Doctors Without Borders
Keeping Away Death
The Legacy was created early in the 21st Century by an EMT who Awakened to Pandemonium. Their Shadow Name and most personal details have vanished from record, but the story goes that they spent several years seeking out a variety of healing Legacies where they could elevate their work through the sublime, but had philosophical differences with the ones they encountered; their encounters with Quiescence only deepened their resolve to cut through the limitations of the Fallen World. They had long thought of medicine as a battle against Death; now their war included the Lie.
They were eventually able to found their own Legacy, drawing on the symbols of service, perpetual conflict, and the endless pursuit of skill, but this accomplishment was short-lived; the mage was hunted down by the Seers before they had a chance to induct anyone else, with most traces of their work erased. Rumors persist that they may have hidden away a soulstone, or at least a copy of their research notes, leaving a trail someone else could yet follow, but for the time being, this Legacy remains lost – and unfinished.
Presuming someone can recover enough information to revive this Legacy, they will need to complete the work of fully connecting to Supernal Truths and carving a channel to them in the Fallen World, realizing the deeper mysteries of symbolism which made this Legacy possible. These must be fully explored before a member can form the Third Attainment, and induct others.
Origins
Parentage: Mastigos, Adamantine Arrow, Free Council
Nickname: The Doctors
Appearance: The philosophy underlying the Legacy and the use of it's Attainments tends to instill discipline. While tends to attract passionate and altruistic individuals, it's arts emphasizing honing one's mastery, and having steady hands, giving members a "cool under pressure" demeanor. It's applications also value speed and quick reflexes, though, lending to alertness, and being ready to leap into action any moment.
Background: This Legacy draws prospective mages with a deep interest in medicine – particularly the modern profession, as opposed to traditional or occult practices. The Doctors are very entwined with the culture around emergency responders, unlicensed free clinics, and humanitarian aid. It can also become a calling for those motivated by altruistic service, or, considering the target painted around the Legacy, those who want to piss off the Seers.
Doctrine
Initiation: Any mage currently seeking the Legacy must first rediscover any remnants of its creation (such as the founder's soulstone) and re-establish the Legacy. It will be the burden of anyone seeking to revive the Doctors Without Borders to finish codifying it's founding symbolism and theory into a full organization and tradition.
Theory: The Doctors draw heavily on philosophies regarding the pursuit of excellence, and honing one’s craft toward enlightenment through perpetual service. Rumors of the Legacy sometimes cite concepts of Kung Fu, Arete, or Unconscious Competence: that mastery of a skill means continually using it, continually teaching it; every life saved a momentary but precious victory, in an effort that will never end. It's symbols also include the idea that Sympathy exists between an expert and the work they are needed to accomplish.
Magic
Ruling Arcana: Life
Yantras: Any medical tool, such as a first aid kit, surgery implements, syringes, stretchers, defibrillator, etc (+1); permanent medical facilities, including mobile ones such as ambulances (+1), this is increased to (+2) if the mage has secured permission to practice there without using magic; Sleepers engaging in medical care in their immediate area (+1)
Oblations: counseling, caring for, or debriefing a patient who is in active recovery; Vow (optional) - prioritize the care of injured civilians above any other immediate goal (at minimum this requires stabilizing the injured and extracting them to safety).
Additional Benefits: Legacy members may purchase adaptations of the Adamantine Hand and Techne merits, related to the practice of medicine. Someone aspiring to revive the Legacy must still have appropriate Status with the Adamantine Arrow and/or Free Council to learn these and incorporate them into the Legacy’s traditions.
Attainments
First Attainment: Instant Assessment
Prerequisites: Life 2, Wits 3, Medicine 2, and a Medicine specialty in Diagnosis
The first problem any doctor faces is diagnosing the problem. As their first Attainment, initiates of the Doctors Without Borders master assessing the scene fast so they can act fast. This mimics the effects of the “Analyze Life” spell.
The mage may activate this Attainment as an Instant Action, after which they may benefit from it for one scene. While under it's effects, they can immediately recognize the overall health, the need for treatment, and the relative urgency of any character in sensory range. Once per turn, they may assess a single target in more detail (which does not use their action) to Know the exact details of their injuries, physical Tilts and Conditions, illness, allergies, and any precise biological factors they need to administer medicine - including innate health risks and any drugs that might aversely interact.
This still does not grant any insight into supernatural beings or effects; the mage must uncover those Mysteries without the aide of their Legacy, but they may recognize unusual biological side effects that suggest a supernatural cause. Likewise, it does not provide any information about corpses, the undead, or constructs.
