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09-21-2020, 12:05 PM | #1 |
Join Date: Jan 2018
Location: Portland, Maine
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Herbalist Talent
I felt that TFT had a lack of someone who was not a Doctor (physicker) but could still heal non-magically. I also felt that an Herbalist talent was missing. I wanted it to be of the hedgemage level with small time and cost investment and equally low game affects compared to wizards or alchemists.
IQ 10 Herbalist (1): A Herbalist is familiar with the affects that plants can have on the body, soul and mind. It is cousin to the Naturalist and Physicker with a little bit of Cook thrown in for good measure. Herbalist deals with culinary herbs (& spices) or therapeutic herbs. Knows where to find herbs or grows them in her garden. With access to the proper books (recipes), materials (herbs), and facilities (kitchen), can make the therapeutic remedies as though she were an Alchemist (see p. 147): elixirs, unguents, aromas, and the like. These remedies are not magical. Herbalists get +1 reaction rolls from Cooks. An Herbalist workshop is a simple kitchen with at least $200 worth of equipment, cooking tools and containers, books, herbs, etc. An Herbalist who is also a Chemist is an Apothecary. She can create therapeutic products that can last for years. An herbalist can join with a shaman to create therapeutic concoctions for the soul like aroma therapies.
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09-21-2020, 12:15 PM | #2 |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Herbalist Talent remedy
Here is an example of an herbalist remedy:
Betterment Draught: a dose gives the recipient the ability to recover one more hit point of damage that night in addition to the every two days with proper medical care (or without the care if an adjST roll is successful. The more healthy you are, the better it works). [See Recover from Injury ITL p9] If taken more than three times in 7 days, side effects (determined by GM) will ensue. Requires 1 pound of fresh therapeutic herbs and 1 day; costs $50.
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09-21-2020, 12:56 PM | #3 |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Herbalist Talent
Herb Efficacy Duration table
Fresh Cut 30 minutes to create 1 to 2 days efficacy from time it was cut. State of the Herb - just cut or pulled herbs with no processing and little preparation. No kitchen needed. Shelf prepared herbs Prepared = boiled, brewed, crushed, powdered, juiced, etc. Very simple processing. 2 hours to create 3d6 weeks from the time it was prepared. State of the Herb - prepared to be kept for later use, but not processed. Kitchen and tools needed Dried Herbs Dried = removing the moisture in order to preserve them. Various ways to do this: open air, smoked, leaching, etc. 3 days to create 1 year from the date it was dried State of the Herb - Raw herb is dried and lasts if kept in sealed container away from moisture. Kitchen and tools needed Processed herbs Processed = This is the action of distilling, cooking, mixing, etc. using chemical process in basic form. Much more complex preparations. 1d6 weeks create 3d6 years from the time it was processed State of the Herb - Herbs processed into stable usable form. If actively kept from deteriorating. Kitchen and 'lab' needed (tools that a simple chemist shop would use)
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09-21-2020, 01:42 PM | #4 |
Join Date: Jun 2008
Location: Boston area
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Re: Herbalist Talent
The idea of an herbalist is not bad, but I fear that the details of herbal preparations are a bit complicated for my taste. If an herbalist is supposed to be something like an Alchemist Lite, I wouldn't go for very complicated rules.
The Betterment Draught isn't a bad idea at all. A simple aid to natural healing is sensible. |
09-22-2020, 08:39 AM | #5 |
Join Date: Dec 2017
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Re: Herbalist Talent
Another approach could be to create a few herbalism 'recipes' analogous to those for Chemist and Alchemist, and then assign knowledge of those recipes to the Naturalist talent.
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09-26-2020, 11:13 PM | #6 | |||
Join Date: Jan 2018
Location: Portland, Maine
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Re: Herbalist Talent
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IQ 9 * some better game mechanics need to be worked out to find herbs. Herbalists’ Potions To be added to Chemist and Alchemists Potions (ITL p 146) Betterment Draught: a dose recovers one point of ST after a nights sleep. Taking more than one per day will cause vomiting and losing 1 point. May still heal via “Time” (ITL page 9). Requires 1 pound of fresh therapeutic herbs and 1 day; costs $20. *Insect Repellent - Flying: works as avert item on flying insects. Affects 1 megahex, lasts 1 day. Requires 1 pound of rare herbs, ¼ dose of Insect Poison, and 1 day. Cost $50. * Insect Repellent - Crawling: works as avert item on crawling insects. Affects 1 megahex, lasts 1 day. Requires 1 pound of rare herbs, ¼ dose of Insect Poison, and 1 day. Cost $25 * Avian Repellent: works as avert item on birds. Affects 1 megamegahex, lasts 12 hours. Requires 1 pound of citronella and peppermint, ¼ dose of Reptile Poison, and 2 days. Cost $50 *Mammal Repellent: works as avert item on IQ 5 or below mammals. Affects 1 megamegahex, lasts 3d hours. Requires 1 pound of rare herbs, 1 ounce human blood, and 1 day. Cost $25 Ancestral Smudge: 1 smoking dose gives ritualist the possibility (Crit success on 3d6 vs IQ) of contacting the character's Ancestrals (Unlife p.9) Requires 1/2 pound of Sage, Cedar, Sweetgrass or similar herbs, and proper ceremony. Cost $5 Increase Speed: 1 dose gives +2 MA to recipient for 12 turns, then fatigues them 1 point. If taken more than twice per week, make ST roll or become addicted. Requires 1/2 pound of Ephedra, and 2 rare herbs, ¼ dose of Increase Strength, and 1 day. $100. Increase Initiative: 1 dose gives user +1 on initiative roll and increases adjDX by +3 for purposes of order of combat. This lasts for five sequential initiatives, at the end of which the figure goes last during the action sequence. If taken more than once every other day, DX will be at -1 for the day because of jitters. Requires 1/2 pound of processed java-nuts, 1/4 pound of darjeeling leaves and 2 hours. Cost $20 Medicinal Dressing: 1 “dose” treats one wound, whether piercing, crushing, burning, etc. Dressing is either soaked in the therapeutic herbs or therapeutic herbs are applied directly to wound and wrapped. Dressing needs to be changed 4 times in one hour (that is the one ‘dose’), after which an adjST roll is made. If successful, 1 point is healed. Note: Use of Medicinal Dressing is in addition to any other healing for that wound. Requires 1 pound of therapeutic herbs, strips of clean linen, and 1 hour. Cost $10. Nostrums and Infusions** Tonic Cough Medicine Fever Reducer Binders and Soothers *Can be used to make a gas bomb, per ITL p145. **These can be found in Hexagram #3 article Easy Sneezy by Stefan Jones (p21)
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09-21-2020, 12:15 PM | #7 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Herbalist Talent
I like the idea but I find the execution is wordy and not very clear. I also don’t like that it references other Talents.
I’d probably allow them to make a few concoctions: Healing Potion. Sleeping Draught. Something to purify food and water etc. They would need to be able to find the correct ingredients to do so. |
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