Bunnies And Burrows Herbalists

Main.BunniesAndBurrowsHerbalists History

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August 17, 2018, at 08:41 AM by 45.43.101.69 -
Changed line 81 from:
A rabbit can also tuck an herb behind each ear and/or keep one in the mouth. This allows each such herb to be retrieved or swallowed as a free action -- however, the GM has the right to compel an herb being lost, set off, or accidentally swallowed anytime the bunny fails a roll for a physical action.
to:
A rabbit can also tuck an herb behind each ear and/or keep one in the mouth. This allows each such herb to be retrieved or swallowed as a free action -- however, the GM has the right to compel an herb being lost, set off, or (for the mouth) accidentally swallowed anytime the bunny engages in energetic movement or fails a roll for a physical action.
August 17, 2018, at 08:31 AM by 45.43.101.69 -
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* ''Mystic Mint (P):'' Gives an empathic healer or seer +2 on any applicable roll for 10 minutes, after which it inflicts damage at +0 (resist the damage with Physique as usual).
to:
* ''Mystic Mint (P):'' Gives an empathic healer or seer +1 on every applicable roll for 10 minutes, after which it inflicts damage at +0 (resist the damage with Physique as usual).
August 17, 2018, at 08:21 AM by 45.43.101.69 -
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* ''Heedwell (P):'' Perfect photographic memory for one hour. The memory of that hour will be retained forever.
to:
* ''Heedwell (P):'' Perfect photographic memory for the next hour. The memory of that hour will be retained forever.
May 27, 2018, at 10:54 AM by 23.251.76.202 -
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Larger creatures require ''extra'' doses equal to Scale to be affected. Each missing dose increases the difficulty of the roll to create an advantage by +2. For other effects, the GM will rule on what benefit (if any) underdosing provides.

to:
Larger creatures require ''extra'' doses equal to Scale to be affected. Each missing dose increases the difficulty of the roll to create an advantage by +1. For other effects, the GM will rule on what benefit (if any) underdosing provides.

Changed line 105 from:
Larger creatures require ''extra'' doses equal to Scale to be affected. A weaker attack may have an effect, but the Physique roll is at +2 for each missing dose!
to:
Larger creatures require ''extra'' doses equal to Scale to be affected. A weaker attack may have an effect, but the Physique roll is at +1 for each missing dose!
February 19, 2018, at 07:54 PM by 104.251.247.127 -
Changed line 63 from:
* ''Seerflower* (P):'' Gives a vision of a possible future; the GM will secretly roll against Will and use that to gauge how useful the vision is. Subject is then drained, mentally and physically (CAA with one free compel for the GM), for one hour. Tastes too terrible to cover up; cannot be snuck into someone's food.
to:
* ''Seerflower* (P):'' Gives a vision of a possible future; the GM will secretly roll against Will and use that to gauge how useful the vision is. Subject is then drained, mentally and physically (aspect with one free compel for the GM), for one hour. Tastes too terrible to cover up; cannot be snuck into someone's food.
January 31, 2018, at 04:17 PM by 104.251.247.127 -
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(In other words, start at difficulty 3, subtract half of their Physique, and then drop any fraction.)
to:
(In other words, difficulty is 3 minus half their Physique, rounded down.)
January 31, 2018, at 04:16 PM by 104.251.247.127 -
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* ''Wild Thyme (P):'' Intoxicated, feisty, and overconfident (CAA) for one hour.
to:
* ''Wild Thyme* (P):'' Intoxicated, feisty, and overconfident (CAA) for one hour.
Changed lines 63-64 from:
* ''Seerflower (P):'' Gives a vision of a possible future; the GM will secretly roll against Will and use that to gauge how useful the vision is. Subject is then drained, mentally and physically (CAA with one free compel for the GM), for one hour. Tastes too terrible to cover up; cannot be snuck into someone's food.
to:
* ''Seerflower* (P):'' Gives a vision of a possible future; the GM will secretly roll against Will and use that to gauge how useful the vision is. Subject is then drained, mentally and physically (CAA with one free compel for the GM), for one hour. Tastes too terrible to cover up; cannot be snuck into someone's food.
Changed line 68 from:
* ''Magic Mushroom (P):'' Has pleasant hallucinations, completely unaware of reality, for one hour.
to:
* ''Magic Mushroom* (P):'' Has pleasant hallucinations, completely unaware of reality, for one hour.
Added lines 74-75:

-> * Some rabbits get addicted to these double-edged herbs.
January 31, 2018, at 09:50 AM by 104.251.247.127 -
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* ''Blowball (B):'' A tufted ball (like a mature dandelion) or leaf full of pollen or dust. When thrown, it explodes into a cloud big enough to encompass two or possibly three rabbits, but only if they're packed tightly together. Throwing a blowball is an action. It requires no roll against a target in the same zone; to target someone one zone away, roll Athletics or Fight, difficulty Good (+3).
to:
* ''Blowball (B):'' A tufted ball (like a mature dandelion) or leaf full of pollen or dust. When thrown, it explodes into a cloud big enough to encompass two or possibly three rabbits, but only if they're packed tightly together. Throwing a blowball is an action. It requires no roll against a target in the same zone; to target someone one zone away, roll Athletics or Fight, difficulty Good (3).
Changed lines 87-93 from:
||+0 or worse||Good (+3)||
||+1 or +2||Fair (+2)||
||+3 or +4||Average (+1)||
||+5 or better||Mediocre (+0)||

