The Apothecary · Chapter 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.

Weapons That Carry a Dose

A weapon in this table delivers one dose of an Injury poison on a hit that inflicts at least 1 Wound, in addition to its own damage.

Weapon Found in Notes
Any blade, spear, or arrow The Fantasy Armory, The Ranged Armory Coated as in Chapter 3. One hit per dose
Blowgun, Long Blowgun, Sumpitan The Ranged Armory Each dart is coated separately. The Poisoned Dart there is Blade Venom ready-made
Spring Dart Sleeve The Ranged Armory One dart, hidden
Dart Projector The Modern Armory The umbrella, the pen, the cigarette case. An Average Perception check to notice being struck
Tranquilizer Gun The Modern Armory Loads Tranquilizer Dose, or any Injury sedative
Needler The Stellar Armory Loads Sleeper Dose, Lockjaw, Black Needle, or any Injury dose

Delivery Devices

Item Period Enc Price Avail What it does
Poison Ring Old World 0 80 Restricted Holds one Ingested dose under a hinged stone. Add 1 Boon Die to the Subterfuge check to slip it into a cup. Concealable 3
Needle Ring Old World 0 150 Rare A spur on the inside of a ring. One Injury dose, delivered by a handshake: an Unarmed attack that does 1 damage, with 2 Boon Dice against an unsuspecting target
Needle Trap Old World 0 60 Restricted Fitted to a lock, a lid, or a drawer with an Average Craft check. Whoever opens it without finding it suffers 1 Wound and one Injury dose
Hollow Cane or Fan Old World 1 120 Rare A blowgun for one dart, disguised. Range Short
Hypodermic Syringe Industrial 0 10 Common Gives an Injury or Injected dose. Against an unwilling target it is an Unarmed attack with 2 Bane Dice, and the target must be Restrained, Asleep, or unaware
Autoinjector Modern 0 20 Common A spring-loaded pen holding one dose, for the user or a willing patient. Works through clothing
Injection Pen Modern 0 800 Rare The assassin's version. An Unarmed attack that does 1 damage and delivers one Injury dose; the target makes an Average Perception check to notice. Concealable 4. Single use
Aerosol Can Modern 0 15 Common Sprays one Contact (eyes) or Inhaled dose at a target at Engaged range, as a Light Ranged attack. Five uses
Gas Grenade Industrial 1 +20 Military A burning canister for one dose of any gas in Chapter 13. Thrown to Short range; the cloud is Engaged. Add 20 to the price of the agent
Gas Pot or Candle Old World 2 +5 Common A clay pot or a paper tube, lit and left or thrown. Lighting it is a maneuver with a flame to hand
Vent Canister Modern 3 +200 Military A pressure bottle with a timer, set into a ventilation system with an Average Craft check. It fills every room on that system with one gas
Gas Cylinder Industrial 8 +50 Military The 1915 method. Opened upwind, it makes a cloud that rolls forward one range band a round for 10 rounds. If the wind changes, so does the target
Hypospray Stellar 0 60 Common Gives an Injected dose through skin or light clothing with no needle. Giving a willing patient a dose is free once per turn
Dermal Patch Stellar 0 10 Common Carries one drug dose with an Onset of 10 minutes and no maneuver needed at the time. As a weapon it is a Contact dose: slapping it on an unwilling target is an Unarmed attack

Detection

Item Period Enc Price Avail What it does
Taster Old World — 5 a day Common A servant who eats first. Takes the exposure. Useless against a long Onset unless the meal waits
Testing Animal Old World 1 5 Common A caged bird for bad air, a dog for the meat. It shows the Effect one check before any person does
Poisoner's Kit Old World 2 100 Restricted Gloves, phials, a mortar, a fine brush. Required for brewing, and removes the risk of self-exposure when coating
Chemist's Test Case Industrial 3 150 Restricted Reagents and glassware. Add 2 Boon Dice to checks to Identify a poison from a sample, and to find one in a body
Detector Paper Modern 0 10 Military Changes colour in the presence of blister and nerve agents. No check needed
Field Test Kit Modern 1 200 Restricted Names any drug or common poison from a sample in one minute, with no check
Chemical Sniffer Stellar 1 800 Common Sounds an alarm for any toxin, gas, or bad air within Short range, and names it
Medical Scanner Stellar 2 400 Common Notices and Identifies any poison in a patient, with no check. No use against Keyed toxins without the key

Protection

Item Period Enc Price Avail What it does
Wet Cloth Old World 0 — Common Tied over the mouth. Add 1 Boon Die to resist checks against Inhaled substances. Dry in ten minutes
Leather Gloves Old World 0 5 Common The wearer's hands are not exposed to Contact substances
Beaked Mask Old World 1 40 Restricted A leather hood with glass eyes and a beak of herbs. Add 2 Boon Dice to resist checks against Inhaled substances; protects the eyes. Add 1 Bane Die to Perception
Smoke Hood Industrial 1 30 Military The chemical-soaked flannel hood of 1915. As the Beaked Mask. Lasts one hour in a cloud
Gas Mask Industrial 1 120 Military Filtered. From 1916. A spare filter costs 20
Protective Suit Modern 3 400 Military A hooded oversuit, boots, and gloves. With a Gas Mask the wearer is not exposed to Contact substances. Add 1 Bane Die to Agility checks; the wearer suffers 1 Strain at the end of each encounter spent in it
Hazard Suit with Air Modern 5 1500 Restricted Sealed (1 hour). No Resistance. Add 1 Bane Die to Agility checks
Nose Filters Stellar 0 80 Common Filtered, with no penalty and nothing to see. They do not protect the eyes. Last ten minutes in a cloud
Sealed armour Modern, Stellar — — — See The Armourer and The Stellar Armory. Any armour with Sealed protects fully while its air lasts

A Gas Mask is worn under a helmet and gives no protection of its own.