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Midhir

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Posts posted by Midhir

  1. Re: Archery question

     

    Also unless they are in an area completely bare of ground cover, finding arrows isn't exactly the easy task. Volleys fired into the air to arc down on a group and land sticking pretty much perpendicular to the ground are one thing, but firing straight at a target and missing means the arrow is mostly likely going to be lost in any kind of grass or forested location, with the exception of the odd arrow stuck in a tree here and there.

  2. Re: New to running a Fantasy Hero game

     

    In the campaign I'm GMing now the PCs started off with 60pts (40/20 split). Usually game session nets them 1-2 pts possible 3 for great RPing. With another 1-3 at the end of the campaign.

     

    It allows them to really develop their characters and prevents the stat maxing and uber power/skill purchases when starting out with alot of points. One character wanted +2 Overall skill levels so he saved and saved till he got it.

     

    I also impose training limits and time restrictions for skill and characteristic advancement. Characteristics can only be increased one point at a time over a set length of time. Skills that are actively used during a session can be increased otherwise they require training and time.

  3. Instead of just having each extra point of SPEED beyond 12 be a buffer against DRAINS why not have it allow a character to change a FULL Phase action into a half phase and/or a HALF Phase action into a 0 Phase action on a number of phases (of their choosing in different segments) equal to each point over 12?

     

    Example: Zippy the speedster has a SPEED of 14 so he acts every segment and can also adjust two of his actions on separate segments to only take half the amount of time (SPEED 14 - 12 = 2).

     

    This may have been mentioned some where else, so if so excuse me for bringing up old topics. I just thought of it and wanted to put it out there.

     

    Sound viable?

  4. Re: A Question of Balance & Lethality

     

    Shout out to Montreal, Plattsburgh, NY gamer here.

     

    I tend to like to run what I call gritty hero games. The gaming group I'm GMing now started the Warhammer Enemy Within campaign several years ago with 75 pt characters (50 pts + 25 pts in disadvantages). I allowed the use of Deadly Blow and Combat Luck but they had to be bought with limitations and had caps on them to keep them from becoming unbalancing.

     

    Basically it allowed a light armored individual (up to 2 Resistant DEF) to use Combat luck to a level that would get them equal to Full Plate but could not be combined with Full Plate. Deadly Blow could only be bought to a max of 2 levels and had to be specialized and or required an activation roll or situation (like back stab and could not be used with all attacks.

     

    Initial Characteristics where restricted so that they couldn't dump all their points into one or two stats and I instituted rules to govern how often a stat could be increased in game time. This made a more logical progression in stats instead of everyone starting out with STR & DEX 20, OCV & DCV 7 and SPD 4.

     

    Combats where dangerous and fun and usually fairly quick.

     

    Then to simulate the Fate Point system that Fantasy Hero had I ran across a post here about a chit system where each game session the players randomly chose different colored chits that had varying effects on game play. This allows for a minor miracle or more accurately simulates those amazing but rare situations where the hero pulls something off that is simply amazing but not a routine happing every now and again to make up for a bad choice or a just plain horrible roles with out having to fudge numbers or break the reality of the game to badly.

  5. Re: Fate systems

     

    I used the Luck Chit system for the first time during this weekend's game session and my players loved it.

     

    I was contemplating puting in a Fate system to make up for the loss of Fate Points from the Warhammer game (running a FH game using the Warhammer Enemy Within Campaign) by giving out Luck Points where it called for Fate points but all my players like this solution even better.

     

    Thanks for the great idea RDU!

  6. Re: A new take on "Deadly Blow"

     

    I've adopted a few house rules to balance out deadly blow by limiting the number of times it can be taken based on what type it is (7, 5, 3 pt variety - I don't allow the all inclusive 10pt) coupled with total character points.

     

    example 7 pt

    1 1d6 deadly blow for 100pts

    2 1d6 deadly blow for 150pts

    3 1d6 deadly blow for 175pts then 1 more for each 25 pts

     

    example 5 pt

    1 1d6 deadly blow for 75 pts

    2 1d6 deadly blow for 125 pts

    3 1d6 deadly blow for 150 pts then 1 more for each 25 pts

     

    The 7 pt variety can only be taken once for each type of attack it is used with.

     

    The 5 pt variety can be taken twice for each type attack (Thieves back stab with a DEX roll can be bought upto 2d6 + 1d6 for a dagger (figuring 5 pts over str min) thats a 3d6k strike with a dagger in a low level fantasy game (1/2 DCV from behind and 1/2 Hit locations if out of combat and surprised means a pretty easy called shot for the head, neck or vitals).

     

    Then that puts the 3pt variety at being able to take it three times for each type of attack. This being a very limited circumstance to use plus a DEX roll means it shouldn't unbalace game play since its use will be rare and have a chance to fail.

