Herbalism & Injury


Using Herbalism to treat injury

After someone has been injured the steps that can be taken are

  1. Apply bandages (1 round) stops bleeding and heals up to 1 hit
  2. First Aid (requires roll and 10-30 minutes) heals up to d3 (including the 1 hit above)
  3. Herbalism (requires roll and 1-3 hours)

The Herbalism roll must be done in a quiet location, with fresh water, fire, and a copious supply of herbs on hand. The treatment may take hours for serious wounds, and usually requires the application of a compress, bandage, or ointment made up for the purpuse. Herbalism used in this way cannot heal more than half the hits remaining after first aid has been done, the rest requires time. This restriction does not apply to healing ointments etc. made in advance with herbalism.

The amount healed depends on the quality of the pass as follows

Pass   1 hit
Pass by 4+  

d2 hits

Pass by 6+   2 hits
Pass by 8+   d3 hits
Pass by 10+   3 hits
Pass by 12+   2 + d2 hits
Pass by 14+   4 hits
Pass by 16+   3 + d2 hits
Pass by 18+   5 hits

 

Using Herbalism to treat crippling injury

Treating crippling injury is very hard, even with the best prayers. The use of herbalism can give some chance in the case of wrenched muscles, torn ligaments, burns and so forth. It cannot be used to treat broken bones, severed limbs, and so forth. In the case of a permanant crippling injury herbalism may be able to make it temproary. In the case of a temporary one it can make it brief.

To try and make a crippling injury less severe the herbalist must treat the patient for 3 days for a temporary injury and 6 days for a permenent one, using around 1-2 ata of ingredients each 3 days. They can then try and make a herbalism roll at -7. If they pass then the patient may make a HT roll at -5. If the patient passes the health roll then the injury becomes less severe, otherwise the treatment does nothing. The herbalist can try again by doubling the time and cost, and making another roll, this time at -9.

 

Using Herbalism to treat disease

Diseases can also be treated with herbalism. The application of herbal bandages, potions and draughts can make the ill person more likely to survive the illness. The use of herbalism gives the patient a bonus to their HT roll to recover from or lessen the severity of the disease. The more severe the disease the harder this is to do.

The herbalist can make a roll to help the sick person once for each full day of treatment. As normal the herbalist needs fire, water and herbs to make this sort of treatment. The GM may call for perticular herbs, or can assume that the cost of materials is around 1/2 of the severity of the disease being treated in shillings per day.

If the herbalist passes his roll by enough then the patient gets a bonus to their next HT roll to beat the disease as follows

Pass   HT + 1
Pass by disease's severity   HT + 2
Pass by severity x 2   HT + 3
Pass by severity x 3   HT + 4
Pass by severity x 4   HT + 5