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Prefab for Herbs and Poisons


Traxx

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Has anyone out there created a good prefab for Herbs and Poisons.

 

Basically what I'm considering doing is creating a prefab that has the "Netbook of Herbs" created as a HD prefab with the rarity, addiction factor, storage time, and location in the notes....of course what it 'does' will be included as part of the power....I guess storage time, af, rarity etc. could be custom modifiers.

 

Regardless If anyone out there has done this or even started I would be interested in seeing what you have.

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Re: Prefab for Herbs and Poisons

 

ok, heres a couple of rolemaster herbs, just as an example

 

Zulsendura Mushroom: +1 SPD (10 Active Points); 2 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; must gather fresh herbs; -1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Target Collapses in exhaustion for 3 turns; -1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Only to prepare; -1/4)

actual cost: 3

 

Zur Herb: +2 PER with Hearing Group and Smell/Taste Group (8 Active Points); Extra Time (6 Hours, Only to Activate, -1 3/4), 1 Continuing Charge lasting 1 Hour (Recovers Under Limited Circumstances; must gather and prepare more herbs; -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; only to prepare; -1/4) Actual Cost: 2

 

again these are just a couple of ideas off the top of my head

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Re: Prefab for Herbs and Poisons

 

An Herbalist may well have an extraordinarily complicated VPP. . .

 

Only in a Superheroic Fantasy Hero setting would "Herb Powers" be a VPP or MP; otherwise, in a Heroic level setting, the gathering and preparation of herbs should be a skill roll.

 

 

.:coach:

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Re: Prefab for Herbs and Poisons

 

Here's what I have so far guys. Additions and comments are welcome.

I've personally set the addiction factor to -1 per 10 active points and tried to include as much as possible in terms of Rarity, where the herb might be found etc.

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Re: Prefab for Herbs and Poisons

 

Here's one someone provided me earlier.

 

MASTER HERB LISTING

 

This list gives a summary of every herb that the characters will encounter, although more are added as the game goes on. There are over 180 herbs listed here, and probably 200 more out there still, in different countries and in the Underdeeps. The herbs are listed in a summary format that should give the basic information the players need, and that the GM can use for simple reminder. Although the list here contains every herb, the characters will never encounter a supermarket that has all of these available in it, a few at a time are all they will find.

 

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Aarl Cas 30 N Combat Sense 5 hours ING DE FLO -2 D6 days

