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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.


Common Herbs
Bladeroot
Cerulean Mazzarine
Imperial Roseweald
Marrowort
True Vervain