Herbalism and Alchemy House Rules
Herbalism and Alchemy
Both these skills seem to serve no real purpose to magi, who can already do far greater with their standard potions abilities. So I’m suggesting the following:
You can make non-magical potions without dedicating a season to their production with a total of Int+Rank+Bonus+Stress roll. Healing potions for example would give a bonus to recovery rolls (9+:+1, 12+:+2, 15+:+3), poisons would deal +total in damage while antidotes lower damage by a like amount. The story guide has final say over what can and cant be achieved.
Additionally you gain the bonus to your lab total when making appropriate types of potions (alchemy: poisons +5, antidotes at +4, healing and health potions at +3, and transformations at +2; herbalism: poisons +5, antidotes +5, healing and health +5, and hallucinogens +3).
What are peoples opinions?
Administrator
August 29th, 2005 at 8:13 am
This has little effect on my character so I don’t mind (at least I don’t think I do!)
Editor
May 17th, 2006 at 6:10 pm
I’ve updated these house rules, any opinions??