Val CHA Cost Roll Notes 13 STR 3 12- Lift 151.6 kg; 2 ½d6 HTH Damage  17+7 DEX 14 12-/14- 13 CON 3 12- 26 INT 16 14- PER Roll 14- 21 EGO 11 13- 15 PRE 5 12- PRE Attack: 3d6 6+2 OCV 15 6+2 DCV 15 7 OMCV 12 7 DMCV 12 3+2 SPD 10 Phases: 4, 8, 12/3, 5, 8, 10, 12 6+6 PD 4 Total: 6/12 PD (0/6 rPD) 6+6 ED 4 Total: 6/12 ED (0/6 rED) 6 REC 2 26 END 2 10 BODY 0 24 STUN 2 Total Characteristics Cost: 130 Movement: Running: 14m/28m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills Reflex Suit, all slots OIF (-1/2) 9 1) +7 DEX; OIF (-½) 7 2) +2 OCV; OIF (-½) 7 3) +2 DCV; OIF (-½) 13 4) +2 SPD; OIF (-½) 12 5) Resistant Protection (6 PD/6 ED); OIF (-½) 94 Technopathy: Variable Power Pool (Gadget Pool), 75 base + 75 control cost, VPP Powers Can Only Be Changed in Doctor Ator's Laboratory (-½); all slots OIF (all powers bought via VPP must have at least -½ worth of this Limitation; -½) 20 Needle Pistol: Blast 3d6, NND (Life Support (appropriate Immunity) or not having a circulatory system; +1); OAF (-1), 12 Charges (-¼), Must Target Unarmored Hit Locations (-¼) plus Blast 1d6, NND (Life Support (appropriate Immunity) or not having a circulatory system; +1), Damage Over Time, Target's defenses only apply once (3 damage increments, damage occurs every three Segments, can be negated by proper anti-venom; +3); OAF (-1), Linked (Blast; -½), 12 Charges (-¼), Must Target Unarmored Hit Locations (-¼),  2 Fast On His Feet: Running +2m (14m total), END 1 24 Optical Camouflage Harness: Invisibility to Sight Group , Reduced Endurance (0 END; +½); IIF (-¼) Perks 37 Air Cycle: Vehicle Talents 3 Lightsleep 4 Speed Reading (x10) Skills 3 Bugging 14- 3 CK: New York City 14- 3 Combat Piloting 12- (14-) 3 Computer Programming 14- 5 Cramming 3 Electronics 14- 3 Inventor 14- 3 KS: The Superhuman World 14- 0 Language: English (idiomatic; literate) 3 Lockpicking 12- (14-) 3 Mechanics 14- 3 PS: Scientist 14- 3 Security Systems 14- 1 Streetwise 8- 3 Systems Operation 14- 1 TF: Grav Vehicles/Hovercraft, Small Motorized Ground Vehicles, Two- Wheeled Motorized Ground Vehicles 2 WF: Small Arms 2 Weaponsmith (Energy Weapons) 14- 3 Scientist 2 1) SS: Biochemistry 14- 2 2) SS: Chemisty 14- 2 3) SS: Computer Science 14- 2 4) SS: Electrical Engineering 14- 2 5) SS: Genetics 14- 2 6) SS: Mathmatics 14- 2 7) SS: Mechanical Engineering 14- 2 8) SS: Physics 14- Total Powers & Skill Cost: 299 Total Cost: 428 400+ Matching Complications (75) 15 Hunted: Agency/Corporation (e.g. STAR Labs) 8- (Mo Pow; Harshly Punish) 15 Hunted: Corporate Supergroup/Hero (e.g. Binary) Frequently (AsPow; Harshly Punish) 5 Negative Reputation: a bit of a crank, Infrequently 15 Physical Complication: Nearsighted (Infrequently; Greatly Impairing) 10 Psychological Complication: Feels Slighted By The Academic/Science World (Common; Moderate) 20 Psychological Complication: Manic-Depressive (Common; Total) 15 Psychological Complication: Prone To Monologuing (Common; Strong) 10 Rivalry: Professional (Any Other Science/Gadget-based Superhuman; Rival is As Powerful; Rival can be a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Total Complications Points: 75 Experience: 28
Background/History: Some are born great, some achieve greatness through hard work and diligence, and some have greatness thrust upon them. And then there’s Doctor Mortimer Ator, who while good, was never great, and if he keeps going as he is, never will be. To be honest, this isn’t entirely Mortimer’s fault, as he suffers from Malign Hypercognitive Disorder (or MHD for short) and thus, has a genetic predisposition for mad science and super villainy. The problem is, he’s just not good enough to really make it as a solo villain, and is too vain and egotistical to work well with others.