(In other words, start at +3, subtract half of their Physique, and then drop any fraction.)
to:
||+0 or worse||Good (3)||
||+1 or +2||Fair (2)||
||+3 or +4||Average (1)||
||+5 or better||Mediocre (0)||

(In other words, start at difficulty 3, subtract half of their Physique, and then drop any fraction.)
Changed line 107 from:
Anyone may roll against Flora to identify an herb. The difficulty is Fair (+2) for a basic herb or Good (+3) for an advanced one. Success identifies the herb. Success with style provides some additional useful info about the crafter or situation ''or'' provides a boost for using it. Failure reveals nothing, though it is always obvious whether it's a blowball, pulp, or salve.
to:
Anyone may roll against Flora to identify an herb. The difficulty is Fair (2) for a basic herb or Good (3) for an advanced one. Success identifies the herb. Success with style provides some additional useful info about the crafter or situation ''or'' provides a boost for using it. Failure reveals nothing, though it is always obvious whether it's a blowball, pulp, or salve.
January 30, 2018, at 03:56 PM by 104.251.247.127 -
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'''Harmful Advanced Herbs'''
to:
'''Hostile Advanced Herbs'''
December 28, 2017, at 10:49 AM by 104.251.247.127 -
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* ''Arrow Root (P):'' Immunity to poison for one hour. No effect if you're already poisoned, though!
to:
* ''Arrow Root (P):'' Immunity to poison for one hour. If you're ''already'' poisoned, it helps your Physique rolls (CAA) instead.
December 28, 2017, at 10:03 AM by 104.251.247.127 -
Added lines 91-92:

(In other words, start at +3, subtract half of their Physique, and then drop any fraction.)
December 28, 2017, at 10:00 AM by 104.251.247.127 -
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||0||Good (+3)||
to:
||+0 or worse||Good (+3)||
December 28, 2017, at 10:00 AM by 104.251.247.127 -
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||!Subject's Physique||!Difficulty||
to:
||'''Subject's Physique'''||'''Difficulty'''||
December 28, 2017, at 09:59 AM by 104.251.247.127 -
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Every herb includes a brief description of what it does. "CAA" is short for "creates an advantage" (if no roll is involved, it includes one free invocation). For an explanation of "inflicts damage," see ''Resisting Herbs,'' below. Each herb is also noted with a (B), (P), or (S) depending on its form:
to:
Every herb includes a brief description of what it does. For an explanation of "inflicts damage," see ''Resisting Hostile Herbs,'' below. "CAA" is short for "creates an advantage"; see ''Ingesting Helpful Herbs'' and ''Resisting Hostile Herbs'' for rules. Each herb is also noted with a (B), (P), or (S) depending on its form:
Changed lines 81-82 from:
!! Resisting Herbs
to:
!! Ingesting Helpful Herbs

Many herbs simply provide the listed effects. However, any herb marked with "CAA" requires a roll against the crafter's Flora to create an advantage. The difficulty depends on the subject's Physique, with healthier subjects being more receptive to the effects:

||border=0
||!Subject's Physique||!Difficulty||
||0||Good (+3)||
||+1 or +2||Fair (+2)||
||+3 or +4||Average (+1)||
||+5 or better||Mediocre (+0)||

Larger creatures require ''extra'' doses equal to Scale to be affected. Each missing dose increases the difficulty of the roll to create an advantage by +2. For other effects, the GM will rule on what benefit (if any) underdosing provides.


!! Resisting Hostile
Herbs
Changed line 101 from:
Larger creatures require ''extra'' doses equal to Scale to be affected. For hostile herbs, a weaker dose may have an effect, but the Physique roll is at +2 for each missing dose! For weaker herbs, the GM will rule on what benefit (if any) underdosing provides.
to:
Larger creatures require ''extra'' doses equal to Scale to be affected. A weaker attack may have an effect, but the Physique roll is at +2 for each missing dose!
December 28, 2017, at 09:48 AM by 104.251.247.127 -
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* ''Snuffball (B):'' Sneezing (CAA) for 10 minutes.
to:
* ''Snuffball (B):'' Sneezing (CAA) for 10 minutes -- a very common armament for Warners!
Added lines 92-93:

Rabbits often trade herbs for other herbs or food. Their relative value is up to the GM; a warren may be overstocked on Snuffballs but desperate for Fumitory. As a rough guideline, herbs ''usually'' fall somewhere between "lettuce" and "truffle" in value (see ''Food and Other Stuff'' in [[Bunnies and Burrows General Rules]]), with advanced herbs being more valuable than basic ones.
December 14, 2017, at 01:05 AM by 104.251.247.127 -
Changed line 13 from:
Every herb includes a brief description of what it does. "CAA" is short for "creates an advantage" (with one free invocation). For an explanation of "inflicts damage," see ''Resisting Herbs,'' below. Each herb is also noted with a (B), (P), or (S) depending on its form:
to:
Every herb includes a brief description of what it does. "CAA" is short for "creates an advantage" (if no roll is involved, it includes one free invocation). For an explanation of "inflicts damage," see ''Resisting Herbs,'' below. Each herb is also noted with a (B), (P), or (S) depending on its form:
December 14, 2017, at 01:04 AM by 104.251.247.127 -
Changed lines 13-14 from:
Every herb includes a brief description of what it does. "CAA" is short for "creates an advantage." For an explanation of "inflicts damage," see ''Resisting Herbs,'' below. Each herb is also noted with a (B), (P), or (S) depending on its form:
to:
Every herb includes a brief description of what it does. "CAA" is short for "creates an advantage" (with one free invocation). For an explanation of "inflicts damage," see ''Resisting Herbs,'' below. Each herb is also noted with a (B), (P), or (S) depending on its form:
Changed lines 97-99 from:
This crafting stint refreshes the herbalist's supply up to her maximum, which is '''5 + (Flora x 2).''' This assumes basic herbs; each advanced herb counts as ''two'' herbs for this purpose. She may choose freely from the list of available herbs.

'''''Example:''' Sunny has Flora +3, for a maximum of 11 herbs. At the moment, she's down to two Snuffballs, a Fumitory, and a Redberry (advanced, so it counts double), a total of five herbs. When she takes time to craft, she can therefore create an additional six herbs -- or fewer, if some are advanced -- bringing her total back to 11.''
to:
This crafting stint refreshes the herbalist's supply up to her maximum, which is '''4 + (Flora x 2).''' This assumes basic herbs; each advanced herb counts as ''two'' herbs for this purpose. She may choose freely from the list of available herbs.

'''''Example:''' Sunny has Flora +3, for a maximum of 10 herbs. At the moment, she's down to two Snuffballs, a Fumitory, and a Redberry (advanced, so it counts double), a total of five herbs. When she takes time to craft, she can therefore create an additional five herbs -- or fewer, if some are advanced -- bringing her total back to 10.''
December 14, 2017, at 01:03 AM by 104.251.247.127 -
Changed line 87 from:
Larger creatures require doses equal to Scale to be affected. For hostile herbs, a weaker dose may have an effect, but the Physique roll is at +2 for each missing dose! For weaker herbs, the GM will rule on what benefit (if any) underdosing provides.
to:
Larger creatures require ''extra'' doses equal to Scale to be affected. For hostile herbs, a weaker dose may have an effect, but the Physique roll is at +2 for each missing dose! For weaker herbs, the GM will rule on what benefit (if any) underdosing provides.
December 11, 2017, at 09:19 PM by 104.251.247.127 -
Changed line 77 from:
All herbs come wrapped in protective leaves for safe handling. Most are kept in a backpack; this is safe, but the herbs take time to retrieve. See [[Bunnies and Burrows Food and Other Stuff]] for more on packs and the time required.
to:
All herbs come wrapped in protective leaves for safe handling. Most are kept in a backpack; this is safe, but the herbs take time to retrieve. See [[Bunnies and Burrows General Rules]] for more on packs and the time required.
December 11, 2017, at 08:35 AM by 104.251.247.127 -
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* ''Oak Bud (P):'' Grants the Brave stunt (see [[Bunnies and Burrows Character Creation]]) for one hour.
to:
* ''Oak Bud (P):'' Grants the Brave stunt (see [[Bunnies and Burrows Skills and Stunts]]) for one hour.
December 10, 2017, at 04:28 AM by 104.251.247.127 -
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* ''Mystic Mushroom (P*):'' Gives empathic healers and seers +2 on any applicable roll for 10 minutes, after which it inflicts 1 physical stress ''per roll that was made'' (minimum 4 stress).
to:
* ''Mystic Mint (P):'' Gives an empathic healer or seer +2 on any applicable roll for 10 minutes, after which it inflicts damage at +0 (resist the damage with Physique as usual).
Changed lines 63-65 from:
* ''Seerflower (P*):'' Gives a vision of a possible future; the GM will secretly roll against Will and use that to gauge how useful the vision is. Subject is then drained, mentally and physically (CAA with one free compel for the GM), for one hour.

