Occult Herbmaster

Born of the mushroom, raised in the glade, watched by the eye of the moon in a silverblack pool.  

Features

Begins with 2d6 × 10 silver and d2 Omens. HP: Toughness + d6  

Abilities

Tough as wood. Roll 3d6+2 Toughness.   Low in protein. Roll 3d6-2 Strength.   Roll d6 on the weapons table and d2 on the armor table.   You carry a portable laboratory and continually search for frequently expended ingredients. Daily you have the materials to create two randomly determined decoctions and can brew a total of d4 doses. If unused they lose vitality after 24 hours.  

Probably raised in (d8)

  1. Calm isolation in the Daerwold dark.
  2. See 1.
  3. See 1.
  4. The illegal midnight markets of Finsterburg .
  5. The heretic isle of Crëlut , twenty nautical miles east of Grift .
  6. Old frozen ruins not far from Fellwind .
  7. A little witches cottage just outside Bentburgh .
  8. The ruins of Blackwall Castle , thick with memories of mushrooms and smoke.
 

Occult Herbmaster decoctions (d8)

  1. Red poison: Toughness DR12 or -d10 HP.
  2. Ezumiels vapor: Pass a DR14 test or severe (and arguably fun) hallucinations for d4 hours.
  3. Southern frog stew: Vomit for d4 hours, pass a DR14 test or you can do nothing else.
  4. Elixir vitalis: Heals d6 HP and stops infection. Can be habit-forming.
  5. Spider-owl soup: See in darkness, climb on walls for 30 minutes.
  6. Fernor’s philtre: Translucent oil, must be dabbed right into the eye. Heals infection and gives +2 on Presence tests for d4 hours.
  7. Hyphos’ enervating snuff: Berserk! Two attacks per round but defend with DR14. Lasts one fight. Must be snorted, causes sneezing.
  8. Black poison: Toughness DR14 or -d6 HP and blinded for one hour.

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