Mortimer started out promising enough (even with the name of ‘Mortimer’), winning science fairs, gaining a scholarship to a prestigious university, and graduating with top honors. It’s when he came out into the real world and started a career in corporate research that things started to go wrong. Oh he was a scientific genius, no one could doubt that; however his inventions, while apparently ground-breaking in concept, design, and application, proved to be less than successful when put out for field tests.
It took some time for the truth to be discovered, as for every failure, Ator managed to produce two working ideas. The problem came when some of his more grandiose inventions failed in trials, even after Ator himself was able to demonstrate them perfectly. Mortimer Ator, it seemed, was a technopath. He could build anything he could imagine, but odds were, only he could use it.
The news came as a crushing blow to Ator. The company, for their part, recognized the potential of having a technopath on staff, and made Mortimer a handsome offer, but he would have none of it. Their offer would have put him into a separate research division, away from the others, and his work would be heavily scrutinized before being put out for testing. Mortimer could have kept his job, but would have lost rank and prestige.
And that’s when the MHD kicked in.
Declaring loudly to all and sundry that his genius was being mocked, Mortimer announced he would show the company, nay—the world! his brilliance. No more would he be ridiculed and derided, instead he would bring a reign of technological terror to the world, forcing those who had looked down on him to admit his greatness and give him the wealth and fame he so just deserved!
And thus, a supervillain was born.
Personality/Motivation: Mortimer Ator is a classic “mad scientist” of the type normally seen in old black-and-white movie serials and 60s-era comic books. Of the opinion the scientific world is laughing at him behind his back, he’s decided to “show them all!” and prove his genius by stealing money and technology so he can then build newer and better creations to allow him to steal more money and technology. Of course, ‘proving his genius’ means he can’t simply steal something, he needs to make sure people know he did it. So he’ll grandstand and gesticulate, rant and rave, talk (and argue) with himself, and, of course, monologue.
And this is on a good day.
On a bad day you’ll never see Ator. He’ll hole-up in his lab (hidden somewhere where it will be easily overlooked), mope, complain, smash failed experiments, rant and rave, talk (and argue) with himself, and monologue—usually about how disappointing his life has been and how his peers were right all along; he’s a failure, a fraud, and a freak.
Ator, you might say, has issues.
Quote: “At last! I have perfected it! Now to show the world my genius!!!”
Powers/Tactics: Although more than a little “mad,” Mortimer Ator isn’t a fool. When getting ready for a mission he’ll outfit himself with a suite of gadgets that will serve him best to accomplish his objectives. He has a few standard items he always uses—such as his reflex suit and optical camouflage hardness—but most everything else will be developed specially for the job at hand. He’ll craft new devices specifically designed to counter whatever security measures he might come across, and this includes superhumans. Normally his offensive creations will be non-lethal, Ator doesn’t want to kill anyone, he just wants to prove how brilliant he is. However, push him to far (i.e. mock him one too many times) and he might just snap, and start building fiendishly creative ways of disposing those who have annoyed him.
On rare occasions Mortimer Ator will be accompanied by his ‘son’, Michelle Tora, who is an inventive genius in her own right. See Michelle’s character sheet for more.
Appearance: Doctor Mortimer Ator is of average height, with the wiry build of a man who does all of his own lifting when the time comes to rearrange the lab. He does engage is frequent exercise—usually of the stationary cycle kind—and has built a food re-processor that strips out most of the sugars and other additives from anything run through it. He uses it to ensure he’s gets the scientifically proper balance of nutrients every day. Even if it’s pretty bland and tasteless.
When in the lab, Ator usually appears rather scruffy. His hair will be unkempt, he’ll sport several days of beard, and his labcoat will look in need of a good laundering. When on a mission, he’ll done his armored reflex suit and then strap on the optical camouflage hardness (which also serves to support his needle pistol and other special gadgets). Due to the limitations of his optical camouflage hardness, most of his equipment is rather subdued in appearance, and is mostly colored in shades of gray.
Designer's Notes: Doctor Mortimer Ator was created years ago as the foil for an inventive genius superhero in an old campaign of mine. He was meant to be over-the-top and looney, allowing me to throw all sorts of absurd plots at the otherwise staid hero. His ‘son’ came about because one of the players took over the character of Jasmine Hawkins and I needed a B-ko for Jasmine’s A-ko. Making Mortimer the father seemed to be the perfect explanation for Michelle’s origins.
(Doctor Mortimer Ator created by Michael Surbrook)