Character Name: End Game
Alternate Identities: Susan Donner
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20/60 13- / 21- HTH Damage 4d6/12d6 END [2/14]
26 DEX 10 48 26 14- OCV 9 DCV 9
20 CON 10 20 20 13-
20 BODY 10 20 20 13-
18 INT 10 8 18 13- PER Roll 15-
14 EGO 10 8 14 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
20 COM 10 5 20 13-
4 PD 4 0 4/7 4/16 PD (0/12 rPD)
4 ED 4 0 4/7 4/16 ED (0/12 rED)
5 SPD 3.6 14 5 Phases: 3, 5, 8, 10, 12
8 REC 8 0 8
40 END 40 0 40
40 STUN 40 0 40
6" Running 6 0 6"
2" Swimming 2 0 2"
4" Leaping 4 0 4"/12" 143 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"/12"
V. Leap (2") 2"/6"
DEFENSES
Type Amount
Physical Defense 4/16
Res. Phys. Defense 0/12
Energy Defense 4/16
Res. Energy Defense 0/12
Mental Defense 10
Power Defense 0
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels: +5 with Fire Arms
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: End Game
Alternate Identities: Susan Donner
Player Name:
SKILLS
Cost  Name
3 Scholar
2
1) KS: Alchemy (3 Active Points) 13-
1
2) KS: Arcane and Occult Lore (2 Active Points) 11-
1
3) KS: Mecenary World (2 Active Points) 11-
1
4) KS: Mystic World (2 Active Points) 11-
3 Concealment 13-
3 Stealth 14-
3 Streetwise 13-
3 Tactics 13-
3 Security Systems 13-
3 Lockpicking 14-
2 Computer Programming (Hacking and Computer Security) 13-
3 Shadowing 13-
3 High Society 13-
3 Deduction 13-
3 Disguise 13-
3 Conversation 13-
3 Inventor 13-
2 Weaponsmith (Firearms) 13-
2 WF: Small Arms
1 Language: Latin (basic conversation; literate)
15 +5 with Fire Arms
67 Total Skills Cost
 
POWERS
Cost  Power END
40 Custom Sniper Rifle: Multipower, 90-point reserve, (90 Active Points); all slots OAF Durable (-1), Beam (-1/4)
4u
1) Heart Seekers: Killing Attack - Ranged 2d6+1, 4 clips of 12 Charges (+0), Autofire (3 shots; +1/4), Increased Maximum Range (1,975"; +1/4), No Range Modifier (+1/2), Penetrating (+1/2) (87 Active Points); OAF Durable (-1), Beam (-1/4)
[12]
3u
2) Viper's Bites: Killing Attack - Ranged 1d6, Increased Maximum Range (1,775"; +1/4), No Range Modifier (+1/2), No Normal Defense (LS: Immunity to Poisons; +1), Does BODY (+1), Autofire (3 shots; +1 1/4) (75 Active Points); OAF Durable (-1), 2 clips of 6 Charges (-1/2), Beam (-1/4)
Notes: Bullets contain an absolutely deadly alchemical contact poison
[6]
4u
3) Demon Killers: Killing Attack - Ranged 3d6-1, 4 clips of 12 Charges (+0), Affects Desolidified One Special Effect of Desolidification (Ghosts and Spirits; +1/4), Penetrating (+1/2), No Range Modifier (+1/2) (90 Active Points); OAF Durable (-1), Beam (-1/4)
[12]
3u
4) Hellfire Rounds: Energy Blast 6d6, Affects Desolidified One Special Effect of Desolidification (Ghosts and Spirits; +1/4), No Range Modifier (+1/2), Armor Piercing (+1/2), Explosion (-1 DC/2"; +3/4) (90 Active Points); OAF Durable (-1), 2 clips of 6 Charges (-1/2), Beam (-1/4)
[6]
3u
5) Ghost Catchers: Entangle 2d6, 4 DEF, Affects Desolidified One Special Effect of Desolidification (Ghosts and Spirits; +1/4), Cannot Be Escaped With Teleportation (+1/4), Increased Maximum Range (1,875"; +1/4), Takes No Damage From Attacks All Attacks (+1/2), No Range Modifier (+1/2) (82 Active Points); OAF Durable (-1), 2 clips of 6 Charges (-1/2), Cannot Form Barriers (-1/4), Beam (-1/4)
[6]
6 Predatory Edge: +2 PER with all Sense Groups 0
8 Eagle's Gaze: +5 versus Range Modifier for Sight Group 0
12 Ghost Sight: Detect A Class Of Things (Ghosts, Spirits, Supernatural Creatures) 13- (Unusual Group), Range, Sense 0
13 Rage Fueled Strength: +40 STR (40 Active Points); Increased Endurance Cost (x3 END; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Does 1d6 Killing Damage to self per use; -1/2), No Figured Characteristics (-1/2)
Notes: Muscles will tear and blood vessels will burst, but for a brief time End Game may manifest seemingly impossible strength.
12
9 Dense Metahuman Frame: Armor (3 PD/3 ED) 0
18 Tougher Than She Looks: Combat Luck (9 PD/9 ED)
7 Mystic Training: Mental Defense (10 points total) 0
7 Elixir of Life: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2) 0
3 Elixir of Life II: Life Support (Longevity: 800 Years) 0
140 Total Powers Cost

