The Apothecary cover
Exodus NDS Sourcebook

The Apothecary

Poisons, Drugs, and Chemical Agents for Exodus NDS

Poisons, drugs, and chemical agents for narrative dice games: a hundred and one substances in four periods, from hemlock and viper venom to truth serum, combat stims, and nerve gas. Every poison is a clock of resist checks with time to treat it, and nothing kills on a single roll.

18 chapters, about 24,800 words, free to read here in full. Written for Exodus NDS; the stat lines also drop into a Genesys RPG game.

Contents

About This Book Forty poisons and venoms, thirty-six drugs and medicines, ten antidotes, and fifteen gases and chemical agents, from hemlock to nerve gas to a toxin built for one person's genes. 1. Introduction In most games poison is a few extra points of damage with a green label. This book treats it as a clock. 2. Reading an Entry Every substance in this book is printed the same way. 3. Exposure and the Clock A poisoning has four steps: exposure, Onset, resist checks at each Interval, and an end. 4. Treatment and Antidotes A character with Medicine has five things to do about a poisoning. They are listed in the order they usually happen. 5. Drugs: Dose, Crash, and Habit A drug is a substance a character takes on purpose. This chapter covers taking one, what it costs, and the optional rule for habit. 6. Tags and Conditions Tags are printed in the last field of an entry. This chapter gives each in full, then the conditions this book uses. 7. Natural Poisons and Venoms What grows, crawls, and swims. Every culture in every period has these, and most people in the countryside can name the local ones. 8. The Apothecary's Shelf What the Old World sells over a counter: medicines, stimulants, sedatives, antidotes, and in some Universes the products of working alchemy. 9. The Industrial Pharmacy From 1800 chemists learn to pull the active part out of a plant and put it in a bottle. Poisons become purer and cheaper, and are sold in any high street for killing rats. 10. Modern Toxins and Tradecraft The poisons of states and their services, from 1939 on. They are made in small quantities for particular operations and are judged by two things: how hard they are to notice, and how hard they are to… 11. Modern Pharmaceuticals The medicine cabinet, the medic's bag, and the street corner, from 1939 on. 12. Stellar Biotech Space opera medicine is fast. A field injector closes a wound in seconds, a tablet lets a pilot think for four hours, and a broad antitoxin deals with most of the earlier chapters of this book. 13. Gas, Smoke, and Chemical Agents A gas is a place. This chapter covers what a cloud is, how to be in one safely, and the agents that fill it. 14. Delivery, Detection, and Protection The hardware. Most of the weapons that deliver a dose are already in the armories, and this chapter points to them. 15. Making, Finding, and Running Poison The GM may spend 2 Bane from a check to buy from an unlawful seller to make the dose weak (Potency 1 lower), and a Calamity to make it something else entirely. 16. Master Tables Every substance in this book. Pot is Potency. An entry with a dash for its price is not for sale. 16. Licensing Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.