# Modern Pharmaceuticals

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

The medicine cabinet, the medic's bag, and the street corner, from 1939 on.

**Medicines and antidotes** are Common or Restricted: sold in a pharmacy, or with a prescription.

**Street drugs** are **Illicit**. Their prices are per dose and vary with the city and the decade.

Every entry here is a drug and follows Chapter 5. The four antidotes at the end of the chapter follow Chapter 4.

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

##### <span class="substance-bar medicine"></span>Trauma Shot
<span class="weapon-aka">Field injector, clotting agent, the medic's pen</span>

<div class="substance medicine">

<span class="pot">2</span>
<span class="onset">None</span>
<span class="lasts">—</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Injected</span>
<span class="price">50</span>
<span class="avail">Restricted</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 3 Wounds and end Bleeding</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">No check: a third or later dose before a full night's rest still works, and adds 1 Bane Die to all checks until that rest</span>

</div>

A single-use injector of painkiller, clotting agent, and stimulant. It is the cinematic field dressing, and a Universe that wants slower healing leaves it out.

##### <span class="substance-bar medicine"></span>Field Painkiller
<span class="weapon-aka">Morphine autoinjector, the lozenge, pain tablets</span>

<div class="substance medicine">

<span class="pot">3</span>
<span class="onset">1 round</span>
<span class="lasts">4 hours</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Injected, Ingested</span>
<span class="price">30</span>
<span class="avail">Restricted</span>
<span class="period">Modern</span>
<span class="qual">Habit 3</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 3 Strain, and ignore the ongoing penalties of Critical Injuries up to Severe for the duration</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 1 Bane Die to Perception and Readiness checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">4 Strain each 10 minutes for 4 checks, Lethal; Naloxone ends it</span>

</div>

The modern form of morphine: measured, clean, and issued one to a soldier. The tablets a doctor prescribes after surgery are the same entry.

##### <span class="substance-bar medicine"></span>Adrenaline Injector
<span class="weapon-aka">Epinephrine pen, the heart needle</span>

<div class="substance medicine">

<span class="pot">2</span>
<span class="onset">None</span>
<span class="lasts">10 minutes</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Injected</span>
<span class="price">100</span>
<span class="avail">Common</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 4 Strain. A character incapacitated by Strain is no longer incapacitated. Ends an allergic collapse</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">2 Strain</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">3 Wounds and Staggered on the next turn</span>

</div>

A spring-loaded pen pushed against the thigh. It restarts a body that is shutting down, and for ten minutes afterwards the hands shake.

##### <span class="substance-bar stimulant"></span>Pep Pills
<span class="weapon-aka">Amphetamine tablets, go pills, the pilot's chocolate</span>

<div class="substance stimulant">

<span class="pot">2</span>
<span class="onset">30 minutes</span>
<span class="lasts">8 hours</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">10</span>
<span class="avail">Restricted</span>
<span class="period">Modern</span>
<span class="qual">Habit 2</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Ignore the penalties for missed sleep, and add 1 Boon Die to Readiness checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">3 Strain that cannot be recovered until a full night's rest, and add 1 Bane Die to all checks the next day</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">Disoriented for the duration, and 2 Wounds</span>

</div>

Issued by the million to aircrew, tank crews, and sentries from 1939. Later decades make them cleaner and call them wakefulness agents.

##### <span class="substance-bar medicine"></span>Steadying Tablets
<span class="weapon-aka">Beta blockers, the marksman's pill</span>

<div class="substance medicine">

<span class="pot">1</span>
<span class="onset">30 minutes</span>
<span class="lasts">4 hours</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">20</span>
<span class="avail">Restricted</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Remove 1 Bane Die caused by fear, pressure, or haste from Agility and Intellect checks that need a steady hand: a long shot, a lock, a wire, a scalpel</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 1 Bane Die to Athletics checks</span>

</div>

A heart medicine that stops the hands shaking. Musicians, surgeons, and snipers take it for the same reason.

