1.4 KiB
1.4 KiB
You work with plants for healing, toxins, and more.
Tier 1 (Herbalism 1+)
- Identify Herb – Mark a die as Effectful; on success, identify a plant’s properties (edible, poisonous, medicinal).
- Forager – You may gather common herbs in any biome, sustaining yourself and allies.
- Poultice Maker – Once per scene, apply a simple poultice to remove 1 Fatigue or stabilize a Wounded ally.
Tier 2 (Herbalism 2+)
- Poisoner’s Knowledge – You may prepare a weak poison or antidote in downtime.
- Potent Brew (Herbalism/Alchemy) – Mark a die as Risky; on success, create a powerful concoction (healing, hallucinogenic, paralytic). Failure = 1 Injury to self.
- Botanical Lore – Once per scene, you may declare the presence of a specific plant species nearby.
Tier 3 (Herbalism 3+)
- Field Surgeon – You may treat serious injuries in the field without penalty dice.
- Plant Whisperer (Herbalism/Survival) – You may reroll one failed die when navigating through wilderness.
- Toxin Crafter – You may create a toxin or antidote that affects even magical creatures.
Tier 4 (Herbalism 4+)
- Life Bloom – Once per session, brew a salve that removes 1 Injury from all allies who apply it.
- Cleansing Draught – Once per session, brew a potion that removes 1 Corruption die from its drinker.
- Verdant Sovereign – You may retroactively declare you planted or nurtured a helpful plant in a location you visited earlier.