Herbalism

Steps

  1. Spend 8 hours and roll Naturalism. You may spend your margin of success on quality and quantity of Herbs found in the wild.
    1. 1 point for two Poor Herbs
    2. 1 point for a Common Herb
    3. 3 points for a Good Herb
    4. 10 points for a Great Herb
    5. On a Critical Success, you may either triple the points earned, or claim a single Legendary Herb
  2. If you don't have 8 hours to search the wilderness, you can take less time by applying a penalty to your Naturalist Roll.
    1. For searches up to 4 hours: -3 penalty
    2. For searches up to 2 hours: -5 penalty
    3. For searches up to 1 hour: -7 penalty
    4. For searches up to 30 minutes: -9 penalty
  3. You don't need any equipment to search for Herbs, but you will need some tools to mix or use some of the concoctions. This usually consists of a mortar and pestle for salves poisons and pastes, innumerable paper wrappings with quick igniting fuses for the smoke bombs, a kettle and straining device for any tinctures, and a censer for the incense. These are all bundled into the Herbalists Tools and are all you need.
  4. Find out which concoction you would like to craft, make an Herb Lore skill roll with the appropriate penalty, and then you've got your concoction. The cost is one of the separated Herb options If you fail the roll because of the penalty to make the concoction, then you still successfully make it, but at half value. The affected values will be followed by the weaker version in parenthesis


Herbal Concoctions

Salves

Poisons

Poor Healing Salve
Cost: 1 Poor Herb
Crafting Time : 15 minutes Skill Penalty: Herbalism-0
Shelf Life: 1 week
Usage: Salve applied to wound
Effect: Heal 1 HP per hour for 1d-2 hours.


Poor Toxin
Cost: 1 Poor Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-0
Shelf Life: 1 week
Usage: A paste that acts as a Contact Agent. Can also be applied to a weapon. It affects the target if they fail an HT roll. If you beat your modified Herb Lore roll by 5 or more, they must make an HT-3 roll instead.
Effect: The victim takes 1 HP damage after 10 seconds and again every 10 seconds for 1d-2 cycles (1d-4 cycles). You may add two cycles to the poison's duration by making the poison work only for of the following: Abominations, Primal Celestials, Divine Celestials, Outsiders, or Dragons.


Common Healing Salve
Cost: 1 Common Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-2
Shelf Life: 1 week
Usage: Salve applied to wound
Effect: Heal 1 HP per hour for 1d hours (1d-2 hours).


Common Toxin
Cost: 1 Common Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-2
Shelf Life: 1 week
Usage: A paste that acts as a Contact Agent. Can also be applied to a weapon. It affects the target if they fail an HT-2 roll. If you beat your modified Herb Lore roll by 5 or more, they must make an HT-5 roll instead.
Effect: The victim takes 1 HP damage after 10 seconds and again every 10 seconds for 1d cycles (1d-2 cycles). You may add two cycles to the poison's duration by making the poison work only for of the following: Abominations, Primal Celestials, Divine Celestials, Outsiders, or Dragons.


Good Healing Salve
Cost: 1 Good Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-4
Shelf Life: 2 weeks
Usage: Salve applied to wound
Effect: Heal 1 HP per half hour for 1d-2 hours (1d-4 hours).


Good Toxin
Cost: 1 Good Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-4
Shelf Life: 2 weeks
Usage: A paste that acts as a Contact Agent. Can also be applied to a weapon. It affects the target if they fail an HT roll. If you beat your modified Herb Lore-4 roll by 5 or more, they must make an HT-7 roll instead.
Effect: The victim takes 2 HP damage after 5 seconds and again every 5 seconds for 1d-2 cycles (1d-4 cycles). You may add two cycles to the poison's duration by making the poison work only for of the following: Abominations, Primal Celestials, Divine Celestials, Outsiders, or Dragons.


Great Healing Salve
Cost: 1 Great Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-6
Shelf Life: 2 weeks
Usage: Salve applied to wound
Effect: Heal 1 HP per half hour for 1d hours (1d-2 hours).


