Chemical Knowhow

Mikelle McDowell knows a fair number of recipes for useful chemicals, having taken classes in chemistry devotedly each semester he's attended the Academy.

*Relevant Skills*

Batch Processing - *Scale up the ingredients. -* Successful Chemical Crafting Actions produces 2d2 doses.​

Chemist - *You have a solid understanding of chemistry and can make your own mixes. -* +20 to Chemical Research and Identification - +35 to Chemical Crafting - Regain 1 Willpower whenever you spend an action on something related to Chemistry.​

Inadvertant Chemist - *The greatest knowledge comes from failure. -* When rolling <=10 unmodified on a chemistry crafting roll, *and* failing, you gain a chance to learn a new recipe.​

Industrial Chemist - *Practical chemistry for an industrial nation. -* You can create most industrial compounds without a recipe. - DC varies by compound - Potential Catastrophe for some compounds​

Mad Scientist *They called me mad? I'll prove them wrong! -* +20 to Developing Unique Concoctions - +20 to Crafting your Unique Concoctions​

Magical Chemist - *MAGIC + SCIENCE = FUN*

Mass Production -  *Crafting in bulk -* Whenever you do two of the same crafting actions in a row, you have a 50% chance to gain a third action free. - The first crafting action of the day has a 25% chance to be doubled.​

*Recipes*

Antacid *Neutralizes non-magical acids and calms stomachs.*
DC 30​

Bio-metalic Material *A strange, organic substance with all the utility of a living steel. Works well with implants.*
DC 50​

Clotting Agent *When injected, prevents blood flow to the area.*
DC 60​

Concentrated Acid *For when Hydrochloric doesn't get a deep enough clean.*
DC 70 - Potential Catastrophe​

Deadly Neurotoxin *A lethal gas for when you have Science to do.*
DC 90 - Potential Catastrophe​

Deastralizer *A strange goo that clings to the ethereal, immaterial, and intangible, binding it in place and allowing for physical interaction.*
DC 120, 5 WP​

Destressor *A hormone normalizer and neurotransmitter aid that, like, feels so good man. Lowers 1 stress on use. Cumulative 1% chance for addiction.*
DC 30​

Degooer *Removes sticky messes. Neutralizes Deastralizer, Electro Goo, and Sticky Foam. Irritating Odor.*
DC 40​

Electro Goo *A sticky substance that is extremely electrically conductive and prone to voltage build ups.*
DC 20​

Endothermic Coating *A paint-on heat sink. Very cold to the touch.*
DC 20 - Potential Catastrophe​

Energy Shot *A concentrated dose of wakefulness. Restores 1 willpower on use.*
DC 60, 3 WP​

Gun Powder *Explodey Stuff is Best Stuff*
DC 40 - Potential Catastrophe​

Ionic Preserver *Table Salt*
DC 5​

Numbing Agent *Topically Applied Anesthetic*
DC 50​

Nutrient Goop *A perfect bed for any microbe strain*
DC 40​

Oxygen Destroyer *Compound violently reacts with and destroys oxygen molecules and kaiju.*
DC 200 - Potential Catastrophe​

Paralytic Agent *A dangerous gas that locks out communication between nerves and voluntary muscles.*
DC 80 - Potential Catastrophe​

Paralyze Heal *A topical medication that restores muscle movement and increases sensitivity of the skin.*
*DC 120*​

Sticky Foam *This liquid expands into an adhesive foam upon contact with air.*
DC 50 - Potential Catastrophe​

Willpower Poison *A magical poison that drains 1d5 Max Willpower*
DC 70, 3 WP​

Willpower Poison Antidote *Undoes the effects of Willpower Poison if administered within 24 hours. Causes minor stomach pains.*
DC 50​

Industrial Chemicals *A grab bag of formula actually used in industry. No proprietary secrets though.*
DC varies by compounds - Potential for Catastrophe varies by compound.
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