Plaguemaster
AKA Nostradamus Septice
1004
Points
CHARACTERISTICS
Value CHAR Roll Notes
16 STR 12- Lift 229.7kg, Damage 3d6
16 DEX 12- Initiative 16
35 CON 16- Stun Threshold 35
25 INT 14- Perception 14-
15 EGO 12-  
15 PRE 12- Presence Attack 3d6
6 OCV  
6 DCV  
3 OMCV  
6 DMCV  
20/35 PD Total 20/35 (0/15 rPD)
20/35 ED Total 20/35 (0/15 rED)
5 SPEED Phases 3, 5, 8, 10, 12
10 REC  
60 END  
20 BODY  
60 STUN  
MOVEMENT
Type Combat Move Non-Combat Move
Run 12m 24m
Swim 4m 8m
H. Leap 4m 8m
V. Leap 2m 4m
PERKS
Description Cost
Anonymity 3
Money: Wealthy 6
119 Alchemical Abominations at 145 base points: Workforce and Minor Security 64
Fringe Benefit: Basic 8- Contact, International Driver's License, Passport 3
27 points' worth of contacts around the world: (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12- 27
TALENTS
Description Cost
Ambidexterity (-2 Off Hand penalty) 1
Resistance (+5 to roll) 5
CHARACTER POINTS
Experience Points
Base Points 800
Complications 90
Earned 0
Spent 204
Unspent -204
Total 1004
Allocation Points
Characteristics 217
Martial Arts 0
Perks 103
Powers 598
Skills 80
Talents 6
CAMPAIGN
GENRE
Supervillain
CAMPAIGN USE
Plaguemaster isn't just a supervillain, but a sort of "supervillain doctor" that sells his services to other supervillains. Given his penchant for creepy experiments and notable lack of people skills, most supervillains tend to consider Plaguemaster a sort of "last resort" when presented with other options, as well as a widespread rumor that Plaguemaster secretly infects his buyers with slow-burning diseases. In truth, as fun as that would be, the vile plague doctor realizes that returning customers are the best kind of customers and reigns in his impulses when dealing with clients. Even superheroes get this treatment, as a favor he does for them is a favor they owe him. And it allows Plaguemaster to charge them out the rear end. Plaguemaster is also not much of a "master villain" as he prefers to stay in his lab to further his goals of perfecting the ultimate strain of Shingles or West Nile. That said, let it never be said that the heroes will never face the Deadly Master of Disease or his forces in battle! Many villains use combat drugs and abominations purchased from Plaguemaster, and heroes wishing to get rid of these nefarious weapons may wish to deal with the source of the problem. Or, perhaps, a DNPC has fallen gravely ill and only a certain supervillain can heal them. For a steep price, of course... In higher power campaigns, Plaguemaster is a member of the supervillain order known as the Masters of Chaos. Plaguemaster is the evil genius of the group, often providing them with his scientific acumen and world-class wonder drugs. As long as Plaguemaster is free, the other Masters of Chaos are strengthened through his medical expertise and potential doomsday plagues.
POWERS/TACTICS
Plaguemaster is not in his element in combat, but is deadly nonetheless. Plaguemaster will let his minions do the fighting while he finishes his work and leaves. But if absolutely necessary, he will keep himself as far from the heat of the combat as possible, aiding his minions from behind the scenes. These are, of course, extreme circumstances. More than likely, Plaguemaster will deal with someone through email or through other, impersonal methods of communication. In cases where brute force is needed, Plaguemaster will simply defer to an underling (or make a whole new one who can fix the issue). In the rare scenario he leaves the house, Plaguemaster does so with upmost secrecy, at night, and with several bodyguard Abominations.
CHARACTER IMAGE
QUOTE
"Heh heh heh...Taste of my disease."
PHYSICAL TRAITS
Trait Value
Height 1.82 m
Weight 73.00 kg
Eye Color white
Hair Color none
APPEARANCE
One can only imagine what sort of virus-human monstrosity Plaguemaster has become. Few have seen what he really looks like beneath his Venetian plague doctor garb, but even fewer lived to tell of mad pustules covering his face and ready to burst. Deep lacerations and sores cover every inch of his itchy, slimy body. Plaguemaster covers himself totally in order to prevent cross contamination during his experiments, as well as for his clients' benefit on the rare occasion he has to meet with someone face-to-face. When dressed, Plaguemaster resembles a male human of roughly six feet in height, wrapped from head to toe in a state of the art costume that looks like an old plague doctor outfit one would see at a Rennaissance Faire, but more modernized. The outfit is mostly black, save for the bird-like, bone-white mask ubiquitious with plague doctors from old Venice.