Great Toxin
Cost: 1 Great Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-6
Shelf Life: 2 weeks
Usage: A paste that acts as a Contact Agent. Can also be applied to a weapon. It affects the target if they fail an HT-6 roll. If you beat your modified Herb Lore roll by 5 or more, they must make an HT-9 roll instead.
Effect: The victim takes 2 HP damage after 5 seconds and again every 5 seconds for 1d cycles (1d-2 cycles). You may add two cycles to the poison's duration by making the poison work only for of the following: Abominations, Primal Celestials, Divine Celestials, Outsiders, or Dragons.


Legendary Healing Salve
Cost: 1 Legendary Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-8
Shelf Life: 3 weeks
Usage: Salve applied to wound
Effect: Heal 1 HP per 15 minutes for 1d hours (1d-2 hours).


Legendary Toxin
Cost: 1 Legendary Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-8
Shelf Life: 3 weeks
Usage: A paste that acts as a Contact Agent. Can also be applied to a weapon. It affects the target if they fail an HT-8 roll. If you beat your modified Herb Lore roll by 5 or more, they must make an HT-11 roll instead.
Effect: The victim takes 4 HP damage after 1 second and again every second afterwards for 1d cycles (1d-2 cycles). You may add two cycles to the poison's duration by making the poison work only for of the following: Abominations, Primal Celestials, Divine Celestials, Outsiders, or Dragons.


Incenses

Smoke Bombs

Warding Weed
Cost: 5 Poor Herbs/3 Common Herbs
Crafting Time: 1 hour
Skill Penalty: Herbalism-0
Shelf Life: 1 week
Usage: Burned in a censer. Those within 2 yards of the burner must succeed an HT+3 roll to gain the effect.
Effect: Those affected by the incense gain 3 levels of Magic Resistance and 3 DR vs Insubstantial attacks for 2xMargin of Success minutes.


Thick Smoke
Cost: 1 Poor Herb/1 Common Herb
Crafting Time: 1 hour
Skill Penalty: Herbalism-0
Shelf Life: 1 week
Usage: Usually wrapped in a smoke bomb. When ignited with a Ready Maneuver, the bomb has a 1d-3 second fuse. Anyone within 4 yards of the bomb at ignition must make an HT-3 roll to resist the poisonous gas.
Effect: Those affected by the poisonous smoke are afflicted with Coughing or Sneezing which gives a -3 penalty to DX and -1 penalty to IQ for 2xMargin of Failure seconds. The smoke is opaque and restricts vision through the cloud for 10 seconds in a well ventilated area, 10 minutes anywhere else.


Sharpened Senses
Cost: 9 Poor Herbs/5 Common Herbs/2 Good Herbs
Crafting Time: 1 hour
Skill Penalty: Herbalism-2
Shelf Life: 1 week
Usage: Burned in a censer. Those within 2 yards of the burner must succeed an HT+3 roll (unmodified HT roll) to gain the effect.
Effect: Those affected by the incense gain 2 levels of Acute Hearing and Acute Vision for 5xMargin of Success minutes. They may also track Invisible targets, but have a -10 penatly to attack them.


Wilting Gas
Cost: 12 Poor Herbs/6 Common Herbs/3 Good Herbs
Crafting Time: 1 hour
Skill Penalty: Herbalism-2
Shelf Life: 1 week
Usage: Usually wrapped in a smoke bomb. When ignited with a Ready Maneuver, the bomb has a 1d-3 second fuse. Anyone within 4 yards of the bomb at ignition must make an HT-3 roll (unmodified HT roll) to resist the poisonous gas.
Effect: Those affected by the poisonous smoke take a -3 penalty to any kind of Resistance Roll for Margin of Failure minutes. The smoke is transparent but, visible and the cloud remains for 10 seconds in a well ventilated area, 10 minutes anywhere else.


Numbing Agent
Cost: 12 Common Herbs/6 Good Herbs/2 Great Herbs
Crafting Time: 1 hour
Skill Penalty: Herbalism-4
Shelf Life: 1 week
Usage: Burned in a censer. Those within 2 yards of the burner must succeed an HT+3 roll (unmodified HT roll) to gain the effect.
Effect: Those affected by the incense will not suffer from Shock Penalties and gain a +3 to rolls to resist Knockdown or Stunning as well as +1 Tough Skin DR for 10xMargin of Success minutes.


