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Classification: Union // Open Ref werewolf/power/numina/herbalism-brewing

Herbalism/Brewing

Numina · Werewolf

Werewolf

The herbalist, or natural healer, has long occupied a place in folklore and in the culture of pre- or non-technological societies. In later history, the snake-oil salesman exploited for their own ends the trust many people once placed in non-traditional healers. Many herbalists — and many herbal con-artists — merely relied on recipes handed down through generations or conjured whole from their imagination to produce potions, ointments, tinctures, possets, and other herbal concoctions. These mixtures or brews sometimes worked, when the herbs and other ingredients contained viable substances. Otherwise, they were just so much “snake oil.”

The Way of hedge magic known as “herbalism” or “brewing” enables the practitioner to imbue natural ingredients with real power so that their natural healing (or poisoning) abilities achieve greater results. At the highest level of knowledge, these substances produce effects that border on the miraculous. The Garou treasure and protect these Kinfolk, valuing them for their ability to effect cures when normal means fail.

Kinfolk who study this herbal magic Numen must first have at least one dot in one of the following Knowledges: Herbalism, Medicine, or Science (botany). Naturally, the more dots in the appropriate Knowledge, the greater the probability of success. Using this Path requires time and effort, as the practitioner must find and gather, or grow, the proper herbs, flowers, roots, or mosses. In addition, preparing potions or other herbal concoctions takes time involved in boiling, steeping, crushing, or otherwise transforming the ingredients into the required mixture.

The strength and effectiveness of the mixture depends on the herbalist’s successes (Intelligence + Herbalism). One success produces something that marginally works but may look foul and taste bitter, or worse. With four or more successes, the concoction not only succeeds but does so with twice as much effectiveness — and tastes delicious, to boot!

Of course, herbalism also allows for the concoction of poisons. Those who ingest such poisons or mixtures with harmful effects may attempt a Stamina roll against the herbalist’s successes to resist or survive the effects.

Players and Storyteller should devise their own rituals for making the herbal mixtures depending on the herbalist character’s cultural background or the needs of the chronicle.

Roll: Intelligence + Herbalism Cost: none

• The poultices or brews made at this level can cure minor aches or rashes, induce or prevent sleep, preserve foods longer than their normal freshness, relieve symptoms of non-chronic illnesses, and produce other effects that would not fall under the category of “magic.”

•• At this level, the herbalist’s products quickly cure minor illnesses or pains, avert or enable pregnancy (100% certainty), alter a person’s mood, attract or deter insects or animals, cure intoxication, and produce other effects that seem miraculous, but not necessarily supernatural.

••• The substances made at this level can put people to sleep with just a pinch, cure moderate pains and illnesses, cut healing time in half for open wounds and broken bones (more for Garou), put partakers in light trances or elevate the libido, and cause other effects that may raise eyebrows due to their speed and effectiveness.

•••• This level of mastery enables the herbalist’s concoctions to clear up an infection in minutes, cure life-threatening illnesses, neutralize poisons, temporarily increase someone’s physical traits (one or two dots to Strength, Dexterity, or Stamina for one scene), and other equivalent effects. Cultural expectations and Storyteller judgment play a part in the effects, which are neither sudden, flashy, nor permanent.

••••• At this level, the herbalist produces truly spectacular potions, brews, balms, and the like. Love potions, sleeping concoctions, healing balms, deadly poisons, oils of flying, and other seemingly impossible mixtures enable the user to alter her reality for at least a little while, or, in the case of poisons and healing medicines, permanently. The truth of the matter should remain open to discussion and have a plausible explanation behind it. Extreme effects, such as changing forms, should not occur instantly, but should take effect subtly or over time.

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