The Apothecary · Chapter 16

Master Tables

Every substance in this book. Pot is Potency. An entry with a dash for its price is not for sale.

Prices are by period and are not on one scale. Old World prices are in the units of The Fantasy Armory, Industrial prices in those of The Black Powder Armory, Modern prices in present-day US dollars, and Stellar prices in credits. Do not compare a price in one period with a price in another.

Poisons and Agents

Natural Poisons and Venoms

Substance Pot Vector Onset Interval Course Effect in brief Tags Price Avail
Blade Venom 2 Injury 1 round Round 5 2 Wounds; ends on the first success — 50 Restricted
Viper Venom 2 Injury 1 round Round 4 2 Wounds; Disoriented — 40 Common
Cobra Venom 3 Injury 1 round Round 5 2 Wounds, 2 Strain Lethal 150 Rare
Spider Venom 2 Injury 1 minute Minute 5 2 Strain; Disoriented — 30 Common
Arrow Poison 3 Injury 1 round Round 4 Immobilized, then Paralysed — 120 Rare
Dart Frog Toxin 4 Injury, Contact 1 round Round 4 3 Wounds Lethal 300 Rare
Monster Venom 4 Injury 1 round Round 5 3 Wounds; Disoriented Lethal 250 Rare
Wolfsbane 3 Ingested, Injury 10 minutes 10 minutes 6 3 Wounds Lethal, Subtle 1 80 Restricted
Hemlock 3 Ingested 30 minutes Hour 6 3 Wounds; creeping paralysis Lethal 40 Common
Nightshade 2 Ingested 30 minutes Hour 4 3 Strain; delirium Subtle 1 20 Common
Foxglove 3 Ingested 1 hour Hour 4 3 Wounds; looks like a failing heart Lethal, Subtle 2 30 Common
Death Cap 4 Ingested 12 hours Day 4 4 Wounds a day, after a quiet half day Lethal, Subtle 3 30 Common
Ergot 2 Ingested 1 hour Day 3 2 Wounds a day; visions Subtle 2 10 Common
Inheritance Powder 3 Ingested 1 hour Day 5 3 Wounds a day; looks like illness Lethal, Subtle 3 150 Restricted
Deathfeign 4 Ingested, Contact 10 minutes 10 minutes 4 Paralysed and seems dead for a day — 400 Rare
Blinding Sap 2 Contact (eyes) None Round 3 Blinded; 1 Wound — 25 Common
Sleeping Draught 2 Ingested 10 minutes Minute 5 4 Strain; sleep 4 hours Subtle 1 60 Restricted

The Apothecary's Shelf

Substance Pot Vector Onset Interval Course Effect in brief Tags Price Avail
Truth Draught 4 Ingested 1 minute Hour 1 Cannot knowingly lie for an hour Fantastical 350 Rare
Stoneblood 4 Injury, Contact 1 round Round 3 Immobilized, then Paralysed for an hour Fantastical 300 Rare
Bleeder's Oil 3 Injury None Round 3 Bleeding; no healing by rest for a day Fantastical 150 Restricted

The Industrial Pharmacy

Substance Pot Vector Onset Interval Course Effect in brief Tags Price Avail
Strychnine 4 Ingested, Injury 10 minutes 10 minutes 5 3 Wounds; convulsions Lethal 20 Common
Prussic Acid 4 Ingested, Inhaled 1 round Round 5 3 Wounds, 2 Strain Lethal, Subtle 1 60 Restricted
Mercury Salts 3 Ingested, Contact 1 hour Day 4 2 Wounds a day; tremor Subtle 2 15 Common
Chloroform 2 Inhaled (held pad) None Round 5 3 Strain a round; sleep 10 minutes — 15 Common
Knockout Drops 3 Ingested 10 minutes Minute 5 4 Strain a minute; sleep 2 hours Subtle 2 25 Restricted