Sluggish Vapor
Cost: 10 Common Herbs/3 Good Herbs/1 Great Herb
Crafting Time: 1 hour
Skill Penalty: Herbalism-4
Shelf Life: 1 week
Usage: Usually wrapped in a smoke bomb. When ignited with a Ready Maneuver, the bomb has a 1d-3 second fuse. Anyone within 4 yards of the bomb at ignition must make an HT-3 roll (unmodified HT roll) to resist the poisonous gas.
Effect: Those affected by the poisonous smoke take a -1 penalty to Basic Speed for Margin of Failure minutes. The smoke is opaque and restricts vision through the cloud for 10 seconds in a well ventilated area, 10 minutes anywhere else.


Hunter's Fog
Cost: 4 Good Herbs/1 Great Herb/1 Legendary Herb
Crafting Time: 1 hour
Skill Penalty: Herbalism-6
Shelf Life: week
Usage: Burned in a censer. Those within 2 yards of the burner must succeed an HT+3 roll (unmodified HT roll) to gain the effect.
Effect: Those affected by the incense gain a +1 on all dice rolls for the purposes of subduing or killing a particular class of creature for 10xMargin of Success minutes. This adds to Attack Rolls on the creatures, Active Defense rolls when defending against the creatures, Damage Rolls, and anything else the GM deems appropriate. This stacks with Daredevil and any Higher Purpose advantages that don't also target a specific class of creature. The class needs to be chosen at time of concoction creation and can be one of: Abominations, Constructs, Dragons, Primal Celestials, Divine Celestials, Outsiders, Spirits, Plants, or Undead.


Mental Haze
Cost: 2 Good Herbs/1 Great Herb/1 Legendary Herb
Crafting Time: 1 hour
Skill Penalty: Herbalism-6
Shelf Life: 1 week
Usage: Usually wrapped in a smoke bomb. When ignited with a Ready Maneuver, the bomb has a 1d-3 second fuse. Anyone within 4 yards of the bomb at ignition must make an HT-3 roll (unmodified HT roll) to resist the poisonous gas.
Effect: Those affected by the poisonous smoke must do nothing for Margin of Failure seconds. Any loss of HP brings the victim back, but if they end their turn in the smoke cloud, they must make the HT roll or be affected again. The smoke is transparent but visible, and the cloud remains for 10 seconds in a well ventilated area, 10 minutes anywhere else.


Quickening Vapours
Cost: 1 Legendary Herb
Crafting Time: 1 hour
Skill Penalty: Herbalism-8
Shelf Life: 3 weeks
Usage: Burned in a censer. Those within 2 yards of the burner must succeed an HT+3 roll (unmodified HT roll) to gain the effect.
Effect: Those affected by the incense gain a +1 Basic Speed for 5xMargin of Success minutes.


Red Mist
Cost: 1 Legendary Herb
Crafting Time: 1 hour
Skill Penalty: Herbalism-8
Shelf Life: 1 week
Usage: Usually wrapped in a smoke bomb. When ignited with a Ready Maneuver, the bomb has a 1d-3 second fuse. Anyone within 4 yards of the bomb at ignition must make an HT-3 roll (unmodified HT roll) to resist the poisonous gas.
Effect: Those affected by the poisonous smoke begin to hallucinate violently and are thrown into an incoherent rage for 5xMargin of Failure seconds. They see anything alive as an enemy and will attempt to kill it. These people are also given an active Berserk disadvantage temporarily, disabling any Celestial Powers that might not be compatible. The smoke is transparent but visible, and the cloud remains for 10 seconds in a well ventilated area, 10 minutes anywhere else.


Tinctures

Pastes

Chews

Clearing Drink
Cost: 5 Poor Herbs/3 Common Herbs
Crafting Time: 30 minutes
Skill Penalty: Herbalism-0
Shelf Life: 1 week
Usage: The Herbs are boiled into a tincture. The person drinking the concoction must make an HT+3 roll to gain the effects of the tincture.
Effect: If the imbiber must make a desicion, they can sit quietly and meditate for ten minutes after drinking this tea. At the end of it, they must make an IQ roll plus their Margin of Success on their HT roll and if succussful, the GM will point them in the direction of the best choice.


