# Delivery, Detection, and Protection

*The Apothecary, Poisons, Drugs, and Chemical Agents for Exodus NDS. Source: https://exodusnds.com/sourcebooks/the-apothecary/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.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/the_apothecary/the-apothecary-devices.jpg">

## 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.
