Revision as of 16:59, 13 April 2016 by Gereon (talk | contribs) (Add card and physrep info)
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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.


CardFront.jpg
Herb card (front)
CeruleanMazzarine.jpg
Herb card (back)
Common Herbs
Bladeroot Cerulean Mazzarine Imperial Roseweald Marrowort True Vervain
Bladeroot.jpg Cerulean Mazzarine.jpg Imperial Roseweald.jpg Marrowort.jpg True Vervain.jpg