##### <span class="substance-bar sedative"></span>Calming Tablets
<span class="weapon-aka">Tranquillisers, the little yellow pill</span>

<div class="substance sedative">

<span class="pot">2</span>
<span class="onset">30 minutes</span>
<span class="lasts">4 hours</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">10</span>
<span class="avail">Restricted</span>
<span class="period">Modern</span>
<span class="qual">Habit 2</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 3 Strain, and add 1 Boon Die to checks made to resist fear</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 1 Bane Die to Readiness checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">3 Strain each 10 minutes for 4 checks; sleep 6 hours. With strong drink it is Lethal</span>

</div>

Prescribed for nerves. Crushed into a drink they are a weak knockout: resist against Potency 2 or suffer 3 Strain each 10 minutes for 4 checks.

##### <span class="substance-bar stimulant"></span>White Powder
<span class="weapon-aka">Cocaine, blow, snow</span>

<div class="substance stimulant">

<span class="pot">3</span>
<span class="onset">1 round</span>
<span class="lasts">1 hour</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Inhaled</span>
<span class="price">100</span>
<span class="avail">Illicit</span>
<span class="period">Modern</span>
<span class="qual">Habit 3</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 2 Strain, and add 1 Boon Die to Charm and Readiness checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">3 Strain, and add 1 Bane Die to social checks for an hour</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">3 Wounds and Disoriented for an hour</span>

</div>

The expensive stimulant. Its users talk fast, feel certain, and run out of money.

##### <span class="substance-bar stimulant"></span>Crystal
<span class="weapon-aka">Methamphetamine, ice, crank</span>

<div class="substance stimulant">

<span class="pot">3</span>
<span class="onset">1 round</span>
<span class="lasts">6 hours</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Inhaled, Injected</span>
<span class="price">40</span>
<span class="avail">Illicit</span>
<span class="period">Modern</span>
<span class="qual">Habit 4</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Ignore the penalties for missed sleep, and add 1 Boon Die to Athletics and Readiness checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 1 Bane Die to Charm, Negotiation, and Leadership checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">5 Strain, and Disoriented until a full night's rest</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">4 Wounds, and Disoriented for the duration</span>

</div>

The cheap stimulant. It lasts all night and it is the fastest habit in this book.

##### <span class="substance-bar sedative"></span>Brown
<span class="weapon-aka">Heroin, smack, junk</span>

<div class="substance sedative">

<span class="pot">3</span>
<span class="onset">1 round</span>
<span class="lasts">4 hours</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Injected, Inhaled</span>
<span class="price">20</span>
<span class="avail">Illicit</span>
<span class="period">Modern</span>
<span class="qual">Habit 4</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover all Strain, and ignore the ongoing penalties of all Critical Injuries for the duration</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Disoriented, and cannot take a second maneuver in a turn</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">4 Strain each 10 minutes for 6 checks, Lethal; Naloxone ends it</span>

</div>

Morphine made stronger and sold by the bag. Its strength varies from one bag to the next, and that is what causes most overdoses: the GM may spend a Calamity from any check made while buying it to make the next dose count as two.

##### <span class="substance-bar sedative"></span>Weed
<span class="weapon-aka">Cannabis, hashish, grass</span>

<div class="substance sedative">

<span class="pot">1</span>
<span class="onset">1 minute</span>
<span class="lasts">2 hours</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Inhaled, Ingested</span>
<span class="price">10</span>
<span class="avail">Illicit</span>
<span class="period">Modern</span>
<span class="qual">Habit 1</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 2 Strain</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 1 Bane Die to Readiness and Intellect checks</span>

</div>

Illicit in most of the Modern period and Common in some places late in it. In an Old World game it is a variety of Dreamsmoke with Habit 1.

##### <span class="substance-bar stimulant"></span>Hallucinogen
<span class="weapon-aka">Acid, mushrooms, peyote, the sacrament</span>

<div class="substance stimulant">

<span class="pot">3</span>
<span class="onset">30 minutes</span>
<span class="lasts">6 hours</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">10</span>
<span class="avail">Illicit</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">None that the rules measure. A Universe may attach visions, rites, or insight to it</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Disoriented. The GM describes what the user perceives, and the player decides what the character does about it</span>

</div>

<div class="weapon-profile">

<span class="pname">Unwilling</span>
<span class="pqual">A victim dosed without knowing resists against Potency 3 each hour: on a failure 3 Strain, and the victim treats the visions as real</span>

</div>

Sacred plants in the Old World and blotter paper in the Modern. It is not habit-forming. Slipped into a drink it is a weapon that leaves the victim discredited instead of dead.

