Mythic Herbalism

by Mark D F Shirley



The copyright of this article remains with the original author. Articles may be copied or distributed freely for personal non-profit use, provided that the author is properly credited.


Editor's note: Since first writing these rules a couple of years ago, the author wishes to distance himself from this work. He feels that the rules are overly powerful and overly formulaic. Nevertheless, some may find this of interest. Use at your discretion.

The lab total used is

Lab total = 5 x Herbalism + Int

Each point of skill enables the herbalist to manufacture two formulas. Once a formula has been created the only things that may be changed without learning a new formula is time to act and number. The formulas are composed of six parts:

Level

The base level of the potion determines the potency. For a poison this is the damage that needs to be soaked. For an antidote it is the bonus to the soak when resisting a poison.

Method of Introduction

Application

The numbers in brackets add to the base level of the potion. Ingested poisons can also be made harder to detect. A standard poison needs a perception roll of 6+ to detect it. To increase the ease factor by one adds one to the formula level. So to require an ease factor of 12+ adds 6 to the level.

Form of potion

Time to act

Duration

Multiple potions

An extra potion adds 5 to the formula level.

Each potion has 5 doses or will coat 2 arrows or a single small blade.

Types of potions

Damage is Potency+stress die. Botching damage means potion have no effect. Botching soak means potion has full effect. Each five points missed is like losing body levels but they return 1.5 times as fast.