Afwaeth 48 N Heals limbs APP DE INS -3 D6 weeks

Agaath 30 S Life Support: air 5 hours ING BG POL -2 D6 weeks

Alshaana 21 S Life Support: cold one day ING TI CLV +2 D6 months

Alastor 57 S Regen 1 BOD/5 hrs 1 day ING CV Vine -3 D6 days

Aligax 7 N 6 Flash DEF one hour APP PL ALG +1 D3 days

Alormary 12 N +3 DCV evil spirits/demons ING PL BER +1 D6 weeks

Altolas 56 Y +1 INT, +2D6 magic roll ING LS CLV -3 D6 weeks

Amoliel 51 S Share dreams between users ING FO FRT -1 D6 days

Anserke 9 N stops bleeding APP MO Root +3 D6 weeks

Arfindas 16 N Heals bones APP TI STK +2 D6 weeks

Arkasu 78 Y 5D6 REC aid fade 5/day ING FO FRT -2 D3 days

Arlan 27 N Heal 3D6 STN APP FW Root +2 D6 months

Arrach 100 V Euphoric (drug) ING FO Leaf +2 D6 weeks

Arunya 38 N Heal 2D6 defenses APP SY Bark -1 D6 months

Asarbacca 83 E Aphrodisiac (whoresberry) APP MO BER +0 D3 days

Athelas 72 S Heal 1D6 all, once per hour BRE SY FLR -4 D3 days

Attanar 20 N Heal 2D6 STR ING PL Seed +0 D6 months

Baalak 27 N Heals organs ING FO NUT +1 D6 months

Baicheng 52 N +5 REC for one day ING TI INS +1 D6 days

Baldakur 49 Y +3D6 CON vs being stunned ING FO NUT -2 D6 weeks

Bargis 66 N Antidote (blood poisons) ING DE FLR -2 D3 days

Becthies 93 S Retrocognition: 5 minutes ING SY MIN -5 D6 hours

Berethien 49 N 4D6 suppress all adj. powers ING MO Vine -4 D6 days

Bilbury 19 N Life Support: water one day APP CV INS -2 D3 hours

Blue Mallow 42 N LS: Breathe impure air BRE OS STK -3 D6 days

Bonalith 55 S Immune to poison 1 hour ING UN FUN -1 D3 days

Bonaset 76 E Narcotic (drug) ING IN Moss -2 D3 days

Borkwild 35 N Life Support: disease ING UN Bark -2 D6 weeks

Bragolith 16 N Repel insects 1 hour APP BG GRS +0 D3 days

Breldiar 36 Y Heal 2D6 LTE ING FO Seed -1 D6 days

Bryony 30 N Purge all poisons/impurities ING SY BER +1 D3 days

Calerieth 21 N Clinging 5 minutes APP BG Seed -1 D6 weeks

Camdeth 35 N Immune: nonmagic poison ING FW ALG +0 D3 days

Carcatu 130 N Lifekeeping APP OS Sap -3 D3 days

Carsath 42 N Hardens def of skin APP CV Root -2 D6 weeks

Casrac 18 N Paramedic skill at +8 APP CV FUN +2 D6 months

Ceel 45 N Blade AP D6 hits/minutes APP CV Root +0 D3 weeks

Celesien 13 S Animal Friendship +2D6 ING BG Root +1 D6 weeks

Celethien 12 N Heal 2D6 BOD APP SW Moss +1 D3 days

Cusamar 11 N Heal 2D6 EGO ING DE POL +1 D6 weeks

Degaec 40 S +2D6 DEX, fade 1/minute ING SY Sap -1 D3 days

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Delrean 23 N Heal 2D6 DEX APP TI LIC -1 D6 weeks

