Herb
Overview
There are five potent herbs that are common throughout the Empire. These herbs are infused with magic which allows them to be used by a skilled physick to cure a range of ailments.
An apothecary can instead use herbs to brew a potion, which can then be used by anyone who is not dying on zero hits.
Rules
- You can only use the magical effects of a herb if you have physick skill
- It requires 30 seconds of appropriate roleplaying to use a herb
- The herb use fails if you or your target are hit or attack another character during application, but the herb is not consumed
- 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.
In addition to the five potent herbs there are a number of less common herbs like Realmsroot. These herbs are hard to cultivate and often lack the power or flexibility of the five most useful herbs. These rare herbs use a potion lammy rather than a card - it is not possible to be certain what they do until they are used.
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