##### <span class="substance-bar stimulant"></span>Dust
<span class="weapon-aka">Angel dust, the embalmer, wet</span>

<div class="substance stimulant">

<span class="pot">3</span>
<span class="onset">1 round</span>
<span class="lasts">1 hour</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Inhaled</span>
<span class="price">20</span>
<span class="avail">Illicit</span>
<span class="period">Modern</span>
<span class="qual">Habit 2</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Ignore Disoriented and Staggered caused by pain. Once in the duration, when the user would be incapacitated by Strain, the user stays up for 3 more rounds</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 2 Bane Dice to Intellect, Savvy, and Charisma checks. The user cannot operate anything more complicated than a door</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">4 Strain, and no memory of the duration</span>

</div>

A veterinary anaesthetic smoked on a cigarette. The user feels nothing and understands little. It is here mostly for the adversaries who take it.

##### <span class="substance-bar antidote"></span>Activated Charcoal
<span class="weapon-aka">The black slurry, stomach wash</span>

<div class="substance antidote">

<span class="pot">—</span>
<span class="onset">1 round</span>
<span class="lasts">1 day</span>
<span class="limit">—</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">15</span>
<span class="avail">Common</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">General antidote against Ingested poisons and drug overdoses taken by mouth: add 2 Boon Dice to resist checks and to Medicine checks to treat one of them</span>

</div>

<div class="weapon-profile">

<span class="pname">Special</span>
<span class="pqual">No effect once the Course is half run</span>

</div>

A black powder stirred into water. It binds what is still in the gut.

##### <span class="substance-bar antidote"></span>Atropine Injector
<span class="weapon-aka">Nerve agent antidote kit, the combo pen</span>

<div class="substance antidote">

<span class="pot">2</span>
<span class="onset">None</span>
<span class="lasts">—</span>
<span class="limit">3</span>

</div>

<div class="substance-detail">

<span class="vector">Injected</span>
<span class="price">60</span>
<span class="avail">Military</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Specific antidote to Nerve Gas and Contact Nerve Agent</span>

</div>

<div class="weapon-profile">

<span class="pname">Special</span>
<span class="pqual">It ends the poison only if the victim has left the cloud or been washed. Used on someone not poisoned, it causes 2 Strain and Disoriented for an hour</span>

</div>

Issued three to a soldier where gas is expected, to be pushed into the thigh through the uniform.

##### <span class="substance-bar antidote"></span>Cyanide Antidote Kit
<span class="weapon-aka">The amber ampoule, the three-step kit</span>

<div class="substance antidote">

<span class="pot">—</span>
<span class="onset">None</span>
<span class="lasts">—</span>
<span class="limit">—</span>

</div>

<div class="substance-detail">

<span class="vector">Inhaled, Injected</span>
<span class="price">150</span>
<span class="avail">Restricted</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Specific antidote to Prussic Acid. Against a Suicide Capsule it allows the Severe Medicine check that entry requires</span>

</div>

Kept on the wall in plating shops and laboratories. It has to be used within the Course, which is five rounds.

##### <span class="substance-bar antidote"></span>Naloxone
<span class="weapon-aka">The opiate reversal, the nasal spray</span>

<div class="substance antidote">

<span class="pot">—</span>
<span class="onset">None</span>
<span class="lasts">1 hour</span>
<span class="limit">—</span>

</div>

<div class="substance-detail">

<span class="vector">Injected, Inhaled</span>
<span class="price">40</span>
<span class="avail">Common</span>
<span class="period">Modern</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Specific antidote to the overdose of Poppy Tincture, Morphine, Field Painkiller, Brown, Dreamsmoke, and Glitter, and to Knockout Gas. The patient wakes</span>

</div>

<div class="weapon-profile">

<span class="pname">Special</span>
<span class="pqual">It also ends the drug's Benefit. A Dependent patient goes straight into Withdrawal</span>

</div>

It reverses an opiate overdose in seconds. Police and medics carry it late in the Modern period.
