Herb
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Although herbs have powerful healing properties, they require skill to apply. They can only be applied by a character that has the [[Surgical_skills#Physick|physick skill]], usually as part of some appropriate medical roleplaying. | Although herbs have powerful healing properties, they require skill to apply. They can only be applied by a character that has the [[Surgical_skills#Physick|physick skill]], usually as part of some appropriate medical roleplaying. | ||
==Rules== | ==Rules== | ||
{{CaptionedImage|file=CeruleanMazzarine.jpg|align=right|width=250|caption=Herb card (back)}} | |||
</noinclude> | </noinclude> | ||
*'''You can only use the magical effects of a herb if you have [[Surgical_skills#Physick|physick skill]] | *'''You can only use the magical effects of a herb if you have [[Surgical_skills#Physick|physick skill]] | ||
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An appropriate phys-rep for a herb is a small vial of liquid, or a pile of herbs, leaves or pieces of plant matter. You can also focus on phys-repping a suitable container for the herbs instead if you prefer. | An appropriate phys-rep for a herb is a small vial of liquid, or a pile of herbs, leaves or pieces of plant matter. You can also focus on phys-repping a suitable container for the herbs instead if you prefer. | ||
<noinclude> | <noinclude> | ||
{{CaptionedImage|file=CardFront.jpg|align=right|width=250|caption=Herb card (front)}} | |||
{{CaptionedImage|file=CardFront.jpg|align= | |||
{| class="wikitable" style="width:600px;" | {| class="wikitable" style="width:600px;" | ||
|+Common Herbs | |+Common Herbs |
Revision as of 17:06, 13 April 2016
There are five common herbs in the Empire. Although herbs have powerful healing properties, they require skill to apply. They can only be applied by a character that has the physick skill, usually as part of some appropriate medical roleplaying.
Rules
- You can only use the magical effects of a herb if you have physick skill
- Any character who has a herb garden receives new herbs after each downtime
- You cannot use a herb without a suitable card and phys-rep present
There are five common herbs in the Empire; it is possible for fleet owners to purchase them from foreign ports but most Imperial herbs are grown in a herb garden. A character who owns a herb garden will receive 14 herbs from their resource in their downtime.
Although herbs have powerful healing properties, they require skill to apply. They can only be applied by a character that has the physick skill, usually as part of some appropriate medical roleplaying.
Herbs are indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the herb and includes the rules for using the herb. You must provide a phys-reps for any herbs that your character owns, and the cards should be kept with the phys-reps, otherwise you cannot use the herbs in game and should not carry the cards on your person.
An appropriate phys-rep for a herb is a small vial of liquid, or a pile of herbs, leaves or pieces of plant matter. You can also focus on phys-repping a suitable container for the herbs instead if you prefer.
Bladeroot | Cerulean Mazzarine | Imperial Roseweald | Marrowort | True Vervain |
---|---|---|---|---|
Blue Mazzarine to save a limb
Grey Bladeroot stems a weakness dim
Red Roseweald poison's power breaks
True Vervain body's healing wakes
Though Marrowort takes soldiers' pain
At battle's end they'll fall again