Optional (Space 1): Epidemiology
Doctors may add the secondary effect of also learning the exact cause of any medical condition they assess (as per “Correspondence”): such as the weapon that caused the injury, a toxin in the environment, or a disease vector. If the source is within sensory range, the mage immediately knows its location; otherwise, they learn what caused it, but no other context clues.
Second Attainment: Stabilize
Prerequisites: Life 2, a Medicine Specialty in Emergency Care, Tolerance For Biology, and Professional Training 1
Once the doctor is on scene, they guarantee their patients will make it to care – even if they don’t have the skills (or time), themselves. As an Instant Action, the mage can stabilize a person they touch, stopping them from bleeding out, ending a seizure, waking them from unconsciousness, or reducing their heart rate, breathing, and adrenal system to their average rates.
Furthermore, they may alter their biological processes even further, as per “Body Control”, to keep those in critical condition stable enough to reach proper treatment; these effects have a Duration based on the mage's rating in the Life Arcana, usually requiring they stay with the patient to ensure their full benefit. They gain one rank of Potency for every 2 dots in Life in any or all of the following effects (or similar, at Storyteller Discretion):
By gaining this attainment, the doctor begins to live up to the rest of the Legacy’s symbolism: without borders. As an Instant Action, the mage can break through any obstruction, as long as it constitutes a path, as per “Break Boundary”. For example, this lets them cross a locked door, but not a wall. This ability has Potency equal to their Space dots and/or allows a Clash of Wills for the purposes of any supernatural barrier. The mage may bring a number of additional targets with them, up to 1/2 their Space rating - letting them get in, and get back out with the patient. Reality is distorted to make this appear to be a mundane breach to any witnesses, arranging convenient ways for the obstruction to remain for others.
Third Attainment: Booster Shot
Prerequisites: Life 3, a Medicine Specialty in Epidemics,
With a touch, the Doctor can temporarily boost any target’s resistance to disease and poison, as an Instant Action. This grants a bonus equal to the caster's Life dots to all rolls to resist Toxins, with steps in Advanced Duration equal to 1/2 their Life rating. The subject may immediately roll to resist Toxins in addition to their regularly scheduled intervals. While only a temporary measure, the doctors rely on this Attainment to help slow epidemics, particularly when medicine is sparse, and give the afflicted time to get full medical attention.
Optional (Space 3): Quarantine
Containment is the most critical part of pandemic response. While the Doctors Without Borders do still need to rely on protective and isolation equipment, this Attainment allows them to immediately seal off a source of infection, until proper protection can be put in place. This works similarly to “Ban” with Life in conjunction, creating a barrier that is impermeable to microbes around a single target, in an area as large as a 3’ radius, or as tight as the subjects skin. It cannot affect microbes inside of a body – targets remain infected, but also keep their biome of healthy bacteria. As it is permeable (and invisible) to all other objects, this barrier also serves as effective sterilization. The Ban has a Duration equal to the Doctor's Life rating, usually requiring they actively maintain it until permanent protections are put in place.
Fourth Attainment: Expert Consultant
Prerequisites: Life 4, Medicine 4, Professional Training 2, and a Merit reflecting leadership (such as Inspiring or Small Unit Tactics)
When a Legacy member is called in to an emergency zone, their personal skill is usually not as valuable as their ability to train numerous others to handle the crisis. In addition to mundane planning, motivating, and skill-building, Legacy members use this Attainment to increase the reflexes, calm the nerves, and steady the hands of other medical responders - improving the effectiveness of efforts much large than themselves.
This is done scene-long Ritual, which may be incorporated into a mundane medical briefing. At its conclusion, up to 5 targets gain Rote quality on up to 3 Actions within the next week which include Dexterity the dice pool. This costs 1 Mana to use.
Optional (Space 4): On the Scene
Now truly without borders, the doctor is able to quickly arrive at any crisis they are called to (imitating “Teleport”). This Attainment must be used as a scene-long Ritual, and requires either a live video feed or Sympathetic Range (requiring a sympathetic yantra and a point of Mana, as usual). The ability has Potency equal to Life dots for the purpose of overcoming Withstand. The mage teleports to the scene, bringing anything or anyone within them, within an Area of Effect based on 1/2 their Life rating (up to a large room). Though free from the Lie, this is an obviously supernatural effect, likely to traumatize any Sleeper witnesses – and attract problematic attention. The mage can mitigate some of this by making it look like they’re already en route when called, choosing out-of-sight locations, or drugging anyone they take with them, distorting their sense of how long it takes.