-> *
Tastes too terrible to cover up; cannot be snuck into someone's food.
to:
* ''Seerflower (P):'' Gives a vision of a possible future; the GM will secretly roll against Will and use that to gauge how useful the vision is. Subject is then drained, mentally and physically (CAA with one free compel for the GM), for one hour. Tastes too terrible to cover up; cannot be snuck into someone's food.
December 10, 2017, at 04:23 AM by 104.251.247.127 -
Changed line 61 from:
* ''Oak Bud (P):'' Grants the Brave stunt (see [[Bunnies and Burrows Character Creation]] for one hour.
to:
* ''Oak Bud (P):'' Grants the Brave stunt (see [[Bunnies and Burrows Character Creation]]) for one hour.
December 10, 2017, at 04:23 AM by 104.251.247.127 -
Added line 61:
* ''Oak Bud (P):'' Grants the Brave stunt (see [[Bunnies and Burrows Character Creation]] for one hour.
December 10, 2017, at 04:21 AM by 104.251.247.127 -
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* ''Bitterberry (P):'' Hallucinates on suggestion (if Deceive beats her Will) for 10 minutes.
to:
* ''Bitterberry (P):'' Hallucinates on suggestion (requires Deceive vs. Will roll) for 10 minutes.
Changed line 82 from:
!!!! Resisting Herbs
to:
!! Resisting Herbs
December 10, 2017, at 04:21 AM by 104.251.247.127 -
Deleted line 28:
* ''Fleeting Violet (P):'' Double running speed for one hour. In combat, can move an extra zone each turn.
Deleted line 30:
* ''Hardberry (P):'' Grants Armor 1 for one hour.
Added line 56:
* ''Fleeting Violet (P):'' Double running speed for one hour. In combat, can move an extra zone each turn.
Added line 58:
* ''Hardberry (P):'' Grants Armor 1 for one hour.
December 10, 2017, at 04:19 AM by 104.251.247.127 -
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* ''Salve (S):'' Must be held and smeared onto the subject's skin or fur, as an action. Against an unwilling subject, this requires a Fight roll with difficult equal to the target's Athletics or Fight. It does no damage; you can punch ''or'' apply a salve.
to:
* ''Salve (S):'' Must be held and smeared onto the subject's skin or fur, as an action. Against an unwilling subject, this requires a Fight roll with difficult equal to the target's Athletics or Fight. It does no damage; a smear is not a punch.
December 10, 2017, at 04:18 AM by 104.251.247.127 -
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You know how to turn plants into potent herbal concoctions (here shortened to "herbs") using Flora skill. Herbalists are the rabbit equivalent of alchemists, the closest thing they have to "magic." Anyone may use or attempt to identify an herb, but only herbalists can create them. An herbalist starts the game with several herbs, using the ''Crafting Herbs'' rules below.
to:
You know how to turn plants into potent herbal concoctions (here shortened to "herbs") using Flora skill. Herbalists are the rabbit equivalent of alchemists, the closest thing they have to "magic." Anyone may use or attempt to identify an herb, but only herbalists can create them. An herbalist starts the game with a maximum load of herbs, as per the ''Crafting Herbs'' rules below.
December 10, 2017, at 04:18 AM by 104.251.247.127 -
Changed lines 7-8 from:
You know how to turn plants into potent herbal concoctions (here shortened to "herbs") using Flora skill. Herbalists are the rabbit equivalent of alchemists, the closest thing they have to "magic." Anyone may use or attempt to identify an herb, but only herbalists can create them.
to:
You know how to turn plants into potent herbal concoctions (here shortened to "herbs") using Flora skill. Herbalists are the rabbit equivalent of alchemists, the closest thing they have to "magic." Anyone may use or attempt to identify an herb, but only herbalists can create them. An herbalist starts the game with several herbs, using the ''Crafting Herbs'' rules below.
Changed lines 90-93 from:
!! Analyzing Herbs

Identifying an herb you're familiar with is automatic. For all others, roll against Herbalist. The difficulty is Fair (+2) for a basic herb or Good (+3) for an advanced one. Success identifies the herb. Success with style provides some additional useful info about the crafter or situation ''or'' provides a boost for using it.
to:
!! Identifying Herbs

Anyone may roll against Flora to identify an herb. The difficulty is Fair (+2) for a basic herb or Good (+3) for an advanced one. Success identifies the herb. Success with style provides some additional useful info about the crafter or situation ''or'' provides a boost for using it. Failure reveals nothing, though it is always obvious whether it's a blowball, pulp, or salve.
Changed lines 96-113 from:
Crafting an herb that you're familiar with is done in two stages. First, you have to find the ingredients by searching for the right plants. Then, you must prepare the herb.

!!!! Finding Ingredients

An herbalist can search a given area (a single forest, a stretch of fields, etc.) once per day at most. Treat this as traveling across the area, but taking about 1
.5 times as long, due to zigzagging and pausing. Roll against Flora at the end of the search period. Other bunnies can help, but unless they also have Herbalist (at any level), they provide only half the usual benefit (+1 per ''two'' assistants). The difficulty depends on what you were searching for:

* ''Anything:'' If you're not focusing on specific ingredients, your difficulty is Average (+1)
. However, the GM decides which ingredients you find, she may make this decision based on careful consideration of the environment, a random roll, dramatic necessity, or any other factors.
* ''A Few Specific Ingredients:'' If you want
to narrow the search to a short list of ingredients, your difficulty is Fair (+2). The GM still decides what you find, but will limit it to your list.
* ''One Ingredient:'' For Good (+3) difficulty, success finds one specific type of ingredient.