Character Name: End Game
Alternate Identities: Susan Donner
Player Name:
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
15 Physical Limitation: Violently Alergic to many drugs and common medications (Infrequently, Fully Impairing)
15 Dependent NPC: Younger Sister, Rachel Donner 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Social Limitation: Secret ID: Susan Donner (Occasionally, Major)
Notes: End Game would suffer severe financial loses and her sister would be at risk were her true identity to become widely known; this is almost certain to happen eventually.
20 Hunted: UNTIL and international law enforcement agencies 8- (Mo Pow, NCI, Capture)
20 Hunted: Clients 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Psychological Limitation: Casual Killer (Common, Moderate)
20 Psychological Limitation: Always keeps word, always honors a contract, always pays back a favor (Very Common, Strong)
15 Psychological Limitation: Very Cautious, somewhat paranoid, does not trust anyone completely (Very Common, Moderate)
5 Rivalry: Professional (with other Metahuman Mercenaries; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 NPC Merc Bonus
150 Total Disadvantages Cost
APPEARANCE
Hair Color: Blue
Eye Color: Blonde
Height: 1.77 m
Weight: 67.00 kg
Description:
End Game does not wear a distinctive costume, and will generally dress as unobtrusively as possible. Her skill with disguise makes any given hair or eye color strictly temporary.
BACKGROUND
The pain was worse than anything she could have imagined. Worse than fire. Worse than her own death.

She looked down into his empty eyes and ruined face. The sound that came from her mouth was not human.

He had been a genius, a lover, a teacher, a savior. When she had come to him, fresh from the army and without direction, he had given her a reason to go on. He had opened her eyes to the mystic arts, and had taught her how to match those arts to her own skills. When leukemia was claiming her sister by inches, he had cured Rachel. When her own body had been broken by a vigilante, and her own life had been fading, he had given her the Elixir, and brought her back to him.

Now he was dead.

One year later …

The mercenary who called herself End Game sighted down her rifle at the thin man as he pranced and boasted. The vigilantes were helpless, paralyzed by gas. The thin man was ranting at them. Her first shot stopped him as still as his victims, freezing his spirit. Her next three shots took him in the head, forcing caustic poison into eyes and mouth and skin. He was tough. It took another shot to kill him.

She climbed quickly down from the roof top and made her way back to the hotel. In the shower, she remembered her lover. She did not allow herself to weep.

When her mentor and lover died, End Game was obsessed with the idea of revenge. She spent over a year tracking down and killing over a dozen men and women whom she suspected of having been involved in his death. Some were vigilantes; some were criminals. In the end, she could never be sure that she had gotten them all. To fund her crusade she sold her services as a killer to any who had need of her. More than one employer tried to betray her; none tried twice.

Now she has made a name for herself as a singularly skilled cape killer and monster hunter. Jobs are easier to find, and more profitable. As Susan, she has kept in contact with Rachel, who still believes her sister to be working for a medical company. Her life is slowly coming back together, but she is still riding the edge.
PERSONALITY
Susan is a cold hearted killer, her ability to love and trust deeply suppressed. She is paranoid, cautious, and incapable of seeing most people as anything other than threats or targets. She continues to kill not so much for the money (though that is useful) as because she can see no other life for herself.

The only spots of brightness in Susan’s life are her sister Rachel and her fascination with Alchemy and the Occult. When not working or training, she can often be found emailing her sister, browsing occult book stores, or sitting in on lectures by experts on her pet subjects. At these times, she is almost happy.
QUOTE
“That’s interesting. Tell me more.” (smiles)
POWERS/TACTICS
Susan was already an expert sniper before the Elixir heightened her physical abilities to Olympian levels. From her mentor she received further training in practical infiltration, disguise, security, and practical Alchemy. Her Alchemical training, and her mentor’s research, allowed her to develop a range of ammunition for her self-designed rifle.

Susan will carefully investigate a target for days or weeks before striking, learning all she can about the target’s strengths, weaknesses, and paranormal abilities (if any). When possible, she will wait for the target to be involved in conflict with someone else before taking her shot. She prefers to shoot from a distance, the further the better. If hit locations are being used in the campaign, she will try to open with a surprise head shot using whatever type of ammunition seems appropriate. She will always have at least two escape routes planned, and will often wear an easy to remove disguise when making the actual hit.

Susan has no desire to engage in hand-to-hand combat, but should she be trapped in such a situation is more than able to kill a normal human in a single blow.

CAMPAIGN_USE
End Game might be hired by a hunter to kill off an important NPC or villain. She might also serve as a short term love interest with some very dark secrets. In that case, she might meet the PCs while investigating one of them for a possible hit. If her sister is threatened, Susan will become the deadliest possible enemy.

Character created with Hero Designer (version 2.41 -- interim build)

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