Fifth Attainment: Transplant
Prerequisites: Life 5, Medicine 5, a Medicine Specialty in Surgery
Though many mages join this Legacy with the dream of sealing wounds free from the Lie, by the time they have reached the pinnacle of its mysteries, they have become such master physicians that they are far more concerned with breaking the limitations of medicine, rather than replicating surgery with slightly more ease. For its most powerful Attainment, the Doctors Without Borders turn instead to ensuring that anyone who needs a transplant will get it.
This ability works similarly to “Transform Life”, but Weaves the pattern of an organ to make it perfectly suited to surgically implant in a specific target. An organ from any species can be used, with transformations being applied to enlarge it, alter its genetic compatibility, and to integrate with the target’s immune system. These changes require a scene-long Ritual and a point of Mana to complete, and are Lasting.
Optional (Space 5): Seamless Surgery
Doctors who reach this Attainment do so to perfect their skills in surgery beyond what the Lie allows. The effects imitate “Co-Location”, weaving together the Space outside and inside their patients, allowing them to perform complex surgeries without any of the risks or limitations of cutting them open. This effect requires some kind of live feed of the target area (such as through ultrasound). As a matter of best practice, the Doctors seal the ability to move between spaces with a Key as they use this ability, allowing only their most trusted collaborators to use it. The effect is used as an instant action, has a Duration based on the caster's Life rating, and may include up to two internal spaces at once if necessary.
Revision History:
5/12 - corrected spell factors; updated Initiation
5/14 - reworked 4th attainment; updated Origins & Magic
Keeping Away Death
The Legacy was created early in the 21st Century by an EMT who Awakened to Pandemonium. Their Shadow Name and most personal details have vanished from record, but the story goes that they spent several years seeking out a variety of healing Legacies where they could elevate their work through the sublime, but had philosophical differences with the ones they encountered; their encounters with Quiescence only deepened their resolve to cut through the limitations of the Fallen World. They had long thought of medicine as a battle against Death; now their war included the Lie.
They were eventually able to found their own Legacy, drawing on the symbols of service, perpetual conflict, and the endless pursuit of skill, but this accomplishment was short-lived; the mage was hunted down by the Seers before they had a chance to induct anyone else, with most traces of their work erased. Rumors persist that they may have hidden away a soulstone, or at least a copy of their research notes, leaving a trail someone else could yet follow, but for the time being, this Legacy remains lost – and unfinished.
Presuming someone can recover enough information to revive this Legacy, they will need to complete the work of fully connecting to Supernal Truths and carving a channel to them in the Fallen World, realizing the deeper mysteries of symbolism which made this Legacy possible. These must be fully explored before a member can form the Third Attainment, and induct others.
Origins
Parentage: Mastigos, Adamantine Arrow, Free Council
Nickname: The Doctors
Appearance: The philosophy underlying the Legacy and the use of it's Attainments tends to instill discipline. While tends to attract passionate and altruistic individuals, it's arts emphasizing honing one's mastery, and having steady hands, giving members a "cool under pressure" demeanor. It's applications also value speed and quick reflexes, though, lending to alertness, and being ready to leap into action any moment.
Background: This Legacy draws prospective mages with a deep interest in medicine – particularly the modern profession, as opposed to traditional or occult practices. The Doctors are very entwined with the culture around emergency responders, unlicensed free clinics, and humanitarian aid. It can also become a calling for those motivated by altruistic service, or, considering the target painted around the Legacy, those who want to piss off the Seers.
Doctrine
Initiation: Any mage currently seeking the Legacy must first rediscover any remnants of its creation (such as the founder's soulstone) and re-establish the Legacy. It will be the burden of anyone seeking to revive the Doctors Without Borders to finish codifying it's founding symbolism and theory into a full organization and tradition.
[Sample initiation, after being re-founded: the Doctors require an initiate demonstrate a working knowledge of medicine, but more importantly that they show unflinching resolve and strict ethics in the midst of a crisis. They are far more likely to train a prospective mage who lacks medical skills but shows proper dedication, while black-listing a medical expert with an ulterior motive or who crumbles under pressure. ]Organization: As this Legacy was snuffed out before it had a chance to start, there is no organization yet to speak of. However, its magic speaks to an organization deeply enmeshed in Sleeper medical services as experts to call in to various crisis zones. There are rumors that some Libertines (or perhaps Thearchs) were working on creating a licensed NGO as a front for the Founder. Like the Legacy itself, there may still be some surviving framework that an aspiring member could build off of.