How much you find depends on how high you roll above the difficulty
. For every shift, you find either one advanced ingredient or two basic ones. A tie ''either'' means that you find one basic ingredient (even if you were looking for an advanced one) ''or'' treat it as success with 1 shift, but with a minor cost.

Ingredients weigh the same as herbs.

!!!! Preparing Herbs

Herbalists can prepare their concoctions anywhere, as they use techniques such as licking, drying, chewing, and cleaning rather than beakers and tubing. Each basic herb takes 15 minutes to create

to:
Only herbalists can create herbs. This can be done at most once per session, and it requires (A) a few hours of "downtime" in the game and (B) that the herbalist has recently had the opportunity to procure some ingredients from the area. (The latter doesn't have to be done "on screen"; it's enough that the herbalist had access to the outdoors. Basically, this only fails to apply if the herbalist has been confined to a small area.)

This crafting stint refreshes the herbalist's supply up to her maximum, which is '''5 + (Flora x 2).''' This assumes basic herbs; each advanced herb counts as ''two'' herbs for this purpose. She may choose freely from the list of available herbs
.

'''''Example:''' Sunny has Flora +3, for a maximum of 11 herbs. At the moment, she's down to two Snuffballs, a Fumitory
, and a Redberry (advanced, so it counts double), a total of five herbs. When she takes time to craft, she can therefore create an additional six herbs -- or fewer, if some are advanced -- bringing her total back to 11.''

The herb
limit is a dramatic convention, both to simulate the short shelf-life of herbs but also to avoid herbalists who spend a month stockpiling a hundred herbs before each adventure. It has nothing to do with who's carrying the herbs.

----

Return to [[Fate Core Bunnies and Burrows]]
December 10, 2017, at 03:59 AM by 104.251.247.127 -
Changed lines 68-83 from:
* ''x (P):''
* ''x (P):''

* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x
(P):''
* ''x
(P):''
* ''x (P):''
*
''x (P):''
* ''x (P):''
*
''x (P):''
* ''x (P):''

to:
* ''Bitterweed (P):'' Inflicts damage at +5.
* ''Magic Mushroom (P):'' Has pleasant hallucinations, completely unaware of reality, for one hour.
* ''Powderball (B):'' Blinded (CAA) for 10 minutes.
* ''Slumberdust
(B):'' Falls asleep for 10 minutes.
*
''Slumberroot (P):'' Falls asleep for 8 hours.
*
''Sugarleaf (P):'' Paralyzes for 10 minutes.
* ''Twisted Root (P):'' Subject hates what she normally loves for one hour.
December 10, 2017, at 03:54 AM by 104.251.247.127 -
Changed lines 7-22 from:
'''Special Rules:''' Your Herbalist skill can never be higher than your Flora skill. You cannot use this skill untrained; if you don't have it at Average (+1) or higher, you cannot roll it.

Herbalist is the skill of turning plants into potent herbal concoctions (here shortened to "herbs"). Herbalists are the rabbit equivalent of alchemists, the closest they have to "magic." An herbalist can attempt to identify any herb, but can only create those with which she has ''familiarity.'' SAY MORE HERE

!! Using Herbs

Anyone may attempt to use an herb, though they'll have to take the herbalist's word for what it will do. All the average bunny can tell is whether it's a puffball, pulp, or salve. All come wrapped in protective leaves for safe handling.

* ''Puffball:'' This is a respiratory effect; it explodes into a cloud of pollen or dust. Use Athletics or Fight to throw it accurately; the difficulty is Average (+1) in the same area or Good (+3) for one area away. (Or run up and drop it at your own feet; this requires no roll, but affects you as well.) The cloud is big enough to affect two or possibly three rabbits, but only if they're packed tightly together.
* ''Pulp:'' This must be eaten to take effect. Unaware subjects may roll against the higher of Flora or Notice (difficulty equals crafter's Herbalist) to notice the taste before swallowing.
* ''Salve:'' Must be held and smeared onto the subject's skin or fur. Against an unwilling subject, this requires a Fight roll with difficult equal to the target's Athletics or Fight. It does no damage; you can punch ''or'' apply a salve.

!!!! Carrying Herbs

Most herbs are kept in a backpack; see [[Bunnies and Burrows Food and Other Stuff]] for more on packs. This is safe, but the herbs take time to retrieve.

to:
You know how to turn plants into potent herbal concoctions (here shortened to "herbs") using Flora skill. Herbalists are the rabbit equivalent of alchemists, the closest thing they have to "magic." Anyone may use or attempt to identify an herb, but only herbalists can create them.

!! Herb List

These are divided into ''Basic'' and ''Advanced,'' based on how difficult it is to find and prepare the ingredients. They are further split into ''Helpful'' (good effects) and ''Hostile'' (bad effects, always resistible). As an interesting side note, because certain "hostile" herbs cause intoxicating effects, some rabbits will take them voluntarily and even get addicted to them. Multiple doses are not cumulative.