Den Habur 47 Y Immune: magic poisons ING CV ALG +1 D3 days

Draaf 23 S Heal 5D6 STN BRE IN CLV +1 D6 weeks

Dylnaca 16 N Preserves foods APP MO Vine -1 D6 months

Ebur 27 N Heals muscles ING FO Moss +2 D3 weeks

Eel Berry 18 Y 5 Lack of Weakness ING MO BER -1 D3 days

Eldaana 41 N Antidote (nerve poison) ING TI Leaf -3 D6 weeks

Elegoth 48 V +3D6 STN, fade 5/min ING FO Leaf +1 D6 weeks

Ellinrue 67 S True sight 1 hour APP CV ALG -3 D3 days

Elthargis 29 Y Life Support: no sleep 1 day ING FW FRT -1 D3 days

Emras 25 N Immune: non magic poison ING FW ALG +1 D3 days

Eram 28 S +3D6 END fade 1/minute ING FO FUN +0 D3 days

Fecburtun 33 N Life Support: breathe 1 hour BRE UN BER -1 D3 days

Felmather 60 S Mind Link 1 other 1 hour ING BG Bark -3 D6 months

Fenuminas 50 N Heal 2D6 twice ING LS GRS -1 D6 months

Fenurgot 26 N x2 NC run ING TI MIN -1 D6 years

Fofhan 14 N +5 Climb 5 hours APP TI POL +0 D6 months

Galenas 33 N Heal 2D6 PRE and COM ING FW Moss -1 D6 weeks

Gamring 16 N Heal 2D6 as damage ING PL LIC +1 D6 months

Garlic 1 N Wards vampires and spirits APP IN CLV +4 D6 weeks

Glorhast 55 S +2D6 BOD, END fade 5/min ING PL Moss -1 D3 weeks

Gylir 23 N LS: Breathe water 5 hours ING FW ALG +2 D3 days

Hanan 42 S +2D6 BOD, fade 1/minute ING DE Root -1 D6 months

Heathseed 25 Y Absolute Time Sense 1 day ING DE Nut +0 D6 weeks

Henuiel 15 N +1D6 ED, fade 5/min ING DE GRS +0 D6 days

Heth 14 N x1.75 defense weapons APP CV POL -1 D6 months

Hithe 24 N Drain 2D6 DEF rock APP PL CLV -3 D3 days

Hofwort 39 N Antidote (irritant poison) ING BG Root -2 D6 months

Horlost 34 N 6D6 heal as damage APP CV MIN -2 D6 months

Hoth Beetle 9 N Second Sight 5 hours APP FO INS +1 D3 days

Hugar 92 S +4D6 SPD Aid, fade 1/turn ING OS Leaf -6 D6 days

Iarfeg 45 N heal senses ING MO FRT +0 D3 days

Iihl 29 N Negates poisons used on APP DE STK -1 D6 weeks

Imhassil 45 N Heal organs ING PL FRT +1 D3 days

Imlienth 45 N Heal 2D6 BOD ING SW FLR -3 D3 days

Isilarth 50 N Heal 2D6 any one below ING DE Vine +0 D6 days

Jeggarukh 36 V Life Support: don’t rec LTE ING FW POL -1 D6 weeks

Jihien 26 N x1 ½ healing catalyst ING PL GRS +1 D6 weeks

Joef 34 N Heals disease ING CV NUT -2 D3 days

Jolein 39 N Heal 3D6 as damage APP LS FLR -2 D3 days

Juth 30 Y 1D6 Aid COM, fade 1/hour ING BG Moss +2 D6 days

Karfar 84 S Heal 4D6 Speed APP CV Rot -3 D6 weeks

Karkatu 21 S 1D6 Aid PRE, fade 1/hour APP SY FLR +1 D3 days

Kathuska 24 S 3D6 Aid STR, fade 1/min APP SW Vine +0 D6 days

Khalid 15 N Awakens Unconscious APP SW CLV +0 D6 weeks

Kilmakur 30 N LS: temp extremes 1 hour APP OS Vine -2 D3 weeks

Klagul 10 N IR Vision 5 hours ING CV Moss +1 D3 days

Krrf 66 V Euphoric (drug) BRE DE Root -1 D6 weeks

Lasrath 51 N Heal 4D6 as damage ING MO Nut -1 D6 weeks

Lestagii 29 S Heal all below normal 2D6 ING FO GRS +0 D6 weeks

Lemsang 8 N Week’s rations ING CV FUN -1 D6 weeks

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Lhasa 60 S Euphoric ING SY BER -1 D6 months

