In the event of a critical failure, a harmful herb or medicine will result. How harmful depends on the GM's mercy.

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I reintroduce an old skill called Herbalist. This is an water down version of Herb Lore and allows the character to find, gather and use herbs. The concoctions created are not as powerful or as Magical as the ones in Herb Lore. But several affects can be reached over a longer period of time. Herbs done thought this method will cover all the non magical healing and affects. Unlike Herb Lore dosages are hight and the use is over a period of time. The following write up describes the basic process of creating herbal remedies in different forms and media. Like Herb Lore some remedies can be know so well that the person doesn't need to have an book to make them. This follows the rules described as techniques. Herbalist (IQ/H) Defaults to Naturalist-6 This is actually the low-tech version of the Physician skill. Herbalism is the art of making and administering herbal cures and remedies. An herbalist has a thorough knowledge of local plants, their medicinal properties, and how they may be applied. He can also identify and locate them in the wild. This skill is used in several ways. First, an herbalist can simply roll against his skill level to find an herb which will be helpful in a given situation. The better the roll, the more helpful the herb. This usage is appropriate for crisis situations during an adventure, when the herbalist doesn't have all day to look about for just the right plant. If the herbalist does have all day, he may roll once per hour to find the herb best suited to his current needs, subject to its availability in the local environment. The GM may decide that the herb simply doesn't grow in the particular area, but he doesn't have to tell the player that. The Herbalist skill is also used to prepare a specific medicine from GURPS Herbalist and Herb Lore plants, which enhances their effects (GM's discretion). A successful roll lets the character prepare a known concoction, or invent a new one. In the latter situation, a better roll gives a better medicine. In the event of a critical failure, a harmful herb or medicine will result. How harmful depends on the GM's mercy. Basic Preparation of Herbs Fresh Herbs Herb type used: ~ Creation time: ~ Dosage: varies Storage Time: 2-4 days, Refrigeration 7-10 days Freshly picked to be used right away or with in a couple of days. Remedies using fresh herb need 2 to 3 times the amount compared to dried herbs. Exception is an Poultice were the fresh herb is needed only. The fresh herb can be prepared for Poultice, Compresses, Infused Oils (hot and cold) and Tinctures. Fresh herbs can last 2 to 4 days before resupplying. This can be extended using refrigeration, 7 to 10 days be obtained. Dried herbs Herb type used: Fresh Creation time: 2 weeks Dosage: varies Storage Time: 12-18 Months Herbs dry in about 6 days. During this time the herbalist needs to see if part of the batch starts to grow mole. Roll Herbalist for each herb being dried per day. Failed: about 1/6 of the batch has gone moldy and needs to be discarded. Lowing the amount of any remedies end dosage or the strength per dose by the times failed. Critical Failure: the batch has been completely spoiled and the herbalist will need to start over again with an new supply. Dried herbs can be kept from 12 to 18 month before needing to make an new batch. Powders Herb type used: Dried Creation time: until ground into an powder Dosage: varies Storage Time: 12-18 Months After herbs are dried they can be made into an powder. Powders are created by grinding the dry herb. During the process it's possible that the herb will lose it's property, or get weaken or even change the property completely. GM rolls on Herbalist: Failed: Part of the batch has changed, giving an odd side affect or has weaken in strength by 50%, in turn weakening the final remedy if used. Success: The powder is fine Critical failure: The batch has completely change and it's affects are random and can become poison. Or the batch has lost is property completely. GM decides. Powders can be kept from 12 to 18 month before needing to make an new batch. Tinctures Creation time: 2 weeks Dosage: about 50 dosages Storage Time: 1-2 years There is two ways to extract the properties of an herb, Alcohol or Apple Cider Vinager. The second if for children and the elderly. Fresh, dried or powder herbs can be used. Tinctures takes about 2 weeks to complete and only one herb can be used per tincture. At the end of the 2 weeks the herbalist rolls Herbalist:

Failure: The amount of tincture is 50% less then started or 50% weaker Critical Failure: The Tincture is Tinctures can keep for about 1 to 2 years. 20-40 drops are used per dose depending on the tincture. Apple Cider Vintager is about haft as strong as alcohol version. Tea Creation time: 10 to 15 minutes Dosage: 1 Teas can be made from fresh, dried or powder herbs. The herb is soaked in hot water for 10 to 15 minutes and then drank. Infusions Creation time: 10 to 15 minutes Dosage: 1 Created like an tea but in larger amounts. The average is 3 doses to be used during the day. Decoction Creation time: 1 hour Dosage: 1 Herbs are put into cold water and brought to an boil. They are boiled for about 1 hour. This method is used to extract the properties of roots, bark, twigs and some berries. This makes 3 doses and an fresh batch is needed each day. The doses are drank during the course of the day. Roll Herbalist: Failure: The amount of Decoction is 50% less then started or 50% weaker Critical Failure: The Decoction is Advance Preparation of Herbs Poultice Herb type used: Fresh or dry Creation time: 2 4 Minutes Dosage Created: 1 Usage: 1 time a day Herbs are boiled in hot water for about 2 4 Minutes. They are then applied to the affected area and held there by an cloth. Replace every 2-4 hours. Paste Herb type used: Powder Creation time: 2 4 Minutes Dosage: 3 Herbal powder is mixed with water and then applied to the affected area and held there by an cloth. Replace every 2-4 hours. Infused Oils (Hot) Herb type used: Fresh or dried Creation time: 3 hours The Herb and oil are heated gently for about 3 hours. The Oil is strained and bottled. Roll Herbalist, An fail make the amount of oil drop to about 20 30 Doses The rest was lost in the straining process. Infused Oils (Cold) Herb type used: Fresh or dried Creation time: 4 6 Weeks Storage Time: 6-8 months poison. An critical success makes 60 to 70 doses from the batch. Compresses Herb type used: Tincture (Alcohol or Apple Cider Vintager), Infusions, Decoction Creation time: 10 minutes Dosage: 3 dosages The Tincture (Alcohol or Apple Cider Vintager), Infusions, Decoction is added to hot water. An cloth is dipped into the liquid and excess is squeezed out. The cloth is placed on the affected area. Cream Herb type used: Dried Creation time: 3-4 hours Storage Time:6-7 months, refrigerated up to 12 months Old way: Fats and Water are melted to create the base. Modern: Emulsifying ointment. The base helps the herb to soak into the skin. Once the base has melted, the herbs are added to the base and gently heated for about 3 hours. Strain the herb and stir the liquid till cool. Put into containers. Apply as needed. This makes an average of 50 doses. Roll Herbalist: Failure: The amount of cream is about 20 35 doses. The rest is useless liquid Critical Failure: The cream is Ointment Herb type used: Dried Creation time: 2 3 Hours As per above but instead of heating the oil the Oil is left in an sunny place for weeks. The oil is strained and Storage Time:6-7 months, refrigerated bottled. An failed roll on Herbalist up to 12 months only produces 20 to 30 doses, and critical fail the mixture is lost or is Dried herbs are added to an soft wax