     

    I like running low fantasy games (which to me is a 30/30 or 25/25 starting character and between 1 to 3 XP per normal weekly session). Although the Aid version is an effective way of raising the cost to bring it inline with the damage it makes it to costly for my PCs to purchase. In High Fantasy campaigns 150 to 250 point characters I would adopt that version.

     

    I'm also considering adopting a rule to "not" allow it to be used in conjuction with a martial arts. I am seeing a trend to buy one martial art maneauver that has a good OCV/DCV bonus with some DC bonus then adding in the deadly blow. Add in a big weapon like a Great Axe and the players will only use that one maneauver and nothing else, where before deadly blow they often jocked between maneauvers to get the OCV/DCV bonuses when they needed them or the higher DC when they needed it. I think this would put the benifit of MA back in play.

  7. Re: Conan vs. Elric

     

    There is always A sword. In the Eternal Champion series' date=' the reason he remembers is that he is being punished for refusing to weild the sword.[/quote']

     

    I disagree with this, Stormbringer is not the basis for the Eternal Champion series.

  8. Re: Conan vs. Elric

     

    Its been a while since I read the Eternal Champion books but I don't believe Stormbringer has anything to do with any other EC except Elric so him summoning any of the others would not fit the syntax of those books.

     

    I'd have to give the battle to Conan though, one on one, he survived every encounter Howard every wrote, he would find a way to defeat Elric and Stormbringer.

  9. Re: Combat Balance

     

    HCS - Hero Combat Simulator. Throw your NPCs/Monsters/Villians, etc in and your PCs then you can walk through combat with them to get an idea of how it will go. Then of course you can use it to run combat during the actual game to take the number crunching and record keeping tasks out and allow you to enjoy combat (even large combats ex: I just ran a 15 Great Wolves and 24 Goblins vs a group of 6 PCs and it was a hell of alot eaiser).

     

    P.S.

     

    Did I mention it is oh so close to being able to open Hero Designer save files, reading in all the Powers/Advantages/Disadvantages/Limitations/Skills/Martial Arts that HCS supports?

  10. Its all a question of play style. The careers add a bit of structure that keep skills and characteristic points fairly balanced and they do add a bit of atmosphere to the game. For beginning players it provides the structure that keeps the open ended non-class structure of HERO from over whelming them. Basically they are highly specialized package deals.

     

    I have to admit that they can be a bit restrictive but then again nothing made a group bust a gut more then when someone rolls up the rat catcher as there starting profession! The FHRP career paths makes PCs do more improve RPing in some cases, if thats what they like to do.

     

    We also used the tables from the old WFRP character pack to roll up disadvantages which I'm also converting to HERO disadvantages.

  11. I'm not currently using the career paths other then initially to determine what trappings the players start with. If I had had the time before we started I would of like to have converted all the careers to FH equivalents and used them in the same way they are used in WFRP.

     

    I am converting the skills as I input the NPCs and once I have the complete list done it wouldn't be hard to convert the careers for furture use.

  12. I've run the Enemy Within Campain once before (about 10 years ago I think) so with as much info as I could find on the net about Empire in Flames (and some bits about the rewritting, Empire in Chaos), I'm working up my own version. The Skaven will be playing a major part (introduced in Death on the Reik) along with the purple hand who will be tyring to gain possession of the Warp Stone fround in the castle during DotR. Considering the first campaign took 4 sessions I should have plenty of time to flesh it out, lol.

  13. Well we just finished up the 4th Session and ended the Mistaken Identy. The night was wrapped up with the players arriving in Bogenhafen, heading over to the Shaffenfest and the fighter type getting pounded into the ground by the wrestler, 'Crusher" Braugen. Thats what I like about HERO. Crusher let him swing away for a while to make it look good. Carta was more on the defensive when the fight started (had his CLs in DCV), but after missing do to Crusher dodging, he says "Well I'm going to get this over with!" and moved his CLs to OCV. So he lands a lucky blow, which suprised Crusher and almost ended the fight (shot right to the chin). So with a signal from Klaus Schattiger (the showmen running the event and not wanting to loose 10 GC to Carta), Crusher slammed him hard in the stomach, lifting him off the ground (a nice upper cut) stunning him. Then followed up with a solid cross to the side of the head. We wrapped up laughing are ahrses off, he was right it was over quick.

  14. My understanding was that Hogshead was going to reprint it with some rewritting (the first one was a bit stale and as you said a let down compaired to the rest of the campaign) but I believe they took to long and ended up giving up the rights to publish WFRP and never actually published the new version.

  15. I have no idea where I found this but it was about a year ago. If I could remember I would credit the person that created it, so sorry, but good for those that need herb knowledge.

     

    Here it is and I'll also attach the Word document in a Zip file.

     

    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.

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