Lhach-Ur 11 N Extinguish fire APP PL STK +0 D6 months

Lisleaf 32 S 3D6 Aid REC fade 1/hour APP LS Leaf -1 D6 days

Lloranth 18 N +5 Resistance one day ING LS Moss +0 D3 days

Loncath 45 N Heal bones APP OS FLR +1 D3 days

Medalsath 17 S UV Vision 5 hours APP MO LIC -1 D6 weeks

Medarch 21 N Regeneration 1 BOD/Hour ING CV FUN -2 D6 months

Megillos 9 N LS: Water one day ING DE INS +1 D3 days

Memsar 6 N Paramedic +3 ING LS Moss -3 D3 days

Midsaltir 43 N 5 Power Defense 1 day ING LS STK -2 D6 weeks

Mienswort 26 N Negates poison for 5 hours ING LS STK -2 D6 weeks

Mithyave 10 N Life Support: bad air BRE CV FUN -1 D6 days

Montariel 14 S Heal 1D6 as damage ING DE SAP +2 D6 months

Morlian 22 N Tracking Skill +5 (12-) APP BG SAP -1 D6 weeks

Mosaliar 32 S 15 Pow Defense fade 1/min ING DE MIN -1 D6 months

Mulith 24 N 10 Flash Def fade1/min APP MO FLR +0 D3 days

Myrhynn 42 N lowers injury level ING SW Leaf +2 D6 months

Na Felmath 36 N Mind Scan and summon ING OS GRS -3 D6 days

Nathis 22 S Lightsleep 12 hours ING IN LIC -2 D6 months

Nelthenien 16 N +5 magic roll DEF ING CV Leaf +1 D6 weeks

Nelisse 21 N Heal 2D6 REC ING UN STK +1 D6 months

Nuil Berry 37 S +10 EGO roll fade 1/hour ING TI BER -3 D3 days

Nuilfana 150 N Lifekeeping 1 day APP CV MIN -4 D6 years

Oelendor 40 N Affects Desolid 1 minute APP TI Root -2 D3 days

Oelesith 11 N Heal 1D6 INT ING FW Leaf +2 D6 weeks

Oleanth 50 N LS: puts off sleep 1 week APP TI Seed -4 D6 months

Ololosse 121 N Lifekeeping APP UN FUN -3 D6 months

Oortlin 39 N Regeneration 1/min 1 hour ING UN FUN -2 D6 weeks

Parnath 27 S 2D6 EGO Aid, fade 1/hour ING TI CLV +1 D6 months

Pasamar 24 S Food for a day ING OS FLR -1 D3 days

Pech Alar 28 S 1D6 REC Aid fade 1/day ING CV FUN +1 D6 weeks

Pelasithan 60 N Clairvoyant trance 5 minutes ING UN ALG +0 D6 days

Peleshen 28 N Danger Sense 11- 5 hours APP DE INS -4 D6 weeks

Phelhas 16 N Stealth +5 (12-) ING BG STK +1 D6 months

Polsander 41 N 2D6 AP vs wood APP FW MIN -1 D6 months

Qeleviat 26 N Heal 2D6 BOD APP UN LIC +1 D6 weeks

Qualis 27 N 4D6 REC Aid, fade 1/min ING PL BER +1 D6 days

Quenyith 51 V +8 Magic Roll (astral com) BRE SY MIN -2 D6 months

Quorst 14 N Awakens Unconscious APP LS Vine +1 D6 days

Rahf 64 N Clairaudient trance 5 min ING BG Nut -3 D6 weeks

Relolax 44 N Antidote (alkali poisons) APP SW Root -2 D6 months

Renulak 33 Y Cannot be stunned 1 min ING MO LIC -5 D6 weeks

Resolieth 34 N Immunity to disease 1 day ING FW Vine -2 D6 days

Rewk 14 N Heal 2D6 BOD, 2D6 STN APP FO Nut +1 D6 weeks

Rhauga 66 S Heal 6D6 BOD APP PL Seed -4 D6 months

Scapolis 35 Y STR costs 0 END 5 hours ING IN FUN -3 D6 weeks

Sennal 12 S Hallucinogen (drug) ING PL LIC +1 D6 weeks

Shorlin 12 N Paramedic +5 roll APP IN Sap +3 D3 days

Silhave 23 N Does not bleed one day ING MO Moss -3 D6 days

Siran 27 S 2D6 CON Aid, fade 1/min ING IN POL -1 D6 weeks

Skelay 66 N Telepathy 5D6, -1D6/min APP BG Nut -4 D6 months

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Slirth 11 N Start a fire APP FO Nut +3 D6 weeks