Modern Toxins and Tradecraft

Substance Pot Vector Onset Interval Course Effect in brief Tags Price Avail
Suicide Capsule 5 Ingested None Round 5 4 Wounds a round; the user chooses to fail Lethal 500 Rare
Castor Toxin 4 Injury, Ingested, Inhaled 1 day Day 4 4 Wounds a day; looks like fever Lethal, Subtle 4 5000 Rare
Heart-Stopper 4 Injury 1 minute Minute 5 4 Wounds a minute; looks like a heart attack Lethal, Subtle 4 8000 Rare
Contact Nerve Agent 5 Contact 10 minutes Minute 6 3 Wounds a minute; Disoriented, then Staggered Lethal, Persistent, Subtle 3 — Military
Thallium 3 Ingested 1 day Day 7 2 Wounds a day; the hair falls out on day five Lethal, Subtle 4 200 Restricted
Hot Dose 5 Ingested 1 day Day 10 3 Wounds a day for ten days Lethal, Subtle 3 — Military
Shellfish Toxin 5 Injury 1 round Round 4 2 Wounds; Immobilized, then Paralysed Lethal 6000 Rare
Tranquilizer Dose 3 Injury 1 round Round 5 3 Strain a round; sleep 1 hour — 40 Restricted
Truth Serum 3 Injury 1 minute Hour 1 2 Boon Dice to question the subject — 300 Restricted

Stellar Biotech

Substance Pot Vector Onset Interval Course Effect in brief Tags Price Avail
Sleeper Dose 2 Injury, Inhaled 1 round Round 4 4 Strain a round; sleep 1 hour — 75 Common
Lockjaw 3 Injury 1 round Round 4 Immobilized, then Paralysed for 10 minutes — 250 Restricted
Black Needle 4 Injury 1 round Round 4 3 Wounds; Disoriented Lethal 400 Military
Xenotoxin 4 Injury, Contact 1 round Round 5 3 Wounds to the species it suits Lethal, Keyed (species) 300 Rare
Tailored Toxin 5 Ingested, Contact, Inhaled 1 hour Hour 6 4 Wounds an hour, to one named person only Lethal, Keyed (one person), Subtle 5 20000 Rare
Honesty 4 Injury 1 minute Hour 1 Cannot knowingly lie for an hour — 600 Restricted

Gas, Smoke, and Chemical Agents

Substance Pot Vector Onset Interval Course Effect in brief Tags Price Avail
Smoke 1 Inhaled None Round In cloud Hides; 1 Strain a round in an enclosed space Obscuring 2 30 Common
Stink Smoke 2 Inhaled None Round In cloud 2 Strain a round Obscuring 1 15 Common
Poison Smoke 2 Inhaled None Round In cloud 2 Wounds a round Obscuring 1 80 Military
Quicklime 2 Contact (eyes), Inhaled None Round 3 Blinded; 1 Wound — 10 Common
Pepper Spray 3 Contact (eyes) None Round 4 Blinded; 2 Strain — 20 Common
Tear Gas 2 Inhaled, Contact (eyes) None Round In cloud +2 3 Strain a round; Blinded Obscuring 1 40 Restricted
Knockout Gas 3 Inhaled None Round In cloud 4 Strain a round; sleep 30 minutes — 400 Military
Chlorine 3 Inhaled None Round In cloud 3 Wounds a round Lethal, Obscuring 1 100 Military
Phosgene 3 Inhaled 2 hours Hour 6 3 Wounds an hour, two hours later Lethal, Subtle 3 150 Military
Mustard Gas 3 Contact, Inhaled 2 hours Hour 6 2 Wounds an hour; blisters; Blinded Persistent, Subtle 2 150 Military
Nerve Gas 5 Inhaled, Contact 1 round Round 5 3 Wounds a round; Disoriented, then Staggered Lethal, Subtle 2 — Military
Bad Air 2 Inhaled 1 minute Minute In cloud 3 Strain a minute, then Wounds Lethal, Subtle 4 — Common
Vitriol — Contact None Round Until washed 3 Wounds, then Burning 2 — 20 Common
Corrosive Fog — Contact None Round In cloud 2 Wounds a round; breaches sealed suits Obscuring 1 250 Military
Restraint Foam — Contact None — — Immobilized until cut free — 120 Restricted

