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==RAR== A handy way for the GM to decide if a given Herb can be purchased at a store is to look down the list for ones that would grow nearby and roll for each one that he is willing the players able to get. Treat a given shop owner as having an 11- herbalism roll, modified by the rarity (see below). For each 2 the roll is made by, there is a dose of the herb available. More skillful merchants, those with better contacts, or those in an area with more herb growth may have a higher roll. ===RARITY AND FINDING HERBS=== Finding these herbs is not always an easy task. The chance for someone without herbalist skill, assuming they know where to look, is 8 . The chance of finding an herb is modified by the Rarity factor ( 3, +0, +2), which indicates how rare and unusual this herb is. Each person assisting in the search of an herb adds one to this chance, until +3 is achieved, when the number doubles (+1 per six people). This continues to double each +3 achieved (100 people gives a +14 chance). Each three under the required roll discovers an additional dose of the herb desired. A natural roll of three would probably also find another herb (roll luck/unluck for fortune). It takes a turn of looking to find an herb a base of one minute, and each step up the time chart taken looking gives a +1 to the roll as well. If the roll is failed, there quite simply is not the herb there at all; in addition, the GM may rule that the herb cannot be found under any circumstances.
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