Herbal

Vast OnumPoison

Root Effect • Routine • Craft


Balance? There is a reason why Antidotal is such a common item. They’re inexpensive too. If someone is foolish enough to live life without at least a solid 5 Stack Dose of Antidotal, that’s their problem. This is easily countered.

Poisonous Herbs have a huge upside damage potential. In many cases it will kill a target who doesn’t have the right medicine within 1 to 2 minutes.

Many things have Herbal Ill-remedy immunity, like everything non-biological and not living. Several things have “Poison Immunity.” Which is good to know. Even with Poison Immunity, Targeted Poisons still work.


All Natural Pouch

Boon: An All Natural Pouch is a Boon, as such it can not be removed from the character. If the item is physically removed, all Poisonous Herb Stacks are lost until the All Natural Pouch is reclaimed. A new All Natural Pouch may be acquired during Routine Time at no cost unless detained.

Weight: 1 Load

Strapped: An All Natural Pouch is strapped.

It may be a leather pouch, a pocket full of vials, part of another Boon Item, like a First Aid Kit, a belt holster, a specialized looking case, or backpack compartment.

Anything which makes sense, within reason. Mechanically it must be a visible and discernable container. Without thorough assessment, the contents of the pouch look like no more than exotic spices and oils.

Routine Craft: 2 Routine Paths

Poisonous Herb Stacks are required to perform “Herbicidal” Poisonous Herb Stacks last only 24 Hours before they become impotent.

Herbicidal

Activation

Celerity: 1 Action Slot
Reach: 1 Tile

Effect: You poison target drink or food or apply a stack of Poisonous Herb to your weapon. This poison is undetectable without detection granted by Toxicology.

If the drink is drunk, the food is ate, or the weapon deals damage to Vitality or Hit Points, the Target gains a stack of “Herbal Ill-remedy.”

This fast acting poison is fatal if left untreated for around 1 Minute.

This poison becomes impotent after 24 Hours and is consumed the first time Herbal Ill-remedy is applied. Multiple applications do not stack.

Herbal Ill-remedy

Enfeeblement
Poison Potency: 5
Max Stack: 1
Duration: Until Antidote is applied or Death.

At re:Cycle, Biological & Living characters and units with this Enfeeblement take 30% of their current Vitality or Hit Point Total as damage, minimum of 10 damage. If this effect reduces Vitality or Hit Points to 0, the Enfeeblement kills them.


Vital Statistics Adjustment

Awareness: +10

Unlocking Herbal

Potential Cost: 10
Requirements
Minimum Level: 1


Herbal Branch Effects

• wip



They’re Delicious!
— The Cook, Morridoan Cleft


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Concoction

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Toxicology