Stinging Glaze
Cost: 1 Poor Herb/1 Common Herb
Crafting Time: 30 minutes
Skill Penalty: Herbalism-0
Shelf Life: 1 week
Usage: The Herbs are ground into a thick paste and then applied to a weapon or up to 10 projectiles. The application process happens during the Crafting Time.
Effect: If the weapon or projectiles applied strike a target with a Vulnerability of any kind and deals HP damage, the target will take an addition point of that damage type before applying any Vulnerability modifiers.


All-Nighter
Cost: 2 Poor Herbs/1 Common Herb
Crafting Time: 60 minutes
Skill Penalty: Herbalism-0
Shelf Life: 1 week
Usage: The Herbs are dried out and can be placed in the mouth. The chew can be taken out at any point and the remaining duration will not be used until it is put back into the mouth.
Effect: The user has a reduced need to sleep. The chew will last for 4 hours and if another dose is used before sleeping at least 4 hours, then the user will take 1 FP of Exhaustion damage for every extra All-Nighter used.


Purge
Cost: 6 Poor Herbs/2 Common Herbs/1 Good Herb
Crafting Time: 10 minutes
Skill Penalty: Herbalism-2
Shelf Life: 1 week
Usage: The Herbs are boiled into a tincture. The person drinking the concoction must make an HT+3 roll (unmodified HT roll) to gain the effects of the tincture.
Effect: If the imbiber must has injested any kind of poison or rotten material, they may take Purge in order to rid their body of it. This is a somewhat violent process and the target takes 1 FP Starvation and 1 FP Dehydration damage, but the effects of any injested poison or disease are immediately nullified. Even if they have begun taking effect.


Painful Paste
Cost: 10 Poor Herbs/5 Common Herbs/2 Good Herbs
Crafting Time: 30 minutes
Skill Penalty: Herbalism-2
Shelf Life: 1 week
Usage: The Herbs are ground into a thick paste and then applied to a weapon or up to 10 projectiles. The application process happens during the Crafting Time.
Effect: If the weapon or projectiles applied strike a target and deals any kind of HP damage, the target must make an HT-3 roll (unmodified HT roll) or suffer from Moderate Pain. This inflicts a -2 penalty on all DX or IQ-based skill rolls. If the target fails their HT by 5 or more, they suffer from Severe Pain instead which inflicts a -4 penalty. This lasts 5xMargin of Success seconds.


Energy Chew
Cost: 5 Poor Herbs/2 Common Herb/1 Good Herb
Crafting Time: 60 minutes
Skill Penalty: Herbalism-2
Shelf Life: 1 week
Usage: The Herbs are dried out and can be placed in the mouth. The chew can be taken out at any point and the remaining duration will not be used until it is put back into the mouth.
Effect: If the user has attempts to spend FP on any non-magical actions while this chew is in their mouth, they may make an HT+3 roll (unmodified HT roll) to negate the cost of the action. This does not affect any FP damage. The chew will last for 30 minutes.


Homeostatic Tea
Cost: 3 Common Herbs/1 Good Herb/1 Great Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-4
Shelf Life: 2 weeks
Usage: The Herbs are boiled into a tincture. The person drinking the concoction must make an HT+3 roll (unmodified HT roll) to gain the effects of the tincture.
Effect: The imbiber is able to withstand temperatures 3xHT higher or lower than their race would normally allow. They also gain 2 DR vs Fire or Cold burn damage. This effect lasts for 1xMargin of Success hours


Spirit Slayer
Cost: 6 Common Herbs/3 Good Herbs/1 Great Herb
Crafting Time: 30 minutes
Skill Penalty: Herbalism-4
Shelf Life: 2 weeks
Usage: The Herbs are ground into a thick paste and then applied to a weapon or up to 10 projectiles. The application process happens during the Crafting Time.
Effect: If the weapon or projectiles applied strike an insubstantial target it will be affected as if the weapon could normally affect insubstantial. This affect lasts for 5 hours (2 hours).


