Doc Hunter is an MD who has been living on the road since the apocalypse. When he saw the horrors advancing towards his hospital, he went to the pharmacy, grabbed all the drugs and medical gear he could cram onto a gurney, and headed for the hills. Since then he has been helping people the best he can, but the sights he has seen have tragically led him to seek solace in his own drugs.

Now he has decided to step out of the pure support role, and start taking on the demons directly.

Doc Hunter’s Abilities  

His start attack is 1d6, toughness is 2, health 5, all average. He is the only hero who starts with 0 Luck which makes sense as an addict.

His start ability is useful, but perhaps not a surprise – he is a healer, so his First Aid restores 1 extra health to the target. There are several healing-oriented gifts in the gift deck, and in my opinion (though not everyone’s), it is wiser NOT to give these to Doc Hunter. For example, one such card is Medikit, which also gives +1 health per First Aid. If you give this to Doc Hunter, then of course he will heal 3 points each time. BUT if you give it to someone else instead, then they can heal 2 points as well as Doc Hunter, which is a total of 4 health! Of course, if you expect to be paying courage when you use First Aid (because of an enemy’s presence), then the good doctor is a bargain. Still, I think it’s usually better to spread the wealth. At least inasmuch as healing goes. Again, not everyone agrees, and I’ve seen the rival theory (i.e., give it all to the Doc) put into action.

One of the doctor’s earned abilities is Stimpacks, which lets him spend 1 Luck to instantly heal 1 damage on another hero, or add +1 to that hero’s move. This is obviously an expensive price for the healing, so why is it so great? Well, because he can use it at practically any time. This includes while fighting the Lord, so he is just about the only way you can heal up a point or two while facing Baphomet. That’s not trivial. The +1 Move is less common, but sometimes it is really critical, when a hero absolutely has to get to the exit area, or to a particular demon, or to launch a Lord attack.

His other ability is Autopsy – it lets him give up his First Aid during the team phase to kill a Limbo minion (automatically) instead. Remember that if a Limbo minion is in his area, it would cost him 1 courage to First Aid. This way, he can GAIN a courage instead, which is nice.

The Doctor’s flaw is the aforementioned Addiction. Basically, if he has 2 or more courage at the start of his hero turn, he has to discard one. This means he has trouble saving up for a big purchase, and tends to look for ways to spend it all before his turn (during the team phase, or when helping other players). It’s also an incentive for him to use first aid even when it costs courage. Example – imagine he has 2 courage in the team phase. He can use First Aid, spending 1 courage (we’re assuming demons are in his area, which is often the case), and drop his courage to 1. Now he won’t lose it, plus someone (possibly himself) got healed 2 points.

How Doc Hunter works  

Obviously he can keep the other player’s health up, but there are more subtleties to his nature.

First, every single gift on his tech tree gives him 1 Luck, except one. That one gives him 3 Luck. So though he starts with none, it builds up rapidly over time (in my head when I designed him, this represented him overcoming his addiction). He generally doesn’t want to buy Luck-using gifts though, because Stimpacks is his main way to apply that Luck.

He gains 1d6 attack on the tech tree, plus 1 die boost, so his final total (not counting possible gifts that boost his combat) is 1d8+1d6, which is quite respectable. He can also gain 1 toughness – with such a good attack and toughness (and his Autopsy power), this means you want him right in the front lines. Of course he can heal you there too, but you want and need his battle oomph! So he is not a boring healer sitting in the rear like my former World of Warcraft healer – he is a real combat asset. The healing is a nice perk, though.

He is a good example of my design theory that there is no reason support characters have to be dull. I want to put them right into the firing line!

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