Solemia 104 V Life Support: no aging 1 year ING PL STK -2 D6 days

Ssenth 36 N Life Support: breathe any air ING OS FUN +1 D6 weeks

Surinan 250 Y +5 years lifespan ING FO Moss -5 D6 weeks

Swuth 32 N Heal 3D6 END ING FO Seed -2 D6 weeks

Syenath 26 N Stops Berserk APP SY CLV +1 D6 weeks

Taegu 43 N Light Tread 1 hour APP PL Vine -4 D6 days

Tamring 55 S 50 Power defense 1 hour ING FO Leaf +0 D6 days

Tielethian 57 S Berserk, +3 STR Aid ING LS Sap -2 D6 weeks

Thalotic 55 Y Narcotic (drug) ING PL Root +1 D6 weeks

Thurl 41 N Heal 3D6 BOD APP LS Sap -3 D6 weeks

Tloriss 110 N Removes unnatural aging APP SY BRK -2 D6 weeks

Treas. Berry 22 N Full Meal, heal all 1D6 ING SY BER -3 D6 hours

Trudurs 26 N Heal 2D6 CON ING PL Nut -1 D6 months

Turfina 78 N 4D6 Aid (as damage) –1/min ING MO FRT -4 D6 days

Ulcaana 27 Y 1D6 PD Aid, fade 1/hour ING OS Root +0 D6 weeks

Ul-Naza 91 N Antidote (internal poisons) APP FW ALG -5 D6 days

Unren 34 S Dam Resist 10 PD 1 min APP MO INS -2 D6 days

Valhath 24 S x2 NC Run ING SW MIN -2 D6 months

Vinuk 39 N Day’s food ING IN LIC +0 D6 weeks

Vulcarax 122 N Lifekeeping ING PL CLV -3 D6 weeks

Vyjolth 56 S Prevents Paralysis 1 hour ING FO FUN +2 D6 weeks

Walthien 32 S +3 PER 1 day APP LS GRS +1 D6 days

Whist 61 Y 8D6 suppress any spell ING FO FRT -3 D6 days

Woak-Foer 54 N 25 Mental Defense –1/min ING FO Seed -2 D6 weeks

Wolfsbane 3 N Repels, can heal lycanthrope APP BG Leaf +2 D6 weeks

Wylsain 74 S Immune: all poisons 1 day ING BG POL +1 D6 months

Wylthian 37 Y STR, Run costs 0 END 1 hr ING FO Root +2 D6 weeks

Xaes -- N Direction Sense one hour BRE UN Gas -1 n/a

Xanier 19 N x2 NC Swimming APP SW Fish -2 D6 hours

Xelev 68 S Rec LTE at x4 rate 1 day ING SY BER -2 D6 days

Xolien 47 S Stops lycanth change 1 day ING UN CLV -1 D6 weeks

Yaran 11 S Breathe water (only) 5 hrs ING OS FLR +0 D6 days

Ycarth 20 N D6 flash APP OD Nut +0 D6 days

Yin Berry 125 N Heals insanity 14- ING SY BER -4 D3 days

Yoth-Las 32 S 15 Mental Defense ING TI GRS -1 D6 weeks

Ythlias 40 N Eidetic Memory 1 day ING SY Leaf -2 D3 weeks

Zanarless 5 N Purify Water APP BG ALG +2 D3 days

Zoolitic 8 N +2†leaping ING UN INS +1 D3 days

Zur 24 N 3D6 PER Aid, fade 5/hour ING PL FRT +1 D3 days

Zyaw Seed 8 N +4†swimming ING SW Seed +0 D3 months

Zyvyth 135 N Lifekeeping APP PL Bark -2 D6 months

 

 

HERB LISTING

 

This list makes the use of several abbreviations and codes, which need to be explained. Note that the effects of Herbs are abbreviated due to lack of space. The full explanation of what a given herb does is given in their description below. The codes used are for the herb's addictive factor, form occurring, type of preparation, and location found.

 

HERB NAME

This is the common name of herbs used in many countries. Some races and countries have variations on these names. The names are largely Elven in origin, or a ‘humanization’ of elven terms.

 

COST IN COPPER

The cost listed is in Copper pieces in Morien for a single dose of the given herb. This cost is an average, and varies widely based on location and economy. The price will almost always be higher for many of these herbs. The price is primarily given for what a character can expect to get for the herb if he sells it, rather than what he can expect to pay.

