Herbalism
Attributes: .................Intellect & Wisdom
Level: .........................DF: 4 BCS 30%; 600 Exp
[TR] Characters have spent time making a study of herbs, their medicinal properties, the preparation and application for the curing and prevention of a wide range of ailments. This is one of the most ancient healing arts and is passed down in oral traditions in most tribal cultures. This is not alchemy, or Magick, it is only a very basic rustic skill.
Finding Herbs: The character has learned knowledge of how to identify and where to find the herbs he is seeking in the wild, foraging will take three hours. He will be able to find a max of one quantity of herbs per 5% of PSF% (round up) that the character has in the Herbalism skill. Therefore a character with 21 PSF % in the Herbalism skill should be able to find 21 / 5 = 4.1 rounded up to 5 quantities of a herb in a three hour search period.
A character has to say what herb he is searching for before he makes the roll and he may search for up to 4 types of herb in a single day; however only a single search can be made for a type of herb in that day.
That is given 12 hours available daylight, with less usable light reduce the TSC% by ⅓ if only two hours or ⅔ if only one hour of daylight is left.
A successful roll with a crit die of 10 means the character has found a double load of the herbs he was searching for; or he can choose to roll for a second type of herb that he might have found in the same period. Herb are gathered in the growing season; usually May through to October in the northern climates and November to April in the southern climes. A character will know the location of a terrain specific to a particular type of herb if he makes a successful local geography skill roll for the area of the country he is in. Should the character be searching for herbs and he is not in his home territory then he will suffer the appropriate penalty to his geography skill as an outsider.
Herb Gardens: These are popular even for the unskilled during this time period, those who know how to grow Vegetable Crops (see agriculture) can cultivate a herb garden yielding 1d10 quantities of herbs x PSF% in (Herbalism + Vegetable Crops) Once a character gets to PSF 150%+ he becomes a Master Herb Gardener and can cultivate a garden with (5 +1d10) quantities x PSF% in (Herbalism + Vegetable Crops)
Preserving Herbs: The character is able to dry and use other methods to preserve his herbs so that they retain their healing or Magickal properties for 1 year + one week x PSF% of the his Herbalism skill.
The Herbal: A character who can read and write may record his knowledge and skills he has learned into a herb based medicinal book called a Herbal. Commonly in tribal culture these are remembered and passed on as a poetic recitation, with details recorded in verse and rhyme for easy remembrance.
For instance let us assumes that Connie has PSF 58% in her Herbalism skill and PSF 46% in her Vegetable Crops skill for a total of 58+46% = 104%. This she would be able to grow a lovely herb garden capable of yielding a minimum of 1 x 104 = 104 quantities of herbs to a max of 10 x 104 = 1,040 quantities of herbs. If Connie’s totals came to 155% she would have yields between 930 and 2,325 quantities of herbs.
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