PL 11 215pp
STR 10 (+0), DEX 12 (+1), CON 12 (+1), INT 22 (+6), WIS 16 (+3), CHA 14 (+2)
Bluff 8 (+10), Craft (electronic) 12 (+18), Craft (mechanical) 11 (+17), Disable Device 12 (+18), Diplomacy 4 (+6), Gather Information 12 (+14), Intimidate 6 (+8), Knowledge (physical sciences) 12 (+18), Knowledge (streetwise) 9 (+15), Knowledge (technology) 13 (+19), Notice 5 (+8), Pilot 6 (+7), Search 4 (+10), Sense Motive 5 (+8), Stealth 5 (+6)
Attack Focus (ranged) 2, Benefit 3 (Wealth 3), Dodge Focus 2, Equipment 12, Inventor, Master Plan, Minions 9 (25 Warmechs (v.5), Sidekick 28 (Warmech 10.0), Speed of Thought
Device 8 (Multi-ray, easy to lose, Blast 12 (Extras-Autofire, PF:Accurate) AP:Shrink Ray 12 (Fortitude save, Range,) AP:Brain Drain ray (Drain INT 14 (Ranged, Will save))
Device 10 (Electro-belt, hard to lose, Force Field 10 (Extras-Impervious, Linked Strike 10 (Extras-Sustained, Aura))
Smoke grenades, armor (+3 toughness, commlink), repair tools, personal computer, headquarters, vehicles
Attack +6, +8 ranged, +10 rapid rays (DC 27, Autofire, rapid-rays, DC 22 Fort, Shrink Ray, DC 24 Will, Drain INT), Defense +8, +3 flat-footed)
Toughness +14 (10 Impervious), Fortitude +3, Reflex +5, Will +8
Abilities 26+Skills 31+Feats 59+Powers 64+Combat 24+Saves 11=215
Minions wrote:WarMechs (v. 5.0)
PL 7/Minion rank 5
Abilities:STR 26 (+8), DEX 9 (-1), CON -, INT 6 (-2), WIS 10 (+0), CHA -
Powers:Immunity 30 (Fortitude effects), Protection 10, Blast 8 (AP:Enhanced STR 16)
Combat: Attack +5 (DC 23 Blast or unarmed), Defense +4
Saves:Toughness +10, Fortitude-, Reflex +0, Will-
Abilities -5+Powers 57+Combat 18+Saves 1=71
Sidekick wrote:WarMech 10.0, PL 11
Abilities: STR 34 (+12), DEX 8 (-1), CON -, INT 12 (+1), WIS 10 (+0), CHA 8 (-1)
Skills: Intimidate 12 (+11), Knowledge (Tactics) 12 (+13)
Powers: Blast 12, Strike 3 (PF:Mighty, Improved Critical 2), Protection 15 (Impervious 11), Immunity 30 (Fortitude), Immovable 1 (Unstoppable)
Combat: Attack +7 (DC 30 blades, 18-20 crit, DC 27 Blast), Defense +5
Saves: Toughness +15 (11 Impervious), Fortitude -, Reflex +0, Will -
Drawbacks: Vulnerable (Electric attacks, moderate, -2pp)
Abilities 22+Skills 6+Feats 1+Powers 88+Combat 24+Saves 1-Drawbacks 2=140
•Little is known about the second man to bear the Technocrat name, except for a few key facts. Firstly, he is a genius at robotics, creating a variety of weapons and automated fighting machines. Unfortunately, he sells these machines for his own personal gain, and will even sometimes commit daring robberies himself to steal cutting-edge technological developments. He'll work as muscle for hire too, if the pay is good enough, and it often is, because his fellow super-criminals (and often more mundane sources, businessmen, dictators) acknowledge the utility of his inventions.
His business is quite profitable, and whenever heroes shut down his latest operation, they can be sure he'll spring up again, once he escapes with teh aid of his newest rocketbelt/dimensional shifter/time stopping rod what have you. And whenever he does get tossed in jail, the affably charismatic man will soon have a host of robots free him. He has a variety of Warmechs, but his favorite was his very first one, which he has upgraded over the years to its tenth version, his most prideful accomplishment. An intelligent weapon that can learn and is programmed with a variety of combat strategies and armed with a ferocious blaster cannon and terrible arm blades. Utilizing esoteric weapon and defense systems of his own, his electro-force belt and Multi-ray a powerful hand-held weapon that can unleash a variety of effects can give most heroes a decent fight, if it comes to that.
He's had his run-ins with heroes over the years, and was one of the first foes Megaforce fought when they were formed a little over a year ago. His robots were distracting much of the team while attempting to steal nuclear weapons (he doesn't believe in just selling his own goods) and Valiant and the Agent burst into his nearby underground lair. He couldn't harm or shrink Valiant, but he was able to drain his mind until he was completely unconscious. It was the Agent who won that day, getting the Technocrat to call off his robots and turning the Technocrat into one of the team's most recurring opponents.
•Another original build, there's not much to say about the Technocrat that hasn't already been said. He's a good threat on his own, if only because he's never actually on his own, and can throw squads of robots at his foes. A group of PL 10 heroes would be able to take him, but it wouldn't be easy to do with brute-force. Using electrical attacks, or clever planning however, could send him packing.