Val CHA Cost Roll Notes 8/50 STR -2 11-/19- Lift 75.8 kg/25.6 tons; 1 1/2d6/10d6 HTH Damage [1/5] 13/21 DEX 9 12-/13- OCV: 4/7/DCV: 4/7 10/23 CON 0 11-/14- 9 BODY -2 11- 24 INT 18 14- PER Roll 14- 20 EGO 20 13- ECV: 7 13/20 PRE 3 12-/13- PRE Attack: 2 1/2d6/4d6 16 COM 3 12- 3/21 PD 1 Total: 3/21 PD (0/18 rPD) 3/21 ED 1 Total: 3/21 ED (0/18 rED) 3 SPD 7 Phases: 4, 8, 12 6 REC 4 20 END 0 20 STUN 2 Total Characteristics Cost: 64 Movement: Running: 12"/24" Flight: 30"/60" Leaping: 1"/11"/2"/22" Swimming: 2"/4" Cost Powers & Skills Powered Armor, all slots OIF (powered armor; -1/2) 21 1) +42 STR; No Figured Characteristics (-1/2), OIF (powered armor; -1/2) 12 2) +8 DEX; No Figured Characteristics (-1/2), OIF (powered armor; -1/2) 13 3) +13 CON; No Figured Characteristics (-1/2), OIF (powered armor; -1/2) 5 4) +7 PRE; OIF (powered armor; -1/2) 10 Power Cells: Endurance Reserve (50 END, 10 REC); OIF (powered armor; -1/2) 93 Micro-Missiles: EB 8d6, Area Of Effect (One Hex; +1/2), 16 clips of 20 Charges (+3/4), Autofire (3 shots; +1 1/4); OIF (powered armor; -1/2), [20] Martial Arts: Karate Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 18 STR / 60 STR to Disarm 3 Legsweep +2 -1 2 1/2d6 / 11d6 Strike, Target Falls 4 Punch/Snap Kick +0 +2 3 1/2d6 / 12d6 Strike 5 Side/Spin Kick -2 +1 5 1/2d6 / 14d6 Strike 36 Battlesuit: Armor (18 PD/18 ED); OIF (powered armor; -1/2) 6 Shielded Sensors: Sight Group Flash Defense (5 points); OIF (powered armor; -1/2) plus Hearing Group Flash Defense (5 points); OIF (powered armor; -1/2) 40 Powered Armor Movement Systems: Multipower, 60-point reserve, all slots OIF (powered armor; -1/2) 8m 1) Jet Pack: Flight 30"; OIF (powered armor; -1/2), END 6 2m 2) Powered Armor Strength Enhancement: Leaping +10" (19 1/2" forward, 9 1/2" upward) (Accurate); OIF (powered armor; -1/2), END 1 2m 3) Powered Armor Strength Enhancement: Running +6" (12" total); OIF (powered armor; -1/2), END 1 6 Communications Systems: HRRP (Radio Group); OIF (powered armor; -1/2), Sense Affected As Sight And Hearing Group As Well As Radar Group (-1/2) 3 IR Filters: IR Perception (Sight Group); OIF (powered armor; -1/2) 2 Ultrasonic Sensors: Ultrasonic Perception (Hearing Group); OIF (powered armor; -1/2) 3 UV Filters: UV Perception (Sight Group); OIF (powered armor; -1/2) 4 Macrobinoculars: +4 versus Range Modifier for Sight Group; OIF (powered armor; -1/2) Perks 8 Contact: Doctor Mortimor Ator (Contact has useful Skills or resources, Very Good relationship with Contact) 14- 5 Money: Well Off Talents Onboard Computer Systems, all slots OIF (powered armor; -1/2) 2 1) Absolute Range Sense; OIF (powered armor; -1/2) 2 2) Absolute Time Sense; OIF (powered armor; -1/2) 2 3) Bump Of Direction; OIF (powered armor; -1/2) 2 4) Lightning Calculator; OIF (powered armor; -1/2) Skills 10 Onboard Computer Systems: +3 with Ranged Combat; OIF (powered armor; -1/2) 3 +1 with Karate 3 Acrobatics 12- (13-) 3 Analyze: Technology 14- 3 Breakfall 12- (13-) 1 Bureaucratics 8- 3 CK: New York City 14- 2 Computer Programming (Personal Computers) 14- 1 Cryptography 8- 3 Electronics 14- 3 Inventor 14- 3 KS: The Superhuman World 14- 0 Language: English (idiomatic; literate) 3 Mechanics 14- 3 PS: Scientist 14- 3 Research 14- 1 Streetwise 8- 2 Systems Operation (Radar, Sonar) 14- 0 TF: Two-Wheeled Muscle-Powered Ground Vehicles 2 Weaponsmith (Powered Armor Systems) 14- 3 Scientist 2 1) SS: Electrical Engineering 14- 2 2) SS: Mathematics 14- 2 3) SS: Mechanical Engineering 14- 2 4) SS: Physics 14- 1 5) SS: Robotics 11- Total Powers & Skill Cost: 371 Total Cost: 435 200+ Disadvantages 20 Enraged: If Humiliated (Uncommon), go 14-, recover 11- 20 Normal Characteristic Maxima 15 Psychological Limitation: "I Get What I Want" (Common, Strong) 5 Psychological Limitation: I'm Not A Female (Uncommon, Moderate) 20 Psychological Limitation: Vengeful If Slighted (Very Common, Strong) 10 Rivalry: Professional (anyone she perceives to be better than her in anyway; Rival is As Powerful; Rival (can be) a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret ID (Frequently, Major) 5 Social Limitation: Youth (aged 16) (Occasionally, Minor) 10 Unluck: 2d6 115 Experience 435 Total Disadvantage Points
Background/History: Dr. Mortimor Ator wanted a son. A son who would carry on his brilliant work in the fields of electronics, robotics, particle physics, and assorted other sciences. But first, he needed to find a woman worthy of bearing his son, a woman who possessed certain required physical and intellectual properties. The problem was, he couldn't find one. Or, to be more accurate, any woman he found that met his criteria refused to have anything to do with him. So, the good doctor hit upon a plan of epic proportions... he'd clone himself, therefore insuring he'd end up with exactly the type of son he desired. Of course, as with many of Dr. Ator's plans, something went wrong.
