Brews and items created with this level of Herbalism can accomplish some obviously unearthly things — adding one or two dots to a Physical or Social Trait for a scene, clearing up an infection in a few minutes, aiding recovery from life-threatening illnesses and such. Obviously, these effects are subject to [[Storyteller]] judgement; they are not sudden, flashy or long-lasting.
Cost: None.
Dice Pool: Intelligence + Herbalism.
Action: Immediate - however the character is required to have spent the necessary amount of time locating and brewing the ingredients before the player rolls. The roll is made only once the time has been spent in-character, and the brew is completed.
Roll Results
Botch: The concoction is slightly less appealing than sludge, and should anyone be brave enough to attempt it, it will have no effect whatsoever on them.
Failure: The concoction is slightly less appealing than sludge, and should anyone be brave enough to attempt it, it will have no effect whatsoever on them.
Success: The success rating indicates the effectiveness of the concoction. A single success suggests a bitter batch that is only marginally effective, whilst three successes ends up with a quite tolerable concoction, the effects of which are just as intended.
Exceptional Success (4+): At this level of success the concoctions are an especially enticing bit of work with double potency and a pleasing form.