Drugs, Medicines, and Antidotes

The Apothecary's Shelf

Substance In brief Onset Lasts Limit Tags Price Avail
Healing Salve Recover 2 more Wounds from a night's rest — 1 day 1 — 20 Common
Poppy Tincture Recover 3 Strain; ignore one Critical Injury's penalty 10 minutes 4 hours 2 Habit 2 30 Common
Chewing Leaf Recover 2 Strain; 1 Boon Die to Athletics on a march 10 minutes 4 hours 2 Habit 1 5 Common
Watchman's Tea Stay awake a night without penalty 10 minutes 8 hours 1 — 3 Common
Strong Drink 1 Boon Die against fear; 1 Bane Die to Agility and Intellect 10 minutes 2 hours 2 Habit 1 2 Common
Berserker Draught +1 damage in melee; must close and attack 10 minutes 1 encounter 1 Habit 1 80 Restricted
Dreamsmoke Recover all Strain; useless for four hours 1 minute 4 hours 1 Habit 3 15 Restricted
Smelling Salts Wakes a sleeper or a faint None — 1 — 10 Common
Emetic Purges a swallowed poison during its Onset None — — — 5 Common
Theriac General antidote: 2 Boon Dice against one poison 1 round 1 day 1 — 100 Restricted
Antivenom Specific antidote to one kind of venom 1 round — — — 120 Rare
Bezoar Reusable; 1 Boon Die against swallowed poison None — — — 500 Rare
Healing Draught Recover 4 Wounds; each later dose that day recovers 1 fewer None — — Fantastical 50 Common

The Industrial Pharmacy

Substance In brief Onset Lasts Limit Tags Price Avail
Sleeping Powder A full night's sleep through anything 30 minutes 8 hours 1 Habit 2 10 Restricted
Morphine Recover 4 Strain; ignore Critical Injury penalties 1 round 4 hours 2 Habit 3 25 Restricted
Nerve Tonic Recover 3 Strain; 1 Boon Die to Readiness and Charm 1 minute 1 hour 2 Habit 3 5 Common
Patent Medicine Usually nothing — — — — 1 Common
Antiseptic 1 Boon Die to Medicine checks to heal Wounds — — — — 5 Common

Modern Toxins and Tradecraft

Substance In brief Onset Lasts Limit Tags Price Avail
Carrier Gel Makes an injected or swallowed poison work by Contact — — — — 500 Rare

Modern Pharmaceuticals

Substance In brief Onset Lasts Limit Tags Price Avail
Trauma Shot Recover 3 Wounds; ends Bleeding None — 2 — 50 Restricted
Field Painkiller Recover 3 Strain; ignore Critical Injury penalties 1 round 4 hours 2 Habit 3 30 Restricted
Adrenaline Injector Recover 4 Strain now; wakes the incapacitated None 10 minutes 1 — 100 Common
Pep Pills No sleep needed; 1 Boon Die to Readiness 30 minutes 8 hours 2 Habit 2 10 Restricted
Steadying Tablets Remove 1 Bane Die of nerves from fine work 30 minutes 4 hours 1 — 20 Restricted
Calming Tablets Recover 3 Strain; 1 Boon Die against fear 30 minutes 4 hours 2 Habit 2 10 Restricted
White Powder Recover 2 Strain; 1 Boon Die to Charm and Readiness 1 round 1 hour 2 Habit 3 100 Illicit
Crystal 1 Boon Die to Athletics and Readiness; a hard crash 1 round 6 hours 1 Habit 4 40 Illicit
Brown Recover all Strain; useless for four hours 1 round 4 hours 1 Habit 4 20 Illicit
Weed Recover 2 Strain; 1 Bane Die to Readiness and Intellect 1 minute 2 hours 2 Habit 1 10 Illicit
Hallucinogen Disoriented for six hours; visions 30 minutes 6 hours 1 — 10 Illicit
Dust Stays up past the Strain limit for 3 rounds 1 round 1 hour 1 Habit 2 20 Illicit
Activated Charcoal General antidote against swallowed poisons 1 round 1 day — — 15 Common
Atropine Injector Specific antidote to nerve agents None — 3 — 60 Military
Cyanide Antidote Kit Specific antidote to cyanide None — — — 150 Restricted
Naloxone Ends an opiate overdose at once None 1 hour — — 40 Common

