Herbalism

Memory
Constitution
Self Discipline

Short Description

Identify and use natural plants, fungi, and roots to create basic remedies, drugs, poisons, and survival items.

Success Criteria

Roll d100 + Herbalism versus DR 100

Effects

On success, you identify, collect, or prepare a simple natural substance

Substances may:

Heal minor wounds or symptoms

Cause sleep, dizziness, or numbness (as part of sequenced actions)

Enhance survival rolls or act as bonuses in crafting (fletching, poisons, arrows, ointments, etc.)

Modifiers and Restrictions

–10 to –30 DR for common, edible, or medicinal plants in familiar environments

+20 to +40 DR when seeking or preparing rare poisons, performance-enhancers, or potent remedies

+30 DR or more in alien environments or unfamiliar ecosystems

Can only be used for natural substances—does not cover synthetic, chemical, or technological materials

Cannot create complex or lab-based compounds—only basic field-ready preparations

Action Examples

Create a sleep-inducing poultice from local herbs: DR = 90

Roll = 115 → You prepare a usable dose for 1 application

Long Description

Herbalism is the practical knowledge of naturally occurring materials in the wild that can be used to support survival, healing, or sabotage. Whether identifying safe food, creating a salve, or extracting toxins from rare roots, the skill serves as a key support tool for adventurers away from advanced facilities.

Its use is limited to simple and natural extractions; Herbalism cannot replicate complex pharmaceuticals or chemical formulas but can work in tandem with other skills like Foraging, Toxicology, or Survival to prepare rudimentary tools that make the difference between life and death in the field.

Sequencing

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Potential Counters

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How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.