COMPLICATIONS
Complication Cost
Psychological Complication: Obsession with Disease: (Common; Strong) 15
Psychological Complication: Mood Swings: (Common; Strong) 15
Hunted: NCI: Infrequently, Mo Pow, Capture 15
Hunted: Superhero Team: Infrequently (Mo Pow; Capture) 15
Social Complication: Unsocial: Frequently, Major 15
Distinctive Features: Disease-ravaged Body: (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 15
SKILLS
Roll Skill Cost
Scientist 3
14-
1) Bacteriology (3 Active Points)
2
16-
2) Biology (5 Active Points)
4
14-
3) Biomechanics (3 Active Points)
2
15-
4) Chemistry (4 Active Points)
3
14-
5) Genetics (3 Active Points)
2
14-
6) Medicine (3 Active Points)
2
14-
7) Surgery (3 Active Points)
2
14-
8) Toxicology/Pharmacology (3 Active Points)
2
14-
9) Virology (3 Active Points)
2
12- History of Diseases and Outbreaks 3
12- Medicinal History 3
12- The Superhuman World 3
11- Scientific World 2
12- Stealth 3
14- Computer Programming 3
14- Forensic Medicine 3
14- Forgery (Art Objects, Money (Counterfeiting), Medicines) 5
14- Inventor 3
14- Mechanics 3
14- Paramedics 3
14- Security Systems 3
14- Systems Operation 3
14- Tactics 3
14- Weaponsmith (Biological Weapons, Chemical Weapons, Incendiary Weapons) 4
12- Bribery 3
12- Persuasion 3
12- Trading 3
MARTIAL ARTS
Maneuver Cost
STANDARD COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block HTH Attacks, Abort
Brace 0 +2 ½ Offset Range Mod only
Disarm ½ -2 +0 STR Contest to Disarm
Dodge ½ -- +3 Dodge all attacks, Abort
Grab ½ -1 -2 Grab 2 limbs for Squeeze, Slam, or Throw
Grab By ½ -2 -2 Full Move, Grab Target, +(v/10) to STR
Haymaker ½ +0 -5 +1 Segment for +4 DCs to attack
Move By ½ -2 -2 Full Move, ((STR/2)+(v/10))d6, take 1/3 damage
Move Through ½ -v/10 -3 Full Move, (STR+(v/6))d6, take 1/2 or full damage
Multiple Attack 1 * ½ Each attack adds -2 OCV
Set 1 +1 +0 Aim Ranged attack
Shove ½ -1 -1 Push Target 1m per 5 STR used
Strike ½ +0 +0 STR or Weapon damage
Throw ½ +0 +0 Throw for STR or Weapon damage
Trip ½ -1 -2 Target falls prone
RANGE MODS
Interval OCV
0-8m 0
9-16m -2
17-32m -4
33-64m -6
65-125m -8
126-250m -10
CALLED SHOTS
Shot OCV Roll
Head Shot (Head to Shoulders) -4 1d6+3
High Shot (Head to Vitals) -2 2d6+1
Body Shot (Hands to Legs) -1 2d6+4
Low Shot (Shoulders to Feet) -2 2d6+7*
Leg Shot (Vitals to Feet) -4 1d6+12
*Treat 19 as the Feet Location
HIT LOCATIONS
Roll Location STUN x N STUN BODY OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 -6
7-8 Arms x2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1½ x1 -7
13 Vitals x4 x1½ x1 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 -6
17-18 Feet x1 -8
POWERS/EQUIPMENT
END Description Cost
0 Disease Immunity: Still suffers symptoms (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years) (11 Active Points); Side Effects (-1/2) 7
Immune to Disgust: +10 PRE (10 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (Only against disgust-based presence attacks; -2) 3
0 Putrid Durability: Resistant Protection (15 PD/15 ED/10 Mental Defense/15 Power Defense) 84
[6] Minor Abomination: Summon 2 400-point creatures, Expanded Class of Beings (Very Limited Group; +1/4), Slavishly Devoted (+1) (191 Active Points); 6 Charges (-3/4), OIF (-1/2) 85
[4] Major Abomination: Summon 650-point creatures, Expanded Class of Beings (Very Limited Group; +1/4), Slavishly Devoted (+1) (292 Active Points); 4 Charges (-1), OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 106
0 Regeneration (5 BODY per Day), Can Heal Limbs 25
Coat full of Vials of Plagues Multipower, 205-point reserve, (205 Active Points); all slots OIF (-1/2) 137
[6] 1) The Contagion: Drain Characteristics 2d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Characteristics (Any two Characteristics at once; +1/2), Constant (+1/2), Damage Over Time (6 damage increments, damage occurs every other Segment, +2 3/4) (105 Active Points); 6 Charges (-3/4), OIF (-1/2), Only Affects Living Things Power does not work in Uncommon Circumstances (-1/4) 4f
[4] 2) Unstable Concoction: Killing Attack - Ranged 3d6, Attack Versus Alternate Defense (ED; +0), Area Of Effect (5m Radius Explosion; +1/4), Damage Over Time (2 damage increments, damage occurs every Segment, can be negated by Water; +3 1/4) (202 Active Points); 4 Charges (-1), Can Be Deflected (-1/4), Range Based On Strength (-1/4), IIF Expendable (Easy to obtain new Focus; -1/4) 7f