 

A handy way for the GM to decide if a given Herb can be purchased at a store is to look down the list for ones that would grow nearby and roll for each one that he is willing the players able to get. Treat a given shop owner as having an 11- herbalism roll, modified by the rarity (see below). For each 2 the roll is made by, there is a dose of the herb available. More skillful merchants, those with better contacts, or those in an area with more herb growth may have a higher roll.

 

ADDICTIVE FACTOR

Many herbs are addictive, with a chance each usage of addicting the user. The addictive factor is listed under ADD?, which gives a simple code:

 

N: Not addictive S: Slightly addictive Y: Addictive to use

V: Very addictive, cannot be used safely

 

The affects of addition are very devastating, first of all causing the Herb in question to cease having any beneficial effects whatsoever. The hooked character will suffer various other effects based on the herb (such as loss of DEX, INT, or a Physical Limitation added to the character). In addition, not using the herb can cause severe withdrawal effects. These will include loss of physical characteristics (with figured characteristics), pain, unconsciousness, nausea, and even death. Should the herb’s hold be broken, it will once again take full effect should it ever be taken again.

 

Most of the useful, simple healing herbs and similar types have no addictive factor, whereas most the very useful, powerful ones are addictive.

 

USAGE

This gives a simple code for how the herb is used. For more detailed information, see the Herb Descriptions below. The code give is described here:

 

APP: Applied ING: Ingested BRE: Breathed

 

 

LOCATION

The Herb given will rarely be found in more than one type of clime or environment. The code given is an abbreviation for the primary area the herb can be found. This does not mean that a given her cannot ever be found in any other clime or place, simply that this is the primary, most likely place the herb can be discovered. For example, MO (mountainous) Herbs can be found in high plains and forests on occasion, or in Timberline areas sometimes, depending on the type of herb. Each separate herb has it’s own ecology and areas it can and will grow or be discovered in.

 

BG Bog or swamp OS Ocean shore

CV Caves PL Plains

DE Deserts FO Sylvan, forests

FW Fresh water TI Timberline, peaks

IN Inhabited areas, urban UN Underdeeps

LS Lakeshore SW Salt Water

MO Mountainous areas SY Deep forest, wilds

 

RARITY AND FINDING HERBS

Finding these herbs is not always an easy task. The chance for someone without herbalist skill, assuming they know where to look, is 8 . The chance of finding an herb is modified by the Rarity factor ( 3, +0, +2), which indicates how rare and unusual this herb is. Each person assisting in the search of an herb adds one to this chance, until +3 is achieved, when the number doubles (+1 per six people). This continues to double each +3 achieved (100 people gives a +14 chance).

 

Each three under the required roll discovers an additional dose of the herb desired. A natural roll of three would probably also find another herb (roll luck/unluck for fortune). It takes a turn of looking to find an herb a base of one minute, and each step up the time chart taken looking gives a +1 to the roll as well. If the roll is failed, there quite simply is not the herb there at all; in addition, the GM may rule that the herb cannot be found under any circumstances.

 

FORM

The code for form is an abbreviation for the form the herb will be found in. Again, for more information, see the Herb Descriptions, below. The code is described below:

 

ALG Algae Gas Gas Nut Nut

Bark Bark GRS Grass POL Pollen

BER Berry INS Insect Root Root

CLV Clove/Bulb Leaf Leaf SAP Sap

FLR Flower LIC Lichen Seed Seed

FRT Fruit MIN Mineral STK Stalk

FUN Fungus Moss Moss Vine Vine

 

STORAGE

Like most food, herbs will not last indefinitely. The storage code gives how long the given herb will last in it’s base form, before preparation, assuming reasonable storage and normal conditions. Hot, wet conditions will greatly cut this storage time, as cold dry conditions will lengthen it. The storage code is a simple roll for the given herb, in hours, days, weeks, months, or (rarely) years. There are spells and items that can keep things safe and pure for much longer than this storage time, and often in prepared form the herb can last much longer, or often much shorter.

 

 

Look Framiliar

 

QM

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