parahumans 8 4 4 Football 8 4 4 Insight 5 4 1 Intimidation 5 3 2 Investigation 5 4 1

Perception 6/10 4/4 2 Persuasion 7/9 3/2 4 Ranged Combat 9 2/7 -- Thrown Keys 11 2/7 2 Key Shuriken 14 2/9\2 1 Sleight of Hand 5 2 3 Stealth 10 7 3 Technology 8 4 4 Treatment 5 4 1 Vehicles 8 2 6
Skills Cost: 22

Runningback: Speed 2 2
Powers Cost: 2

Stealth Suit: Visual Concealment 4, all; 8 14 Protection 1, Impervious Toughness 5 (ignores 3) 6 Gauntlets & Shinguards: STR-based Damage 1 1 Clearview Goggles: Senses 3 (Low-Light Vision, Infravision, Extended 6 Vision 1); Immunity (Sight Sensory Afflictions) ½ Effect; Enhanced Skills (Perception 4) only w/sight Keychain Array: Removable(-1) 5 AE Snag & Pull: Move Object 4, only in certain paths and directions 4 AE Decel Swingline: Movement (Swinging, Safe Fall) 1 AE Jump Line: Leaping 4 (120 Ft.) 1 Rebreather: Immunity (Suffocation) 2 Key Bandoleer Array: Removable (-5) 19 AE Explosive Key: Ranged Damage 7, Burst, Diminished Range 1 20 AE Shaped Charge Key: Ranged Damage 9, Diminished Range 1, 1 Improved Critical 2 AE Key Shuriken: STR-based Damage 3, Ranged 6, Multiattack 6, Precise 1 Accurate 1, Ricochet 2, Diminished Range 1, Improved Critical 4 AE Key Shuriken - widespread: STR-based Damage 3, Area Cone 6, 1 Selective 6 AE Tear Gas Key: Ranged Affliction 5, Extra Condition, Cloud, (Dazed 1 and Visually Impared, Stunned and Visually Disabled, Incapacitated), Diminished Range 1
Devices Cost: 47
Total Cost: 200
Base Points: 160 ExP Spent: 40 Experience Points Total: 0 Total Points: 200
Equipment:

Key Cycle, other tools as needed 20 DoJ Communicator 2 Contribution to DoJ Bases and Vehicles 3
Complications:
Convicted Felon - Garreth has served his time for crimes he commited, and then was promptly recruited by The Lock.
Mistaken Identity - People mistake him for Harrison Lambert, The Lock, because they dress identically.
Relationship - Garreth killed his brother Derrick when he was injured, and served the standard sentence for it. His master, Harrison, has taught him everything Garreth knows, but not everything Harrison knows. They are also sexual partners. Harrison enjoys when Garreth uses his key on Lambert's lock.
Responsibility - Garreth feels he needs to assist Harrison in completing his work, including the paranoid parts, and then hopefully take credit for it.

THE KEY CYCLE

HOMEBASE : The Gulag SIZE : Medium OWNER : The Key
The Key Cycle

SIZE 0 STRENGTH 1 TOUGHNESS 8 DEFENSE 0

Riding 6 120 MPH

Two-Tired: Speed 6 6 Features: Alarm, Navigation Sytem 2
Total Points: 12

Keymaster II was created and and designed by Jason Hobbs. This version is an NPC.

© Copyright 2021, 2024 - Jason D.C. Hobbs, Kenneth G. Hallaron

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Last updated on 4 June 2023