Theory: The Doctors draw heavily on philosophies regarding the pursuit of excellence, and honing one’s craft toward enlightenment through perpetual service. Rumors of the Legacy sometimes cite concepts of Kung Fu, Arete, or Unconscious Competence: that mastery of a skill means continually using it, continually teaching it; every life saved a momentary but precious victory, in an effort that will never end. It's symbols also include the idea that Sympathy exists between an expert and the work they are needed to accomplish.
Magic
Ruling Arcana: Life
Yantras: Any medical tool, such as a first aid kit, surgery implements, syringes, stretchers, defibrillator, etc (+1); permanent medical facilities, including mobile ones such as ambulances (+1), this is increased to (+2) if the mage has secured permission to practice there without using magic; Sleepers engaging in medical care in their immediate area (+1)
Oblations: counseling, caring for, or debriefing a patient who is in active recovery; Vow (optional) - prioritize the care of injured civilians above any other immediate goal (at minimum this requires stabilizing the injured and extracting them to safety).
Additional Benefits: Legacy members may purchase adaptations of the Adamantine Hand and Techne merits, related to the practice of medicine. Someone aspiring to revive the Legacy must still have appropriate Status with the Adamantine Arrow and/or Free Council to learn these and incorporate them into the Legacy’s traditions.
Attainments
First Attainment: Instant Assessment
Prerequisites: Life 2, Wits 3, Medicine 2, and a Medicine specialty in Diagnosis
The first problem any doctor faces is diagnosing the problem. As their first Attainment, initiates of the Doctors Without Borders master assessing the scene fast so they can act fast. This mimics the effects of the “Analyze Life” spell.
The mage may activate this Attainment as an Instant Action, after which they may benefit from it for one scene. While under it's effects, they can immediately recognize the overall health, the need for treatment, and the relative urgency of any character in sensory range. Once per turn, they may assess a single target in more detail (which does not use their action) to Know the exact details of their injuries, physical Tilts and Conditions, illness, allergies, and any precise biological factors they need to administer medicine - including innate health risks and any drugs that might aversely interact.
This still does not grant any insight into supernatural beings or effects; the mage must uncover those Mysteries without the aide of their Legacy, but they may recognize unusual biological side effects that suggest a supernatural cause. Likewise, it does not provide any information about corpses, the undead, or constructs.
Optional (Space 1): Epidemiology
Doctors may add the secondary effect of also learning the exact cause of any medical condition they assess (as per “Correspondence”): such as the weapon that caused the injury, a toxin in the environment, or a disease vector. If the source is within sensory range, the mage immediately knows its location; otherwise, they learn what caused it, but no other context clues.
Second Attainment: Stabilize
Prerequisites: Life 2, a Medicine Specialty in Emergency Care, Tolerance For Biology, and Professional Training 1
Once the doctor is on scene, they guarantee their patients will make it to care – even if they don’t have the skills (or time), themselves. As an Instant Action, the mage can stabilize a person they touch, stopping them from bleeding out, ending a seizure, waking them from unconsciousness, or reducing their heart rate, breathing, and adrenal system to their average rates.
Furthermore, they may alter their biological processes even further, as per “Body Control”, to keep those in critical condition stable enough to reach proper treatment; these effects have a Duration based on the mage's rating in the Life Arcana, usually requiring they stay with the patient to ensure their full benefit. They gain one rank of Potency for every 2 dots in Life in any or all of the following effects (or similar, at Storyteller Discretion):
- Recovery: Each rank cuts the healing time for Bashing damage in half
- Slowed Breathing: Each rank reduces the amount of oxygen the subject need to function by half
- Slowed Heart Rate: Each rank doubles the interval at which a toxin affects them
- Metabolism: Each rank may double their interval for fatigue and deprivation or halve their interval to process food and intoxicants
- Analgesic: Each rank reduces their wound penalties by 1 (and numbs their awareness of pain)
- Sedative: Each rank may apply a -1 penalty to action, keeping the subject sedate
By gaining this attainment, the doctor begins to live up to the rest of the Legacy’s symbolism: without borders. As an Instant Action, the mage can break through any obstruction, as long as it constitutes a path, as per “Break Boundary”. For example, this lets them cross a locked door, but not a wall. This ability has Potency equal to their Space dots and/or allows a Clash of Wills for the purposes of any supernatural barrier. The mage may bring a number of additional targets with them, up to 1/2 their Space rating - letting them get in, and get back out with the patient. Reality is distorted to make this appear to be a mundane breach to any witnesses, arranging convenient ways for the obstruction to remain for others.
