The Apothecary ยท Chapter 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.

Substance Tags

Lethal

Passive

While this poison is running and its victim is incapacitated by Wounds, each failed resist check inflicts a Critical Injury in place of its Wounds. See Chapter 3.

A poison without this tag cannot kill.

Subtle X

Passive Ranked

Add X Bane Dice to checks made to notice this substance before it is taken, to notice that a victim has been poisoned, and to find it in a body afterwards.

A substance with no Subtle rating has a taste, a smell, a colour, or symptoms that give it away to anyone who checks.

Persistent

Passive

The substance stays where it was put. A coated object or a contaminated area exposes everyone who touches it for a week, and a victim's skin and clothing expose anyone who handles the victim without gloves until washed.

Keyed

Passive

The substance is shaped for one species or one person, named in the entry. It has its listed effect on that target only. The entry says what it does to anyone else.

Obscuring X

Passive Ranked

For a cloud. Add X Bane Dice to Perception checks and to ranged attacks made into, out of, or through the cloud. Where an armory gives its own rule for smoke against a kind of weapon, that rule also applies.

Habit X

Passive Ranked Optional

The drug is habit-forming. X is the difficulty of the Habit check, a check of will, and the Strain Points lost in Withdrawal. See Chapter 5.

Fantastical

Passive

The substance works by alchemy or magic. It exists only in a Universe that has such things.

Weapon and Gear Qualities

Poison X

Active Ranked

A weapon quality, first published in the Ix Player's Guide. On a hit that inflicts at least 1 Wound, or as the weapon's entry specifies, the target suffers X Wounds at the start of each of its turns, ignoring Resistance, until it succeeds on an Average Fortitude check.

In this book's terms the weapon delivers Blade Venom with X Wounds as its Effect: Potency 2, Interval Round, Course 5, ending on the first success. It can be treated and it answers to a general antidote.

A natural weapon with Poison X delivers it on every qualifying hit. A coated weapon delivers it once.

Filtered

Passive

A quality of masks and helmets. The wearer is not exposed to Inhaled substances or to Contact (eyes) substances. Add 1 Bane Die to the wearer's Perception checks and to checks that depend on being heard clearly.

A filter lasts four hours in a cloud. It does nothing against Bad Air.

Sealed (duration)

Passive

An armour quality from The Armourer and The Stellar Armory, reprinted here. The suit is airtight and carries air for the listed time. A hit that inflicts a Critical Injury breaches it.

While sealed, the wearer is not exposed to Inhaled or Contact substances, and breathes normally in Bad Air.

Conditions

This book uses six conditions from the core rules without change.

Condition In brief
Disoriented Add 1 Bane Die to all checks
Staggered Cannot perform Actions this turn
Immobilized Cannot perform maneuvers that involve movement
Restrained Held; see the core rules
Bleeding Ongoing Wounds until an action and an Average Medicine check stop it
Burning Ongoing Wounds until an action ends it

It adds four.

Blinded

Add 2 Bane Dice to every check that relies on sight. A Blinded character cannot make ranged attacks beyond Short range.

Paralysed

The character cannot perform Actions or maneuvers and cannot speak. The character is awake and aware unless the entry says otherwise.

Asleep

The character is unconscious and helpless. A sleeper wakes on suffering any Wounds, or when another character spends an action to rouse the sleeper, unless the substance that caused the sleep says otherwise.

Withdrawal

Add 1 Bane Die to all checks. Reduce Strain Points by the Habit rating of the drug. See Chapter 5.