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
Field
Value
Armor Check Penalty
false
Key Ability
INT
Trained Only
true
Untrained Use
Identify common household chemicals at DC 12 only; synthesis auto-fails for 1d6 damage.
Key Ability
INT
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
Field
Value
dc
12
task
Identify a drug or toxin by trace analysis
dc: 15
Field
Value
dc
15
task
Brew a common stimulant or poison
dc: 18
Field
Value
dc
18
task
Synthesize a combat-grade pharmaceutical
dc: 22
Field
Value
dc
22
task
Refine a rare reagent from raw xenoflora or salvage
dc: 25
Field
Value
dc
25
task
Tailor a toxin to a specific target's biology
dc: 30
Field
Value
dc
30
task
Cook a masterwork batch of any substance
Synergy
bonus: 2
Field
Value
bonus
2
from
Medicine
threshold
5
bonus: 2
Field
Value
bonus
2
from
Science
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Medicine
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Science
Uses
application: Identify a drug or toxin by trace analysis
Field
Value
application
Identify a drug or toxin by trace analysis
dc
12
failure
You confuse it with a similar compound; wrong ID, wrong antidote.
success
You name it, dosage range, and likely effects.
application: Brew a common stimulant or poison
Field
Value
application
Brew a common stimulant or poison
dc
15
failure
Contaminated or under-dosed; half effect or nausea as side effect.
success
Batch is clean; standard dose, standard potency.
application: Synthesize a combat-grade pharmaceutical
Field
Value
application
Synthesize a combat-grade pharmaceutical
dc
18
failure
Impure batch; side effects kick in -- shakes, blurred vision, or worse.
success
Combat stim, pain suppressor, or reflex booster cooked to spec.
application: Refine a rare reagent from raw xenoflora or salvage
Field
Value
application
Refine a rare reagent from raw xenoflora or salvage
dc
22
failure
Reagent degrades during extraction; half yield or ruined entirely.
success
Pure reagent extracted; ready for further synthesis or sale.
application: Tailor a toxin to a specific target's biology
Field
Value
application
Tailor a toxin to a specific target's biology
dc
25
failure
The toxin is generic; no tailoring benefit, standard DC to resist.
success
Custom poison: bypasses standard resistance, hits harder, lasts longer.
application: Cook a masterwork batch of any substance
Field
Value
application
Cook a masterwork batch of any substance
dc
30
failure
The batch turns; 1d6 chemical burn to the cook, ingredients lost.
success
Superior potency or duration; the good stuff, shelf-stable and clean.