Chem-Synth

Synthesize drugs, poisons, and reagents; identify substances by smell, color, and burn.

Chem-Synth covers identification of drugs and toxins by trace analysis, brewing common stims and poisons, synthesizing combat-grade pharmaceuticals, refining rare reagents, and tailoring toxins to specific biologies. A cook can read a powder by its color and burn, brew a poison that mimics heart failure, or distill a reagent from xenoflora that most people would not touch without a hazmat suit. Medicine treats the wound; Chem-Synth makes the drug that kept you standing while you took it. The burner-rig in a cargo hold, the reagent kit under a bunk, the smell of acetone at three in the morning -- this is the cook's workspace.

Rules Reference

FieldValue
Armor Check Penaltyfalse
Key AbilityINT
Trained Onlytrue
Untrained UseIdentify common household chemicals at DC 12 only; synthesis auto-fails for 1d6 damage.
Key AbilityINT

Notes

Special: Failed synthesis by 5+ deals 1d6 acid/poison damage to the cook. Requires reagent kit or portable lab, else +5 to all DCs. Does not cover Demolitions or Medicine.

Special: A failed synthesis by 5 or more produces a hazardous byproduct: 1d6 acid or poison damage to the cook. Chem-Synth requires a reagent kit or portable lab; without one, all DCs rise by 5. This skill does not cover Demolitions (explosive manufacture) or Medicine (patient treatment).

Untrained: An untrained character can identify common household chemicals (alcohol, bleach, basic solvents) at DC 12 and nothing else. Any synthesis attempt untrained auto-fails and produces a hazardous byproduct: 1d6 acid or poison damage to the cook and anyone within arm's reach. This is how amateurs lose fingers.

Descriptors

dc: 12

FieldValue
dc12
taskIdentify a drug or toxin by trace analysis

dc: 15

FieldValue
dc15
taskBrew a common stimulant or poison

dc: 18

FieldValue
dc18
taskSynthesize a combat-grade pharmaceutical

dc: 22

FieldValue
dc22
taskRefine a rare reagent from raw xenoflora or salvage

dc: 25

FieldValue
dc25
taskTailor a toxin to a specific target's biology

dc: 30

FieldValue
dc30
taskCook a masterwork batch of any substance

Synergy

bonus: 2

FieldValue
bonus2
fromMedicine
threshold5

bonus: 2

FieldValue
bonus2
fromScience
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillMedicine

bonus: 2

FieldValue
bonus2
ranks5
skillScience

Uses

application: Identify a drug or toxin by trace analysis

FieldValue
applicationIdentify a drug or toxin by trace analysis
dc12
failureYou confuse it with a similar compound; wrong ID, wrong antidote.
successYou name it, dosage range, and likely effects.

application: Brew a common stimulant or poison

FieldValue
applicationBrew a common stimulant or poison
dc15
failureContaminated or under-dosed; half effect or nausea as side effect.
successBatch is clean; standard dose, standard potency.

application: Synthesize a combat-grade pharmaceutical

FieldValue
applicationSynthesize a combat-grade pharmaceutical
dc18
failureImpure batch; side effects kick in -- shakes, blurred vision, or worse.
successCombat stim, pain suppressor, or reflex booster cooked to spec.

application: Refine a rare reagent from raw xenoflora or salvage

FieldValue
applicationRefine a rare reagent from raw xenoflora or salvage
dc22
failureReagent degrades during extraction; half yield or ruined entirely.
successPure reagent extracted; ready for further synthesis or sale.

application: Tailor a toxin to a specific target's biology

FieldValue
applicationTailor a toxin to a specific target's biology
dc25
failureThe toxin is generic; no tailoring benefit, standard DC to resist.
successCustom poison: bypasses standard resistance, hits harder, lasts longer.

application: Cook a masterwork batch of any substance

FieldValue
applicationCook a masterwork batch of any substance
dc30
failureThe batch turns; 1d6 chemical burn to the cook, ingredients lost.
successSuperior potency or duration; the good stuff, shelf-stable and clean.