Botany

[ Feature Impact ] > Positive

Type: Life Science (Ecology)

The character has studied natural plants and various processes around air, soil, and climate as it relates to them. They understand what may be poisonous or edible, what grows most efficiently, and what uses plants and crops can be put to. It requires a botany skill to safely identify and extract poisons from flora. It can provide a small set of materials that will improve healing in minor measures; curatives will vary by setting and availability. Note that without the ability to preserve the botanical creations, GM’s may rule that they will lose their potency or even become poisonous. Assume a character can have preserved their skill level in number of any particular item without such measures. This (or the cost to preserve) prevents a massive stockpiling of botanical creations in most cases. Assume simple creations will cost a simple cost portion, and advanced creations a major cost portion. Actions which call for a botanical component at a cost portion can be manufactured for half cost (on a successful check). A successful check indicates (assuming availability) the ingredient can be found for cooking to increase the sustenance value of a meal by 1 for Recovery purposes.

Elements of this may feed into or be leveraged by: Alchemy, Biology, Chemistry, and Physics. It is usually practiced with a kit of typical equipment in a lab of some sort (if available). A character may gain a Toolkits and Work Stations by purchasing them in-game (depending on availability) or at the time of Inception using Assets.

Specialties

Each specialty has its own specific set of materials and tools. Some are shared with other related specialties, but the exact Utility Set is unique.

Agriculture

Domesticated botany – farming, etc.

Herbalism

Wild botany

Toxicology


Incarna d20™ Botany Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

d20 [specific] Requirements:

iCore Botany Details/Mechanics