18 lines
No EOL
1.4 KiB
Markdown
18 lines
No EOL
1.4 KiB
Markdown
You work with plants for healing, toxins, and more.
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## Tier 1 (Herbalism 1+)
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* Identify Herb – Mark a die as Effectful; on success, identify a plant’s properties (edible, poisonous, medicinal).
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* Forager – You may gather common herbs in any biome, sustaining yourself and allies.
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* Poultice Maker – Once per scene, apply a simple poultice to remove 1 Fatigue or stabilize a Wounded ally.
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## Tier 2 (Herbalism 2+)
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* Poisoner’s Knowledge – You may prepare a weak poison or antidote in downtime.
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* Potent Brew (Herbalism/Alchemy) – Mark a die as Risky; on success, create a powerful concoction (healing, hallucinogenic, paralytic). Failure = 1 Injury to self.
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* Botanical Lore – Once per scene, you may declare the presence of a specific plant species nearby.
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## Tier 3 (Herbalism 3+)
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* Field Surgeon – You may treat serious injuries in the field without penalty dice.
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* Plant Whisperer (Herbalism/Survival) – You may reroll one failed die when navigating through wilderness.
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* Toxin Crafter – You may create a toxin or antidote that affects even magical creatures.
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## Tier 4 (Herbalism 4+)
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* Life Bloom – Once per session, brew a salve that removes 1 Injury from all allies who apply it.
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* Cleansing Draught – Once per session, brew a potion that removes 1 Corruption die from its drinker.
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* Verdant Sovereign – You may retroactively declare you planted or nurtured a helpful plant in a location you visited earlier. |