or petroleum jelly and let cook for about 3 hours or until crisp. The mixture is then strained and the still warm liquid is put into jars. This method will not soak into the skin but the properties of the herb still have an effect. As it doesn't soak in, it helps to protect the area that it covers from external elements. Failure: The amount of ointment is 25 30 doses as only part of it was mixed in with the base. Critical Failure: The ointment is Herb type used: Decoction or infusion Creation time: 2 3 Hours Storage Time: 3-4 months The decoction or infusion is heated and honey or an form of sugar is added and constantly stirred untiled melted. Roll Herbalist: Failure: The amount of syrup is about 20 35 doses. Critical Failure: The syrup is Herbal Concoctions Herbalism can help with the healing of wounds, illness and aiding in helping to get rest. The following list is an general list of herbal concoctions for general usage and game affects. All herbals will supply an +1 to an +2 max if the roll is an success. On an critical fail the Concoction has poisoned the person cussing added damage and other possible side affects. List of Remedies Health Remedies Slow Healing Compresses This method is used for slow healing of both external and internal wounds. Apply a pad soaked in infusion to slow-to heal wound. Affect: +1 to HT rolls for wounds Cost per Dose: $0.50 Recipe: 10 minutes; defaults to Herbalist-1. Quick Healing Ointment This method is used to quickly heal external wounds (short time healing) and will not aid in internal wounds, see Slow Healing Compresses above. Applied to cleaned wounds, the ointment protects and promotes healing of new skin. This is used for short time usage, for long time use see Slow Healing Compresses above. The character gets an +1 HP automatically at the end of day that the full Usage was applied. On an Critical roll on HT will applied an extra +1 for an total of +2 HP's restored.. Affect: +1 to HP healed that day. Critical adds +2 HP. Cost per Dose: $0.50 Recipe: 2 hours; defaults to Herbalist- 1. Headache Tea Drink to help fight headaches and migraines. Affect: +2 to the HT roll for headaches or +1 for migraines Cost per Dose: $0.20 for infusion/tea, $0.30 tincture Recipe: 15 minutes for tea or 2 weeks for an tincture; defaults to Herbalist- 1. Cold/Flu Tea Drink during the the time someone has an cold or flu. This remedy can be made for general colds and flus (+1 to health rolls) or an recipe for the type of illness the person has (+2 to helth rolls). Affect: +1 to the HT roll to recover from Illness. Tea made for a a type of illness will give an +2 Cost per Dose: $0.20 Recipe: 15 minutes; defaults to Herbalist-1. Earache Oil Applied for earaches and helps to sooth the pain and heal the infection in the ear. Add Affect: +1 to the HT roll to recover from Illness Cost per Dose: $0.20 Recipe: Oil (Hot): 3 hours, Oil (Cold): 4 weeks; defaults to Herbalist- 2. Mental Remedies Calming Tea or Sleepy Tea An tea that is sipped on to help promote sleep or to calm nerves. The character rolls agents HT with an +1 if they are trying to get to sleep, on an success the character is able to fall asleep. If the character is trying not to fall asleep they receive an -1 on the HT roll. On an fail they fall asleep. This will also calm nerves or help to release stress. Cost per Dose: $0.20 Recipe: 15 minutes; defaults to Herbalist-1. Antidepressant Tea An tea that is sipped on to help counteract depression. The character rolls IQ with an +1 to see if they stay depress. Cost per Dose: $0.60 Recipe: 15 minutes; defaults to Herbalist-3.

The Herb Lore skill in the main book of GURPS is an version of using herbs to create magical affects. As per GURPS Magic 4e on page 221, The preparation cost is 50% less to an max discount of $100. Time is still the same. The end format is different. As the herbalist Skill shows that large amounts of remedies can be produced at once, the Herb Lore versions will only produce 1 dose. Each dose can be added to other dosages of the same type (tinctures with tinctures). Some of the format still need to be prepared but this is quick and easy. The list in GURPS Magic will be updated with the herbal version below.. Animal Control Beast-Speech (hot and cold), Bird Control (hot and cold), Cream, Ointment, Recipe: $100; 2 weeks; defaults to Horsemanship Infused Recipe: $25; 2 weeks; defaults to Combat Abilities Battle Cider Vintager), Tea, Paste, Infused Recipe: $75; 2 weeks; defaults to Endurance Herb Lore Recipe: $200; 6 weeks; defaults to Fetching and Carrying Recipe: $100; 1 weeks; defaults to Leadership Recipe: $300; 7 weeks; defaults to Invulnerability Recipe: $900; 6 weeks; defaults to Speed Cider Vintager), Tea, Paste, Infused Cream, Ointment, Recipe: $100; 3 weeks; defaults to Stealth Poultice, Paste, Infused Oils (hot and Strength Recipe: $50; 2 weeks; defaults to Hostile Elixirs Aging (hot and cold), Cream, Ointment, Death Infused Recipe: $50; 2 weeks; defaults to Fear Recipe: $25; 1 weeks; defaults to Foolishness Cream, Ointment, Recipe: $75; 2 weeks; defaults to Frustration Cream, Ointment, Hatred Paste,