Every herb includes a brief description of what it does. "CAA" is short for "creates an advantage." For an explanation of "inflicts damage," see ''Resisting Herbs,'' below. Each herb is also noted with a (B), (P), or (S) depending on its form:

* ''Blowball (B):'' A tufted ball (like a mature dandelion) or leaf full of pollen or dust. When thrown, it explodes into a cloud big enough to encompass two or possibly three rabbits, but only if they're packed tightly together. Throwing a blowball is an action. It requires no roll against a target in the same zone; to target someone one zone away, roll Athletics or Fight, difficulty Good (+3).
* ''Pulp (P):'' This must be eaten to take effect -- an action, unless the herb is already in your mouth. Unaware subjects may roll against the higher of Flora or Notice (difficulty equals crafter's Flora) to notice the taste before swallowing.
* ''Salve (S):'' Must be held and smeared onto the subject's skin or fur, as an action. Against an unwilling subject, this requires a Fight roll with difficult equal to the target's Athletics or Fight. It does no damage; you can punch ''or'' apply a salve.

!!!! Basic Herbs

'''Helpful Basic Herbs'''

* ''Arrow Root (P):'' Immunity to poison for one hour. No effect if you're already poisoned, though!
* ''Bardflower (P):'' Likable and a great speaker (CAA) for one hour.
* ''Bitter Mushroom (P):'' Increased strength (CAA) for one hour.
* ''Bounceberry (P):'' Improved reflexes to avoid attacks (CAA) for one hour.
* ''Eyebright (P):'' Enhanced vision (CAA) for one hour.
* ''Feverleaf (P):'' Subject may make an immediate, extra recovery roll for any disease.
* ''Fleeting Violet (P):'' Double running speed for one hour. In combat, can move an extra zone each turn.
* ''Foxglove Pollen (S):'' Rabbits and their tracks smell like a fox for 10 minutes.
* ''Fumitory (S):'' Neutralizes odor for 8 hours.
* ''Hardberry (P):'' Grants Armor 1 for one hour.
* ''Perk-Ear Leaf (P):'' Enhanced hearing (CAA) for one hour.
* ''Quickthorn (S):'' Instantly awakens and alerts subject.
* ''Skunkflower (S):'' Vile odor that causes a predator to miss the first bite, for one hour.
* ''Squawk Berry (P):'' Rabbit sounds like a crow for 10 minutes.

'''Hostile Basic Herbs'''

* ''Bitterberry (P):'' Hallucinates on suggestion (if Deceive beats her Will) for 10 minutes.
* ''Blackweed (S):'' Intense fear of everything (CAA) for 10 minutes.
* ''Creeping Vine (P):'' Weakened (CAA for reduced strength) for one hour.
* ''Dimweed (P):'' Dulled intelligence (CAA) for 10 minutes.
* ''Lemonberry Pollen (B):'' Inflicts damage at +0.
* ''Loveweed (P):'' Interested in romance and vulnerable to seduction (CAA) for one hour.
* ''Purpleberry (P):'' Senses dulled (CAA) for one hour.
* ''Scritchweed (S):'' Intense itching (CAA) for one hour.
* ''Slumberleaf (P):'' Falls asleep for 10 minutes.
* ''Snuffball (B):'' Sneezing (CAA) for 10 minutes.
* ''Stinging Nettle (S):'' Inflicts damage at +2.
* ''Sweetberry (P):'' Clumsy (CAA) for 10 minutes.
* ''Wild Thyme (P):'' Intoxicated, feisty, and overconfident (CAA) for one hour.

!!!! Advanced Herbs

'''Helpful Advanced Herbs'''

* ''Golden Seal (P):'' Improves (CAA) ''anything'' the subject does for 10 minutes!
* ''Heedwell (P):'' Perfect photographic memory for one hour. The memory of that hour will be retained forever.
* ''Mystic Mushroom (P*):'' Gives empathic healers and seers +2 on any applicable roll for 10 minutes, after which it inflicts 1 physical stress ''per roll that was made'' (minimum 4 stress).
* ''Redberry (P):'' Instantly clears the subject's highest stress box (physical ''or'' mental).
* ''Seerflower (P*):'' Gives a vision of a possible future; the GM will secretly roll against Will and use that to gauge how useful the vision is. Subject is then drained, mentally and physically (CAA with one free compel for the GM), for one hour.

-> * Tastes too terrible to cover up; cannot be snuck into someone's food.

'''Harmful Advanced Herbs'''

* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''
* ''x (P):''



!! Carrying Herbs

All herbs come wrapped in protective leaves for safe handling. Most are kept in a backpack; this is safe, but the herbs take time to retrieve. See [[Bunnies and Burrows Food and Other Stuff]] for more on packs and the time required.