Stellar Biotech

Substance In brief Onset Lasts Limit Tags Price Avail
Stimpack Recover 3 Wounds None — 2 — 50 Common
Combat Stim Recover 2 Strain; 1 Boon Die to the next check None 1 check 1 Habit 1 100 Restricted
Reflex Booster 2 Boon Dice to initiative; 1 to Reflexes and Operate 1 round 1 hour 1 Habit 3 300 Restricted
Focus 1 Boon Die to Intellect checks 10 minutes 4 hours 1 Habit 2 150 Common
Fury +2 melee damage; a heavy crash 1 round 1 encounter 1 Habit 3 400 Military
Torpor Dose Slows every clock in the patient to one tenth 1 round 12 hours 1 — 400 Restricted
Thin-Air Tablets Hold breath twice as long; 2 Boon Dice in thin air 10 minutes 4 hours 1 — 60 Common
Spacer's Friend Remove up to 2 Bane Dice from free fall or high gravity 10 minutes 8 hours 1 — 20 Common
Glitter Recover all Strain; useless for four hours 1 round 4 hours 1 Habit 4 15 Illicit
Detox Shot Ends every drug in the patient 1 round — 2 — 80 Common
Broad Antitoxin Ends a poison of Potency 3 or less; general antidote above that None — — — 80 Restricted

By Period

Old World (39) · Blade Venom, Viper Venom, Cobra Venom, Spider Venom, Arrow Poison, Dart Frog Toxin, Monster Venom, Wolfsbane, Hemlock, Nightshade, Foxglove, Death Cap, Ergot, Inheritance Powder, Deathfeign, Blinding Sap, Sleeping Draught, Healing Salve, Poppy Tincture, Chewing Leaf, Watchman's Tea, Strong Drink, Berserker Draught, Dreamsmoke, Smelling Salts, Emetic, Theriac, Antivenom, Bezoar, Healing Draught, Truth Draught, Stoneblood, Bleeder's Oil, Smoke, Stink Smoke, Poison Smoke, Quicklime, Bad Air, Vitriol

Industrial (14) · Strychnine, Prussic Acid, Mercury Salts, Chloroform, Knockout Drops, Sleeping Powder, Morphine, Nerve Tonic, Patent Medicine, Antiseptic, Tear Gas, Chlorine, Phosgene, Mustard Gas

Modern (29) · Suicide Capsule, Castor Toxin, Heart-Stopper, Contact Nerve Agent, Thallium, Hot Dose, Shellfish Toxin, Tranquilizer Dose, Truth Serum, Carrier Gel, Trauma Shot, Field Painkiller, Adrenaline Injector, Pep Pills, Steadying Tablets, Calming Tablets, White Powder, Crystal, Brown, Weed, Hallucinogen, Dust, Activated Charcoal, Atropine Injector, Cyanide Antidote Kit, Naloxone, Pepper Spray, Knockout Gas, Nerve Gas

Stellar (19) · Stimpack, Combat Stim, Reflex Booster, Focus, Fury, Torpor Dose, Thin-Air Tablets, Spacer's Friend, Glitter, Detox Shot, Broad Antitoxin, Sleeper Dose, Lockjaw, Black Needle, Xenotoxin, Tailored Toxin, Honesty, Corrosive Fog, Restraint Foam

