Create, identify, and analyze chemical substances for use in combat, crafting, and fieldwork.
Roll 1d100 + Chemistry skill bonus vs. Difficulty Rating of Substance
Crafting Success: You produce a batch or usable unit of the selected substance
Identification Success: You determine the substance’s name, function, activation method, and likely effects
Strong Success (20+): You also learn how to replicate it, and potentially how to neutralize it
–10 DR — You have a chemistry lab, stable environment, or pre-prepared samples
+10 DR — Incomplete tools or unstable battlefield conditions
+20 DR — Working with unknown compounds, exotic substances, or alien chemistry
Inside a captured lab, you find a sealed vial with a faint green glow. You declare Chemistry to identify it. The GM sets DR 90. Success reveals it’s a corrosion agent from the official list, and you warn your team to wear gloves.
Chemistry allows you to synthesize items from the Chemical Substances list, provided you have the required materials, tools, and time. It also lets you identify unknown chemical items during encounters—whether found in labs, used by enemies, or encountered as hazards—and possibly deduce how unlisted or improvised substances function.
In combat, this skill can be used to deploy prepared substances (e.g., acids, adhesives, dissolvents), identify the effects of enemy chemicals, or understand the interactions between chemical agents and the battlefield environment. Outside combat, Chemistry becomes essential for producing new batches of substances, reverse-engineering captured samples, or supporting spell and tech development that relies on chemical principles.
Not optimized for sequencing.
No direct counters.