Changed lines 91-96 from:
!!!! Resistance Rolls

Most
hostile herbs give the subject a Physique roll to resist (defend). The difficulty is always equal to the crafter's Herbalist. A tied defense usually gives the herb users a boost -- however, at the player's (or GM's, for NPCs) option, an herb with an "all or nothing" effect, like sleep or madness, instead takes full effect, but for a much shorter time (1-3 actions, in a fight). For example, the dog you drug may pass out, but wake up right as you're walking by!

For herbs that "inflict damage," treat it as an attack of that success level. For example, an herb that inflicts 4 damage is treated just like an attack that rolled a Great (+4) result; the subject uses Physique to defend. The only difference is that Armor (whether actual or from Scale) never applies.
to:
!!!! Resisting Herbs

All
hostile herbs give the subject a Physique roll to resist (defend) as an opposed roll against the crafter's Flora. A tied defense usually gives the herb wielder a boost -- however, at the subject's option, an herb with an "all or nothing" effect (like sleep) instead takes full effect but for a much shorter time (1-3 actions, in a fight). For example, the dog you drug may pass out, but wake up right as you're walking by!

For herbs that "inflict damage," treat this as an attack using the crafter's Flora skill plus any bonus listed. The subject uses Physique to defend. The only difference is that Armor (whether actual or from Scale) never applies.
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Herbalists can prepare their concoctions anywhere, as they use techniques such as licking, drying, chewing, and cleaning rather than beakers and tubing. Each basic herb takes 15 minutes to create
to:
Herbalists can prepare their concoctions anywhere, as they use techniques such as licking, drying, chewing, and cleaning rather than beakers and tubing. Each basic herb takes 15 minutes to create
December 10, 2017, at 02:29 AM by 104.251.247.127 -
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'''Requirement:''' Skill (Herbalist)
to:
'''Requirement:''' Stunt (Herbalist)
December 09, 2017, at 07:43 PM by 104.251.247.127 -
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!!!! Carrying and Readying Herbs
to:
!!!! Carrying Herbs
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Crafting an herb that you're familiar with is done in two stages. First, you have to find the ingredients by searching for the right plants. Then, you must prepare the herb using a careful process.
to:
Crafting an herb that you're familiar with is done in two stages. First, you have to find the ingredients by searching for the right plants. Then, you must prepare the herb.

!!!! Finding Ingredients

An herbalist can search a given area (a single forest, a stretch of fields, etc.) once per day at most. Treat this as traveling across the area, but taking about 1.5 times as long, due to zigzagging and pausing. Roll against Flora at the end of the search period. Other bunnies can help, but unless they also have Herbalist (at any level), they provide only half the usual benefit (+1 per ''two'' assistants). The difficulty depends on what you were searching for:

* ''Anything:'' If you're not focusing on specific ingredients, your difficulty is Average (+1). However, the GM decides which ingredients you find, she may make this decision based on careful consideration of the environment, a random roll, dramatic necessity, or any other factors.
* ''A Few Specific Ingredients:'' If you want to narrow the search to a short list of ingredients, your difficulty is Fair (+2). The GM still decides what you find, but will limit it to your list.
* ''One Ingredient:'' For Good (+3) difficulty, success finds one specific type of ingredient.

How much you find depends on how high you roll above the difficulty. For every shift, you find either one advanced ingredient or two basic ones. A tie ''either'' means that you find one basic ingredient (even if you were looking for an advanced one) ''or'' treat it as success with 1 shift, but with a minor cost.

Ingredients weigh the same as herbs.

!!!! Preparing Herbs

Herbalists can prepare their concoctions anywhere, as they use techniques such as licking, drying, chewing, and cleaning rather than beakers and tubing. Each basic herb takes 15 minutes to create
December 09, 2017, at 07:14 PM by 104.251.247.127 -
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Most hostile herbs give the subject a Physique roll to resist (defend). The difficulty is always equal to the crafter's Herbalist. However, even successful defense doesn't necessarily mean "no effect."

* ''Tie:'' Creates an advantage with one free invocation. Alternatively
, at the player's (or GM's, for NPCs) option, an herb with an "all or nothing" effect, like sleep or madness, takes effect -- but for a much shorter time (1-3 actions, in a fight). For example, the dog you drug may pass out, but wake up right as you're walking by!
* ''Success:'' Creates a boost.
* ''Success With Style:'' No effect.

Larger creatures must be given doses equal to Scale. For hostile herbs, a weaker dose may have
an effect, but the Physique roll is at +2 for each missing dose! For weaker herbs, the GM will rule on what benefit (if any) underdosing will provide.
to:
Most hostile herbs give the subject a Physique roll to resist (defend). The difficulty is always equal to the crafter's Herbalist. A tied defense usually gives the herb users a boost -- however, at the player's (or GM's, for NPCs) option, an herb with an "all or nothing" effect, like sleep or madness, instead takes full effect, but for a much shorter time (1-3 actions, in a fight). For example, the dog you drug may pass out, but wake up right as you're walking by!

