Cripple X Posted May 11, 2010 Report Share Posted May 11, 2010 Hey guys, I'm trying to build Poison/Disease Inoculation for a Doctor. Basically what it's supposed to do is counteract the effects of a poison/disease until you can get the patient to an aid center for treatment. I'm a novice at Hero, but here's what I've come up with. Please comment on these and add your own alternatives if you find this lacking. Field Inoculation: Minor Transform 2d6 (Ailing persons to Well persons) (20 Active Points); OAF (-1), Extra Time (Full Phase, Delayed Phase, -3/4), No Range (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Paramedics; -1/4), Limited Target ([slightly Limited]; Sentient beings; -1/4) I'm not sure it that's right. Perhaps I should go with suppress effect? What way would be best to represent a short duration? Its essentially supposed to represent a stop-gap measure until the patient can be moved to a facility that can provide full treatment. Quote Link to comment Share on other sites More sharing options...
Xavier Onassiss Posted May 11, 2010 Report Share Posted May 11, 2010 Re: Poison/ Disease Inoculation LS: Immunity will counter the effects of a poison or disease. It's normally a persistent power, but it could be built with Continuing Charges, to model a temporary immunity which wears off after a certain time. Pick whatever duration you like, and add other limitations as needed. Quote Link to comment Share on other sites More sharing options...
Tasha Posted May 11, 2010 Report Share Posted May 11, 2010 Re: Poison/ Disease Inoculation How about enough Aid to temporally counteract the Poison/Disease. The person will feel better till the innoculation wears off. It's the easiest way to do temporary effects. The treatment can be a Heal that targets the damaged characteristics. Quote Link to comment Share on other sites More sharing options...
Cripple X Posted May 11, 2010 Author Report Share Posted May 11, 2010 Re: Poison/ Disease Inoculation Thanks for your advice. Here's what I've come up with: Field Inoculation: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents), 6 Continuing Charges lasting 6 Hours each (+0), Usable By Other (+1/4) (25 Active Points); Only 1 charge may be used per patient (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (Requires both hands; -1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Paramedics; -1/4) Here's the actual long term treatment power, it's basically right out of Star Hero with some changes: Treat Ailment: Minor Transform 6d6 (Ailing persons to Well persons) (60 Active Points); Extra Time (1 Day, -4), OAF Immobile (Sickbay; -2), No Range (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Professional Skill: Doctor; -1/4), Limited Target ([slightly Limited]; Sentient beings; -1/4) (uses Personal END) See any problems with those? Quote Link to comment Share on other sites More sharing options...
spaceprincessecho Posted May 11, 2010 Report Share Posted May 11, 2010 Re: Poison/ Disease Inoculation Transform: Ailing person to well person seems sort of dodgy to me. Even if it's in a published HERO book. I think, depending on how diseases are defined, Aid (to a maximum of their starting value) could be best. Assuming you don't go the temporary LS route, which I'd advocate as being ideal. Quote Link to comment Share on other sites More sharing options...
Cripple X Posted May 11, 2010 Author Report Share Posted May 11, 2010 Re: Poison/ Disease Inoculation Transform: Ailing person to well person seems sort of dodgy to me. Even if it's in a published HERO book. I think' date=' depending on how diseases are defined, Aid (to a maximum of their starting value) could be best. Assuming you don't go the temporary LS route, which I'd advocate as being ideal.[/quote'] Yes, I'm not that big a fan of it either. It means its harder to heal a fit person of a disease than it is to heal a weak or sickly person. How would you go about building a long term treatment? Here's my shot at it: The Inoculation Field Inoculation: Life Support (Immunity to a particular disease or poison), 250 Continuing Charges lasting 1 Day each which Never Recover (+0), Usable By Other (+1/4), Persistent (+1/2) (9 Active Points); Patients may be inoculated vs. a particular ailment only once. (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (Requires both hands; -1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Paramedics; -1/4) Real Cost: 2 The Treatment Treat Ailment: Life Support (Immunity to a particular disease or poison), 1 Continuing Charge lasting 25 Years (+0), Usable By Other (+1/4), Persistent (+1/2) (9 Active Points); Extra Time (1 Day, -4), OAF Immobile (Sickbay; -2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Professional Skill: Doctor; -1/4) Real Cost: 1 That seems ludicrously cheap so I probably did something horribly wrong there. Forgive my lack of Hero-Fu. Quote Link to comment Share on other sites More sharing options...
spaceprincessecho Posted May 12, 2010 Report Share Posted May 12, 2010 Re: Poison/ Disease Inoculation Yes' date=' I'm not that big a fan of it either. It means its harder to heal a fit person of a disease than it is to heal a weak or sickly person. How would you go about building a long term treatment?[/quote'] Without getting into specific numbers like you did, I'd say some combination of Healing and Dispel. Healing, based on the assumption that a disease mechanically is something akin to a Drain of one or more characteristics. Dispel would be necessary if the disease is somehow "ongoing", such as something that inflicts a small Drain every day. Quote Link to comment Share on other sites More sharing options...
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