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The Mechanic

The one-time hired assassin was working on a job when he discovered that the mob boss didn't want him around anymore. The explosion did not kill him and the clue all lead back to his boss. He was on his way back to have a "private meeting" with the Don when he got to thinking, there are advantages to being dead.

He was a free agent now, not having to follow orders, taking the jobs that he wants. He has taken on a secret identity to maintain the illusion of his death. One of his first contracts was form a young widow for a very low amount of money, the Don would not bother him anymore.

The Mechanic uses a special bored out .44 magnum with a silencer. The gun is not all that accurate, but the slug is so large that he can manipulate the shot with his Telekinesis. He likes the long ranged shot and prefers escape to a fire fight.

The Mechanic

PL 10 (150PP); Init +5; 30ft (Run), 40ft (Flight); Defense 20/15 (5 Base, 5 Dex); BAB +10; +12 Melee, +15 Ranged (8L Pistol); SV Dmg +4 (8 Protection), Fort +4, Ref +5, Will +2; Str 14, Dex 20, Con 18, Int 12, Wis 14, Cha 10 (Total 68PP)

Skills: Hide 4/+9, Disguise 4/+4, Escape Artists 4/+9, Move Silently 4/+9, Spot 4/+6, KS: Gangster Life 4/+5 (Total 24PP)

Feats: All-Around Sight, Precise Shot, Point Blank Shot, Quick Draw, Far Shot (Total 10PP)


  • Telekinesis +8 (Source: Mutation; Extras: Flight, Force Field) (Cost 4 / Total 32PP)
  • Pistol (Weapon) +8 (Source: Technology; Extra: Subtle) (Cost 2 / Total 16PP)