The Fortress of Solid-Rules

The unofficial Supercrew fansite

The Remedy by Hafwit

The Remedy is not human, rather it is a bioroid, a biological robot, sent from the far future, in order to stop a plague which will all but destroy the human race. As such, The Remedy has no family, no real gender, and no real affiliation or purpose, beyond healing humanity. As such it acts with a detached concern and kindness, which some people find eerie.

The Remedy’s knowledge of our present and the time between today and its own wrecked ‘home time’ is patchy and imperfect, but it sometimes has uncanny insights into how things will turn out.

3 – Perfected Physical Form
2 – Healer
1 – From the Future

Change Roll to ‘5’ – Restorative touch (Healer)
Effect 2 – Knows all the weak spots (Healer)
Reroll – I read about this… (From the Future)

(Incidentally, how do you see something like a healer work in this game?)

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3 responses to “The Remedy by Hafwit

  1. Kaptain Kobold November 18, 2009 at 2:36 am

    “Incidentally, how do you see something like a healer work in this game?”

    I would allow characters to switch to a powered defence in order to roll a defence for another character. Normal rules for powered defences would apply (you lose your action, it only applies to that attack, and so on). It allows the simulation of healing, but tactically it also allows some members of a team to defend those who have already acted, at the expense of their own action.

    • Hafwit November 19, 2009 at 7:31 am

      Redforce suggested doing with a die roll. For each effect scored, the healer can restore 1 lost toughness to him/herself or another. Or that the GM let the healer hero spend a hero point and heal ALL his / her teammates.

      I’m not sure which model I prefer in general. Maybe a combo, depending on the character. The Remedy should be allowed to heal all its allies for a Hero Point, since healing humanity is sorta its schtick.

      • Kaptain Kobold December 7, 2009 at 6:04 am

        I’d argue for my approach on the grounds that it doesn’t add another mechanism to the game for the sake of (effectively) a single power. My change applies an existing mechanism to a different situation, and can be used to abstractly define a whole range of effects.

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