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*'''You can only use the magical effects of a herb if you have [[Surgical_skills#Physick|physick skill]]
*'''You can only use the magical effects of a herb if you have [[Surgical_skills#Physick|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'''
*'''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'''
*'''You cannot use a herb without a suitable card ''and'' phys-rep present'''

Revision as of 12:25, 26 February 2017

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

CeruleanMazzarine.jpg
Herb card (back)
  • 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.


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