For herbs that "inflict damage," treat it as an attack of that success level. For example, an herb that inflicts 4 damage is treated just like an attack that rolled a Great (+4) result; the subject uses Physique to defend. The only difference is that Armor (whether actual or from Scale) never applies.

Larger creatures require doses equal to Scale to be affected. For hostile herbs, a weaker dose may have an effect, but the Physique roll is at +2 for each missing dose! For weaker herbs, the GM will rule on what benefit (if any) underdosing provides
.
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Crafting an herb that you're familiar with is done in two stages. First, you have to find the ingredients by searching for the right plants
to:
Crafting an herb that you're familiar with is done in two stages. First, you have to find the ingredients by searching for the right plants. Then, you must prepare the herb using a careful process.
December 09, 2017, at 07:02 PM by 104.251.247.127 -
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!! Using Herbal Concoctions
to:
!! Using Herbs
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* ''Salve:'' Must be held and smeared onto the subject's skin or fur. Against an unwilling subject, this requires a Fight roll with difficult equal to the target's Athletics. It does no damage; you can punch ''or'' apply a salve.
to:
* ''Salve:'' Must be held and smeared onto the subject's skin or fur. Against an unwilling subject, this requires a Fight roll with difficult equal to the target's Athletics or Fight. It does no damage; you can punch ''or'' apply a salve.

!!!! Carrying and Readying Herbs

Most herbs are kept in a backpack; see [[Bunnies and Burrows Food and Other Stuff]] for more on packs. This is safe, but the herbs take time to retrieve.

A rabbit can also tuck an herb behind each ear and/or keep one in the mouth. This allows each such herb to be retrieved or swallowed as a free action -- however, the GM has the right to compel an herb being lost, set off, or accidentally swallowed anytime the bunny fails a roll for a physical action
.
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!! Analyzing Herbs

Identifying an herb you're familiar with is automatic. For all others, roll against Herbalist. The difficulty is Fair (+2) for a basic herb or Good (+3) for an advanced one. Success identifies the herb. Success with style provides some additional useful info about the crafter or situation ''or'' provides a boost for using it.

!! Crafting Herbs

Crafting an herb that you're familiar with is done in two stages. First, you have to find the ingredients by searching for the right plants
December 09, 2017, at 06:47 PM by 104.251.247.127 -
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Most hostile herbs give the subject a Physique roll to resist; the difficulty is always equal to the crafter's Herbalist.
to:
!!!! Resistance Rolls

Most hostile herbs give the subject a Physique roll to
resist (defend). The difficulty is always equal to the crafter's Herbalist. However, even successful defense doesn't necessarily mean "no effect."

* ''Tie:'' Creates an advantage with one free invocation. Alternatively, at the player's (or GM's, for NPCs) option, an herb with an "all or nothing" effect, like sleep or madness, takes effect -- but for a much shorter time (1-3 actions, in a fight). For example, the dog you drug may pass out, but wake up right as you're walking by!
* ''Success:'' Creates a boost.
* ''Success With Style:'' No effect.

Larger creatures must be given doses equal to Scale. For hostile herbs, a weaker dose may have an effect, but the Physique roll is at +2 for each missing dose! For weaker herbs, the GM will rule on what benefit (if any) underdosing will provide.

December 09, 2017, at 06:37 PM by 104.251.247.127 -
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Return to [[Fate Core Bunnies and Burrows]]

----

'''Requirement:''' Skill (Herbalist)

'''Special Rules:''' Your Herbalist skill can never be higher than your Flora skill. You cannot use this skill untrained; if you don't have it at Average (+1) or higher, you cannot roll it.

Herbalist is the skill of turning plants into potent herbal concoctions (here shortened to "herbs"). Herbalists are the rabbit equivalent of alchemists, the closest they have to "magic." An herbalist can attempt to identify any herb, but can only create those with which she has ''familiarity.'' SAY MORE HERE

!! Using Herbal Concoctions

Anyone may attempt to use an herb, though they'll have to take the herbalist's word for what it will do. All the average bunny can tell is whether it's a puffball, pulp, or salve. All come wrapped in protective leaves for safe handling.

* ''Puffball:'' This is a respiratory effect; it explodes into a cloud of pollen or dust. Use Athletics or Fight to throw it accurately; the difficulty is Average (+1) in the same area or Good (+3) for one area away. (Or run up and drop it at your own feet; this requires no roll, but affects you as well.) The cloud is big enough to affect two or possibly three rabbits, but only if they're packed tightly together.
* ''Pulp:'' This must be eaten to take effect. Unaware subjects may roll against the higher of Flora or Notice (difficulty equals crafter's Herbalist) to notice the taste before swallowing.
* ''Salve:'' Must be held and smeared onto the subject's skin or fur. Against an unwilling subject, this requires a Fight roll with difficult equal to the target's Athletics. It does no damage; you can punch ''or'' apply a salve.

Most hostile herbs give the subject a Physique roll to resist; the difficulty is always equal to the crafter's Herbalist.