Instead of the son he'd worked for, Ator ended up with a daughter. Taking his setback in stride (Ator was nothing if not adaptable), he named his new daughter Michael and proceeded to raise and refer to her as his "son." Since the cloning process had resulted in a full-grown 16 year-old (anything younger would have been too young to help in the lab, anything older too hard to control), Ator promptly enrolled Michael (err... Michelle) in a local private learning institution of excellent quality and reputation. Of course, Ator had to engage in some creative paperwork to do so, but, then again, he is a genius.
Now, Michael (err... Michelle) attends a local private high school. Academically brilliant, she is the darling of her teachers, who find her amazing intelligence to be almost frightening. After school, Michelle follows in her father's footsteps, carrying on an assortment of experiments in electronics and robotics in the privacy of her own apartment. Recently, she has been involved in an on-again, off-again dispute with a fellow student -- one Jasmine Hawkins. Since Jasmine is a powerful metahuman who can lift somewhere in the neighborhood of 100 tons, Michelle has designed her very own personal battlesuit in order to compete.
Personality/Motivation: Ator's experiment succeeded far too well. Michelle is incredibly intelligent, and may, in fact, be smarter and even more of an inventive genius than her father. On the other hand, Michelle is also cold, aloof, arrogant, and snobby. She's smarter than everyone else around her and knows it.
Although it doesn't really show, Michelle is also just as much of a loon as father Ator. While her father is an almost clichˇd megalomaniac mad scientist, cooking up grandiose plans for conquest and power, Michelle is more self-centered. She is very concerned with her own (perceived) superiority and is intensely jealous of anyone that seems to be able to better her in any way. She is also exceedingly possessive, and will got to great lengths to get any what ever she wants, regardless of the consequences. Her attitude also explains her tendency to fly into rages if embarrassed, humiliated or otherwise made to look inferior -- she is quite vengeful and will plot her opponent's downfall with exacting thoroughness. To top it off, Ator's initial indoctrination has firmly planted the idea in Michelle's head that she is not a female, but only playing the part. Naturally, this delusion is most certain to get her in to a lot of trouble in the near future...
Quote: "And now Jasmine, you die! Die! DIE!!"
"How DARE you humiliate me so! I... I... Arrggghhh!!!" (insert SFX of missile barrage here)
"Oh, are we having a test today? I must have forgotten." (promptly scores a perfect 100)
Powers/Tactics: Aside from her considerable intelligence and scientific prowess, Michelle also has a powerful battlesuit in her possession. The suit gives her enhanced strength, agility, and fighting ability, as well as packing a powerful micro-missle launcher capable of devastating the area in a matter of moments. Her usual tactic is to utilize her flight to stay at range and strafe her target with missiles. Only in tight enclosed spaces will she land, counting on her suit's strength and her own martial arts training to defeat her opponent.
Appearance: Michelle stands about 5'8" with a slim, attractive figure. She has blue eyes and long, black hair (with a distinctive curled lock in front of each ear) that falls past her waist. When dressed for school, she wears what seems to be a virtual business woman's suit, which consists of the school blazer, vest and knee-length skirt, white blouse, string tie, knee-high socks, and black shoes. When not in school, she dresses very fashionably, in a style one would expect of an older woman.
Michelle's suit of power armor is black and very form fitting. A missile launcher is set on the right forearm with extra ammo packs mounted at the waist. The flight pack is mounted on the back of the suit, and is flanked by short, stubby wings. This entire ensemble is topped by a open-backed helmet (which allows her hair to hang free), and a wide, tinted, faceplate.
Designer's Notes: Michelle came about when I realized that the character of Jasmine Hawkins (see) needed a B-ko to her A-ko (note: Jasmine was created long before I ever saw Project: A-ko). After some thought, I realized that Mortimer Ator was the perfect person to pin the blame... err... to make responsible for Michelle’s existence (it also gave me a built-in reason for why Michelle was such a loon).
As written, Michelle makes the perfect foil for those scientific 'kid-genius' types. For those that find her origin too off the wall, one could easily make her the daughter of an ultra-rich industrial magnate of some such. Of course, her Psychological Limitations will need a little alteration. It should be noted Michelle is not meant to be a totally 'serious' villain, although she is not the madcap goof that Foxbat is either.
Oh, and yes, I did shamelessly steal portions of her fluff text from my character sheet for B-ko.
(Character sheet created by Michael Surbrook)
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