[6] 3) Debilitating Illness: Drain BODY 4d6, Constant (+1/2) (60 Active Points); 6 Charges (Recovers Under Limited Circumstances; -1), IIF Expendable (Easy to obtain new Focus; -1/4), Range Based On Strength (-1/4), Can Be Deflected (-1/4) 2f
[2] 4) Sticky Substance: Entangle 8d6, 8 PD/8 ED (Stops A Given Sense Group Sight Group, Stops A Given Sense Group Smell/Taste Group), Area Of Effect Nonselective (1m Radius Explosion; +1/4), Persistent (+1/4), Sticky (+1/2) (200 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 3/4), Time Limit (5 Minutes; -1 1/2), Range Based On Strength (-1/4), IIF Expendable (Easy to obtain new Focus; -1/4) 4f
[3] 5) Phage Injection: Healing BODY 10 1/2d6, Can Heal Limbs, Expanded Effect (x2 Characteristics or Powers simultaneously) (Also Heals Stun; +1/2) (165 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/2), Side Effects (Side Effect only affects the recipient of the benefits of the Power; Body will begin glowing and exhibit signs of acute symptoms of a disease--effects fade over time. ; -1/4), IIF Expendable (Easy to obtain new Focus; -1/4) 5f
[3] 6) Strength Injection: Aid 9d6 (54 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/2), Side Effects (Side Effect only affects the recipient of the benefits of the Power; -1/4), IIF Expendable (Easy to obtain new Focus; -1/4) 2f
Variable Concoctions Variable Power Pool (Gadget Pool), 100 base + 80 control cost, (140 Active Points); all slots Needs Access to Own Laboratory (-1/2) 127
BACKGROUND HISTORY
No one knows exactly where Nostradamus Septice, aka "Plaguemaster" originated from. Some say he was a former world-class doctor who was disgraced after his unethical experiments were discovered. Others claim he is actually a plague doctor who is hundreds of years old and has gone insane from living so long. Few can grasp the truth, and none of it is pleasant. Whatever the truth, the end result is the same--the rise of the supervillain, Plaguemaster.An enigmatic supervillain that other villains tend to buy their surgeries and chemical weapons from, Plaguemaster is a man owed many favors. In desperate times, even some superheroes have requested a commission from the mad doctor, provided they bring Plaguemaster both a hefty sum and whatever else he requires (such as blood samples for his own experiments). Rarely a "master villain" as Plaguemaster tends to keep to himself and tries not to antagonize any local superheroes or authorities, although he is never short of needing test subjects. When needing funds, Plaguemaster merely puts out a notice he is taking commissions "on discount" and lends his abominations out to other villains to use.
PERSONALITY/MOTIVATION
A doctor obssessed with diseases and all kinds of illnesses, Plaguemaster has a fascination with viruses and bacteria to the point of experimenting on his own body. While he suffers from the effects of these various illnesses, however, Plaguemaster considers himself in "bliss" that he can be infected so. These unique strains has also granted Plaguemaster a totally unheard of bio-environment: A body that can suffer all the acute symptoms of an illness except for the life compromising ones. All the better to more experience "blissful suffering". In his perfect world, Plaguemaster would like nothing more than a laboratory and endless time and test subjects to produce deadlier strains of the flu or malaria. Unfortunately these things cost money, and so Plaguemaster must occasionally have to deal with the outside world by lending his exceptional services. Even occasional visits outside can try his patience. The only thing that can even come close to counterbalancing Plaguemaster's aversion to the outside world is infecting superheroes with his freshly-produced Superflu (that acts within seconds) and seeing the fruits of his research blossom, often in painful and unpleasant ways. Plaguemaster also suffers from frequent mood swings, his poor brain suffering constant fevers from his illness. Yet this somehow never seems to erode his overall scientific acumen.As a member of the Masters of Chaos, Plaguemaster nonetheless has a loyalty to his supreme leader, Deathmaster, and a surprising amount of trust placed in his fellow members, Warmaster and Fearmaster.