Lethal Poisons, Fastest First

Substance Pot Interval Course Effect in brief Antidote
Nerve Gas 5 Round 5 3 Wounds a round; Disoriented, then Staggered Atropine Injector
Shellfish Toxin 5 Round 4 2 Wounds; Immobilized, then Paralysed None; an Average Medicine check each minute keeps a Paralysed victim breathing
Suicide Capsule 5 Round 5 4 Wounds a round; the user chooses to fail A cyanide antidote kit and a Severe Medicine check, begun before the Course ends
Black Needle 4 Round 4 3 Wounds; Disoriented Broad Antitoxin, as a general antidote
Dart Frog Toxin 4 Round 4 3 Wounds None; treat and support
Monster Venom 4 Round 5 3 Wounds; Disoriented Antivenom made from the same creature
Prussic Acid 4 Round 5 3 Wounds, 2 Strain A specific antidote from the Modern period on; before that, treat and support
Xenotoxin 4 Round 5 3 Wounds to the species it suits A specific antidote from the world it comes from
Chlorine 3 Round In cloud 3 Wounds a round —
Cobra Venom 3 Round 5 2 Wounds, 2 Strain Antivenom
Contact Nerve Agent 5 Minute 6 3 Wounds a minute; Disoriented, then Staggered Atropine Injector
Heart-Stopper 4 Minute 5 4 Wounds a minute; looks like a heart attack None; treat and support. A hospital counts as continuous care
Bad Air 2 Minute In cloud 3 Strain a minute, then Wounds —
Strychnine 4 10 minutes 5 3 Wounds; convulsions None; a sedative given by a successful Medicine check counts as treatment, and a dark quiet room adds 1 Boon Die
Wolfsbane 3 10 minutes 6 3 Wounds None; purge, treat, and support
Tailored Toxin 5 Hour 6 4 Wounds an hour, to one named person only None in stock; a laboratory and a Hard Science check make a specific antidote in 2 hours
Foxglove 3 Hour 4 3 Wounds; looks like a failing heart None before the Modern period; purge, treat, and support
Hemlock 3 Hour 6 3 Wounds; creeping paralysis None; purge, treat, and support
Phosgene 3 Hour 6 3 Wounds an hour, two hours later None; rest, treat, and support
Hot Dose 5 Day 10 3 Wounds a day for ten days None; treat and support
Castor Toxin 4 Day 4 4 Wounds a day; looks like fever None; treat and support
Death Cap 4 Day 4 4 Wounds a day, after a quiet half day None; purge during the Onset, then treat and support
Inheritance Powder 3 Day 5 3 Wounds a day; looks like illness None before the Industrial period; stop the doses, treat, and support
Thallium 3 Day 7 2 Wounds a day; the hair falls out on day five A specific antidote, from the 1970s on

Sedatives

Substance Pot Vector Effect Sleep
Sleeping Draught 2 Ingested 4 Strain each minute 4 hours
Chloroform 2 Inhaled (held pad) 3 Strain each round 10 minutes
Knockout Drops 3 Ingested 4 Strain each minute 2 hours
Tranquilizer Dose 3 Injury 3 Strain each round 1 hour
Sleeper Dose 2 Injury, Inhaled 4 Strain each round 1 hour
Knockout Gas 3 Inhaled 4 Strain each round 30 minutes after leaving the cloud

Habit-Forming Drugs

Habit Drugs
4 Crystal, Brown, Glitter
3 Dreamsmoke, Morphine, Nerve Tonic, Field Painkiller, White Powder, Reflex Booster, Fury
2 Poppy Tincture, Sleeping Powder, Pep Pills, Calming Tablets, Dust, Focus
1 Chewing Leaf, Strong Drink, Berserker Draught, Weed, Combat Stim

Antidotes

Antidote Period Price What it does
Emetic Old World 5 Purges a swallowed poison during its Onset
Theriac Old World 100 General antidote: 2 Boon Dice against one poison
Antivenom Old World 120 Specific antidote to one kind of venom
Bezoar Old World 500 Reusable; 1 Boon Die against swallowed poison
Activated Charcoal Modern 15 General antidote against swallowed poisons
Atropine Injector Modern 60 Specific antidote to nerve agents
Cyanide Antidote Kit Modern 150 Specific antidote to cyanide
Naloxone Modern 40 Ends an opiate overdose at once
Detox Shot Stellar 80 Ends every drug in the patient
Broad Antitoxin Stellar 80 Ends a poison of Potency 3 or less; general antidote above that

Hardest to Notice

Subtle Substances
5 Tailored Toxin
4 Castor Toxin, Heart-Stopper, Thallium, Bad Air
3 Death Cap, Inheritance Powder, Contact Nerve Agent, Hot Dose, Phosgene
2 Foxglove, Ergot, Mercury Salts, Knockout Drops, Mustard Gas, Nerve Gas
1 Wolfsbane, Nightshade, Sleeping Draught, Prussic Acid
A poisoner's banquet