Passing Ease
Cost: 4 Common Herbs/2 Good Herbs/1 Great Herb
Crafting Time: 60 minutes
Skill Penalty: Herbalism-4
Shelf Life: 2 weeks
Usage: The Herbs are dried out and can be placed in the mouth. The chew can be taken out at any point and the remaining duration will not be used until it is put back into the mouth.
Effect: If the user is currently suffering from a disease and uses this chew, the symptoms of the disease will be temporarily ignored. This does not cure the disease or even help your HT roll to fight it. It only relieves the positive and negative effects for up to 5 hours (2 hours).


Boiling Tea
Cost: 5 Good Herbs/2 Great Herbs/1 Legendary Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-6
Shelf Life: 3 weeks
Usage: The Herbs are boiled into a tincture. The person drinking the concoction must make an HT+3 roll (unmodified HT roll) to gain the effects of the tincture.
Effect: The imbiber becomes much more easily angered. They gain +4 Striking ST and +1 to resist unconsciousness or death, however if the imbiber is in a stressful situation like combat, they must roll a self-control roll of 15 or less to not view all living beings as hostiles. The tea may be drank multiple times to stack the effects, but the self control roll becomes 12 on the second drink, 9 on the third, and finally 6 on the fourth drink. You do not benefit from more than 4 drinks. This effect lasts for 15xMargin of Success minutes.


Corrosive Layer
Cost: 8 Good Herbs/3 Great Herbs/1 Legendary Herb
Crafting Time: 30 minutes
Skill Penalty: Herbalism-6
Shelf Life: 3 weeks
Usage: The Herbs are ground into a thick paste and then applied to a weapon or up to 10 projectiles. The application process happens during the Crafting Time.
Effect: If the weapon or projectiles applied strike a target protected by DR, the DR of the target is reduced by -2 (-1). If attacked multiple times, this can lower the target's DR by up to -6 maximum (-3 maximum). This affect lasts for 30 minutes.


Reflex Chew
Cost: 6 Good Herbs/2 Great Herbs/1 Legendary Herb
Crafting Time: 60 minutes
Skill Penalty: Herbalism-6
Shelf Life: 3 weeks
Usage: The Herbs are dried out and can be placed in the mouth. The chew can be taken out at any point and the remaining duration will not be used until it is put back into the mouth.
Effect: When the user has this chew in thier mouth, they gain +1 to Dodge and +2 to Block and Parry


Dowsing Tea
Cost: 3 Great Herbs/1 Legendary Herb
Crafting Time: 15 minutes
Skill Penalty: Herbalism-8
Shelf Life: 4 weeks
Usage: The Herbs are boiled into a tincture. The person drinking the concoction must make an HT+3 roll (unmodified HT roll) to gain the effects of the tincture.
Effect: The imbiber picture in their mind very clearly what they want. It cannot be a specific item or person, but they may look for people or items with the same characteristics. They then meditate for ten minutes and roll vs IQ with a bonus equal to their Margin of Success from the HT roll and a range penalty to the closest significant grouping of appropriate objects or people. The imbiber may ignore any known objects or people they are currently aware of. A success gives you knowledge about the distance, direction, and number of objects that match your inquiry.


Heart Attacker
Cost: 4 Great Herbs/1 Legendary Herb
Crafting Time: 30 minutes
Skill Penalty: Herbalism-8
Shelf Life: 4 weeks
Usage: The Herbs are ground into a thick paste and then applied to a weapon or up to 1 projectile. The application process happens during the Crafting Time.
Effect: If the weapon or projectiles applied strike a target and deals HP damage, the target must make an HT-3 roll (unmodified HT roll) or suffer a heart attack! Even if they make the HT roll, they suffer permanent 1d6 HT damage. This affect only applies for 1 strike then it is no longer applied to the weapon.


Double Time
Cost: 6 Great Herbs/1 Legendary Herb
Crafting Time: 60 minutes
Skill Penalty: Herbalism-8
Shelf Life: 4 weeks
Usage: The Herbs are dried out and can be placed in the mouth. The chew can be taken out at any point and the remaining duration will not be used until it is put back into the mouth.
Effect: When used, the user has 1 additional level of Altered Time Rate. After taking the chew out, the user must take #of seconds used plus 1d6 FP of Exhaustion. This can only be used for 30 seconds total.