Traxx Posted August 16, 2004 Report Share Posted August 16, 2004 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. Quote Link to comment Share on other sites More sharing options...
Bozimus Posted August 27, 2004 Report Share Posted August 27, 2004 Re: Prefab for Herbs and Poisons Bump I am interested in this area as well. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 29, 2004 Report Share Posted August 29, 2004 Re: Prefab for Herbs and Poisons a lot of the herbs are going to be specialized variants of healing or aid with limitations such as extra time due to needing prep, and they might require a skill roll to use properly, along with side affects for addiction or other fun things. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 29, 2004 Report Share Posted August 29, 2004 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 Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted August 29, 2004 Report Share Posted August 29, 2004 Re: Prefab for Herbs and Poisons That's pretty good just off the top of your head. An Herbalist may well have an extraordinarily complicated VPP. . . But that's why I play fighters. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 29, 2004 Report Share Posted August 29, 2004 Re: Prefab for Herbs and Poisons this is very true, a herbalist or healer could have quite an arsenal, a GM could allow some to be purchased as equiipment instead of magic items for that matter I willl start posting more herbs after I get a little more input, or in a couple of days probably. Quote Link to comment Share on other sites More sharing options...
Chiba Bob Posted August 29, 2004 Report Share Posted August 29, 2004 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. . Quote Link to comment Share on other sites More sharing options...
Trencher Posted August 29, 2004 Report Share Posted August 29, 2004 Re: Prefab for Herbs and Poisons http://kestrelarts.com/text/herbs.doc From http://www.kestrelarts.com/codex1.html Quote Link to comment Share on other sites More sharing options...
Traxx Posted August 30, 2004 Author Report Share Posted August 30, 2004 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. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted August 30, 2004 Report Share Posted August 30, 2004 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 Quote Link to comment Share on other sites More sharing options...
Trencher Posted August 30, 2004 Report Share Posted August 30, 2004 Re: Prefab for Herbs and Poisons Here's one someone provided me earlier. That somone is probably the person(s) that run the site that I posted a link to above. It is the same list but that in word and a little more easy to read. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted September 5, 2004 Report Share Posted September 5, 2004 Re: Prefab for Herbs and Poisons Those seem very Rolemaster inspired. Thats a great list though. *Copy* *Paste*! Quote Link to comment Share on other sites More sharing options...
Foxx! Posted September 5, 2004 Report Share Posted September 5, 2004 Re: Prefab for Herbs and Poisons Traxx! Sorry, this is not about the topic, but your avatar looks really NICE! I think the frame makes a big difference. Cheers! Quote Link to comment Share on other sites More sharing options...
Traxx Posted September 9, 2004 Author Report Share Posted September 9, 2004 Re: Prefab for Herbs and Poisons Thanks. We call them "tokens" which we use with Klooge (digital gaming table/aid) for mapping and combat. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted September 18, 2004 Report Share Posted September 18, 2004 Re: Prefab for Herbs and Poisons It actually makes it look like a disc from Diskwars. Quote Link to comment Share on other sites More sharing options...
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