There's something to be said for the classics.
This is, however, the more modern, Tech Pack, Thunderbolts-y Fixer. He's pretty potent, with a lot of depth in his one power set, but nonetheless I think he works well.
By the way, I can hear you complaining, "Buddy is 1d6? WTH? Do you not remember his long-term partnership with Mentallo?" To which I respond, go back and read about it, then come back and your case. Yeah, they worked together for a long time, and they were terrible. That and, well, Affiliations change over time anyway.
What I'm most looking forward to is building Forge - I think he's coming up next week - and comparing him to Fixer. Honestly, Fixer should blow Forge out of the water as the latter's claim to fame is that he ruins everything he touches by trying to improve it.
Thinks on His Feet
Energy Blast 1d10
Enhanced Durability 1d8
Enhanced Reflexes 1d8
Enhanced Stamina 1d8
Enhanced Strength 1d8
Rocket Pack 1d8
SFX: More Gadgets - Add a 1d6 and step up your effect die when using Tech Pack to create assets that are gadget-based.
SFX: More Power - Shutdown a Tech Pack power to step up another Tech Pack power by +1. Recover power by activating an opportunity.
SFX: Multipower - Use two or more Tech Pack powers in a single dice pool at -1 step for each additional power.
Limit: Gear - Shutdown Tech Pack and add a die to the Doom Pool. Activate an opportunity to recover.
Crime Expert 1d8
Science Expert 1d8
Tech Master 1d10Vehicle Master 1d10