Third Attainment: Booster Shot
Prerequisites: Life 3, a Medicine Specialty in Epidemics,
With a touch, the Doctor can temporarily boost any target’s resistance to disease and poison, as an Instant Action. This grants a bonus equal to the caster's Life dots to all rolls to resist Toxins, with steps in Advanced Duration equal to 1/2 their Life rating. The subject may immediately roll to resist Toxins in addition to their regularly scheduled intervals. While only a temporary measure, the doctors rely on this Attainment to help slow epidemics, particularly when medicine is sparse, and give the afflicted time to get full medical attention.
Optional (Space 3): Quarantine
Containment is the most critical part of pandemic response. While the Doctors Without Borders do still need to rely on protective and isolation equipment, this Attainment allows them to immediately seal off a source of infection, until proper protection can be put in place. This works similarly to “Ban” with Life in conjunction, creating a barrier that is impermeable to microbes around a single target, in an area as large as a 3’ radius, or as tight as the subjects skin. It cannot affect microbes inside of a body – targets remain infected, but also keep their biome of healthy bacteria. As it is permeable (and invisible) to all other objects, this barrier also serves as effective sterilization. The Ban has a Duration equal to the Doctor's Life rating, usually requiring they actively maintain it until permanent protections are put in place.
Fourth Attainment: Expert Consultant
Prerequisites: Life 4, Medicine 4, Professional Training 2, and a Merit reflecting leadership (such as Inspiring or Small Unit Tactics)
When a Legacy member is called in to an emergency zone, their personal skill is usually not as valuable as their ability to train numerous others to handle the crisis. In addition to mundane planning, motivating, and skill-building, Legacy members use this Attainment to increase the reflexes, calm the nerves, and steady the hands of other medical responders - improving the effectiveness of efforts much large than themselves.
This is done scene-long Ritual, which may be incorporated into a mundane medical briefing. At its conclusion, up to 5 targets gain Rote quality on up to 3 Actions within the next week which include Dexterity the dice pool. This costs 1 Mana to use.
Optional (Space 4): On the Scene
Now truly without borders, the doctor is able to quickly arrive at any crisis they are called to (imitating “Teleport”). This Attainment must be used as a scene-long Ritual, and requires either a live video feed or Sympathetic Range (requiring a sympathetic yantra and a point of Mana, as usual). The ability has Potency equal to Life dots for the purpose of overcoming Withstand. The mage teleports to the scene, bringing anything or anyone within them, within an Area of Effect based on 1/2 their Life rating (up to a large room). Though free from the Lie, this is an obviously supernatural effect, likely to traumatize any Sleeper witnesses – and attract problematic attention. The mage can mitigate some of this by making it look like they’re already en route when called, choosing out-of-sight locations, or drugging anyone they take with them, distorting their sense of how long it takes.
Fifth Attainment: Transplant
Prerequisites: Life 5, Medicine 5, a Medicine Specialty in Surgery
Though many mages join this Legacy with the dream of sealing wounds free from the Lie, by the time they have reached the pinnacle of its mysteries, they have become such master physicians that they are far more concerned with breaking the limitations of medicine, rather than replicating surgery with slightly more ease. For its most powerful Attainment, the Doctors Without Borders turn instead to ensuring that anyone who needs a transplant will get it.
This ability works similarly to “Transform Life”, but Weaves the pattern of an organ to make it perfectly suited to surgically implant in a specific target. An organ from any species can be used, with transformations being applied to enlarge it, alter its genetic compatibility, and to integrate with the target’s immune system. These changes require a scene-long Ritual and a point of Mana to complete, and are Lasting.
Optional (Space 5): Seamless Surgery
Doctors who reach this Attainment do so to perfect their skills in surgery beyond what the Lie allows. The effects imitate “Co-Location”, weaving together the Space outside and inside their patients, allowing them to perform complex surgeries without any of the risks or limitations of cutting them open. This effect requires some kind of live feed of the target area (such as through ultrasound). As a matter of best practice, the Doctors seal the ability to move between spaces with a Key as they use this ability, allowing only their most trusted collaborators to use it. The effect is used as an instant action, has a Duration based on the caster's Life rating, and may include up to two internal spaces at once if necessary.
Revision History:
5/12 - corrected spell factors; updated Initiation
5/14 - reworked 4th attainment; updated Origins & Magic
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