Herb
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Revision as of 11:09, 25 September 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. An apothecary can instead use herbs to brew potions, which can then be used by any on positive hits.
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