Herb
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.
Bladeroot | Cerulean Mazzarine | Imperial Roseweald | Marrowort | True Vervain |
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