Jealousy Recipe: $62.5; 1 weeks; defaults to Lecherousness Recipe: $100; 10 days; defaults to Madness Recipe: $50; 1 weeks; defaults to Odium Recipe: $200; 4 weeks; defaults to Self-Love Recipe: $10; 4 weeks; defaults to Unluckiness Paste, Recipe: $300; 6 weeks; defaults to Weakness Paste, Recipe: $25; 2 weeks; defaults to Magical Abilities Attractiveness Cream, Ointment, Fire Resistance Cream, Ointment, Recipe: $200; 1 weeks; defaults to Flight Cream, Ointment, Recipe: $400; 10 weeks; defaults to Gambling Paste, Invisibility Decoction, Paste, Infused Oils (hot and cold), Cream, Ointment, Recipe: $900; 16 weeks; defaults to Luck Infusions, Decoction, Paste, Infused Recipe: $100; 6 weeks; defaults to Magic Resistance Recipe: $400; 5 weeks; defaults to Pain Resistance Cream, Ointment, Recipe: $100; 2 weeks; defaults to Transformation (Type) Cream, Ointment, Recipe: $700; 12 weeks; defaults to True Sight Cream, Ointment, Water Breathing Recipe: $25; 5 weeks; defaults to Water-Walking

Cream, Ointment, Recipe: $75; 3 weeks; defaults to Medical Elixirs Herbal Antidote (Herbal version of Alchemical Antidote) Cider Vintager), Tea, Decoction, Poultice, Paste, Infused Oils (hot and Recipe: $125; 2 weeks; defaults to Awakening Cider Vintager), Infusions, Decoction, Poultice, Paste, Infused Oils (hot and cold), Compresses, Cream, Ointment Eternal Rest Decoction, Infused Oils (hot and cold), Cream, Ointment Recipe: $1,900; 4 weeks; defaults to Fertility Cream, Ointment, Recipe: $1,400; 20 weeks; defaults to Herb Lore-5. Healing Paste, Recipe: $25; 1 weeks; defaults to Health (hot and cold), Hybridization Paste, Recipe: $400; 10 weeks; defaults to Long Slumber Recipe: $4,400; 25 weeks; defaults to Reanimation Paste, Recipe: $4,00; 12 weeks; defaults to Regeneration Herbal: Decoction, Poultice, Paste, Compresses, Cream, Ointment, Recipe: $200; 20 weeks; defaults to Resurrection Cream, Ointment, Recipe: $11,000; 50 weeks; defaults to Herb Lore-6. Sleep Paste, Recipe: $25; 1 weeks; defaults to Tranquility Recipe: $50; 2 weeks; defaults to Universal Antidote Infused Oils (hot and cold), Recipe: $250; 2 weeks; defaults to Youth (hot and cold), Recipe: $5,900; 50 weeks; defaults to Herb Lore-9. Mental Abilities Charisma Cream, Ointment, Foresight Tea, Poultice, Paste, Infused Oils (hot and cold), Compresses, Cream, Ointment, Recipe: $100; 10 weeks; defaults to Hardheartedness Cider Vintager), Tea, Memory Paste,

Recipe: $300; 6 weeks; defaults to Wisdom cold), Recipe: $500; 5 weeks; defaults to Mental Control Drunkenness Herbal: Dry Herb, Powders Friendship Herbal: Dry Herb, Tincture (Alcohol Infused Cream, Ointment, Recipe: $200; 2 weeks; defaults to Forgetfulness (hot and cold), Gullibility Cream, Ointment, Recipe: $75; 2 weeks; defaults to Love Recipe: $500; 3 weeks; defaults to Truth Tea, Poultice, Paste, Infused Oils (hot and cold), Compresses, Cream, Ointment, Skills and Physical Abilities Craftsmanship Tea, Poultice, Paste, Infused Oils (hot and cold), Compresses, Cream, Ointment, Recipe: $300; 4 weeks; defaults to Hearing Herbal: Paste, Infused Oils (hot and cold), Cream, Ointment Recipe: $62.50; 1 weeks; defaults to Keen Sight Herbal: Paste, Infused Oils (hot and cold), Cream, Ointment Recipe: $150; 10 days; defaults to Music Paste, Recipe: $75; 4 Days; defaults to Herb Lore-1.