“It doesn’t matter who you are or what you do, sooner or later everyone is going to get sick or injured. And when push comes to shove, it’s at times like these that everybody comes calling on the real heroes, the ones who keep them alive.”
As people of medicine, Doctors are physicians and healers who tend to others, usually to their benefit, and are skilled in keeping people alive even when all hope otherwise seems to be lost. In battle, Doctors wield a Medical Implement alongside their weapons to quickly administer medicines to heal and bolster their allies.
The Resource used by Doctors is the Urgency. Doctors have a pool of Urgency they can use in when they find that they don’t have the time or resources to do the job properly but still know it needs to be done. Spending one Urgency at base allows a two handed skill with a timer to be performed instantly by touching with your Medical Implement or an instant skill that requires touching with your Medical Implement to be performed on anyone you have previously used your Doctor skills on no matter how far away you are right now or make an additional use of a per encounter ability at normal speed. At base only one Urgency may be spent on a single action. At baseline, Doctors have a pool of 3 Urgency.
Medical Implements are means of administering medicines such as syringes (but can be phys-repped with a weapon), and barring skills that say otherwise are at most main-gauche length.
Certain skills on a Vision Quest grant access to Preventative Medicine rather than their usual Physical effect. This allows you to direct an open palm towards a target that you do not consider to be “person”, after 5 seconds you may then call single against that target every 10 seconds (for each skill after the first that grants you access to Preventative Medicine reduce this timer by 1 second).
You can tend to the injured and heal the wounds of others. 2 times per encounter you can spend 15s two handed work touching someone else with your Medical Implements to grant HEAL to them in the Physical world.
During a Vision Quest this skill instead grants you 2 extra Spirit hits and 1 VOID to Mental impairments.
You may temporarily make others more resilient. 2 times per encounter you may call Gain 10 hits, 30 by touching someone with your Medical Implement.
You may reinforce the constitution of others. 4 times per encounter you may call GAIN VOID X ONGOING, with X being your choice of Impairment (your choice of Physical or Mental) besides EFFECT/BE AFFECTED, by touching someone with your Medical Implement.
There is no limit to the maximum size of your Medical Implements. You must still retain contact with your Medical Implement for it to be efficacious.
You can use your Doctor skills on yourself, this takes either double uses for instant/contact skills or double time for other skills. If you are using Urgency to reduce a timer skill being used on yourself to instant this still only uses one Urgency.
You can chase off those who would try to interfere when you are trying to save someone. The first time you are struck whilst performing any use of the Field Medicine or Folk Medicine skills you can call BE REPELLED on the assailant. You cannot call this again until you complete a use of either Field Medicine or Folk Medicine.
During a Vision Quest you instead gain Preventative Medicine.
2 more times per encounter you can spend 15s two handed work touching someone else with your Medical Implements to grant HEAL to them in the Physical world.
During a Vision Quest this skill instead grants you 2 extra Spirit hits and 1 VOID to Mental impairments.
You may channel the power of the Doctor into your works. For each instance of this skill you gain 1 Act of Power per adventure.
There is no limit to the amount of Urgency that can be spent on a single action. Eg. 3 Urgency could be spent to call HEAL from Field medicine instantly at range after having used all your per encounter uses.
During a Vision Quest you instead gain Preventative Medicine.
You can administer medicine which strengthens others. Once per encounter you can spend 5s two handed work touching someone with your Medical Implements to grant BUFF ONGOING in the Physical World.
In addition as many times as you wish you may spend 5s two handed work touching someone with your Medical Implements to grant BUFF CONTACT in the Physical World.
On a Vision Quest you may 4 times per encounter call BE PUSHED on a target within 5 meters.
You may better reinforce the constitution of others. 4 times per encounter you may call GAIN NULL X 30 with X being your choice of Impairment (your choice of Physical or Mental) besides EFFECT/BE AFFECTED, by touching someone with you Medical Implement. You cannot use this on someone you are aware is already under this effect.
You are better at making others more resilient. Twice per encounter you may call GAIN 20 hits, 30 by touching someone with your Medical Implement.
You may reinforce the constitution of others to protect against a variety of ailments. 4 times per encounter you may call GAIN VOID ONGOING, you can use this within 5 meters on any target you have previously used your doctor skills on, otherwise you must touch them with your Medical Implement.
2 more times per encounter you can spend 15s two handed work touching someone else with your Medical Implements to grant HEAL to them in the Physical world.
During a Vision Quest this skill instead grants you 2 extra Spirit hits and 1 VOID to Mental impairments.
Your medicines can manipulate the bodies of others in interesting ways. Once per encounter in the Physical world you can grant EFFECT “You are no longer X” CONTACT by touching a target with your Medical Implement, where X is any single effect of your choice including “DEAD”, this cannot change an entity’s fundamental nature (no use of “you are no longer human”, “you are no longer alive” is valid however, as a note things that happen to a body whilst dead have no effect on the entity should it cease to be dead).
During a Vision Quest you instead gain Preventative Medicine.
You are better still at reinforcing the constitution of others. 2 times per encounter you may call GAIN IMMUNE X ONGOING, with X being your choice of Impairment (your choice of Physical or Mental) besides EFFECT/BE AFFECTED, by touching someone with your Medical Implement, you cannot use this one someone you are aware is under this effect.
You may make others more resilient over longer periods. Once per encounter you may call GAIN 10 hits, ONGOING, by touching someone with your Medical Implement.
You can administer medicine which allows others to make more forceful blows. Once per encounter you may call GAIN REPEL DURING CONTACT by touching someone with your Medical Implement.
During a Vision Quest you instead gain Preventative Medicine.
You have a greater drive to get things done. Your Resource pool now includes 3 additional Urgency.
During a Vision Quest you instead gain Preventative Medicine.
Twice more per encounter you can spend 15s two handed work touching someone else with your Medical Implements to grant HEAL to them in the Physical world.
During a Vision Quest this skill instead grants you 2 extra Spirit hits and 1 VOID to Mental impairments.
You may keep someone bolstered against harm with constant attention. Once per encounter you may call GAIN NULL Damage CONTACT by touching someone with your Medical Implement. Whilst you are using this skill no effect can reduce damage you take.
You have developed your own special medical effect. Discuss with the organisers what you would like this to do.
You can reactively cure people of their ailments. 2 times per encounter you can grant EFFECT “You’re IMMUNE to that Impairment” ONGOING, ideally it should be clarified in advance that “that impairment” is the non-damage component of the last call that hit the target and that this removes the existing instance of the effect in addition to making them IMMUNE ongoing. You can use this within 5 meters on any target you have previously used your doctor skills on, otherwise it requires touching them with your Medical Implement.
You may channel the power of the Doctor into your works. For each instance of this skill you gain 1 Act of Power per adventure.
Having the second rank of this skill allows you to gain 2 levels from self sacrifice, though note that there is no such thing as a level 4 Act of Power.