"Now, I don't abide by Chemical Warfare much, but you can't argue with results. That entire population of Ants was wiped out with just two drops of that new Mix they stirred up back at the lab. 'Course, place won't be livable for another 53 years, but in the long run, it'll be a good investment, believe you me."
-Stephen McClarahn, Gentech security officer
Chemistry enables a character to produce various chemicals in their "Lab". For game purposes, the lab is a quiet workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their lab at plot discretion. Note that the lab doesn't have to be an actual laboratory, but just a workspace where the character can work with his tools in relative peace and quiet. This can be an actual lab, simple room, or even a quiet space in the woods.
For each purchase of this skill, a character gains a number of Chemistry tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion.
Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.
APPLYING AND INJECTING CHEMICALS:
Unless otherwise mentioned, all chemicals take a 3-count to apply and activate. No chemical (unless otherwise mentioned) lasts beyond debriefing, although the effects it creates might do so.
Juice chemicals may be stacked as desired. When the character swings, they will take all damage from Juices as a single Chemical hit. This hit may not be Evaded, Parried, Rolled, or Gambler’s Lucked, although it may be Resisted.
Note that a character must be a Chemist (someone with enough Chemistry to create the substance to be used, OR someone with Use Chemistry) to apply or inject any Chemical substance.
Unless otherwise noted, you can only use a chemical if you could create it without benefits gained from using a Lab. So, in order to use Light Acid you must have at least Chemistry 1 skill, but those do not have to be available at the time of use. If a substance is usable without this requirement it will be listed in the description.
AUTOLOADERS:
Any weapon or armor can be fitted with an Autoloader. These can be loaded with any appropriate chemicals as desired. Once these chemicals are loaded, any character possessing the weapon may activate the autoloader and use any one of the chemicals upon themselves with a 3-count. The chemical will be used as appropriate, whether this means a substance is injected into the weapon’s owner, a round or blade is coated with a substance, or armor is sprayed with the substance. The rules for the stubstance must still be followed; i.e. if you load Worm Webbing in an Autoloader on a Rifle, you can only use Worm Webbing on the next shot, which MUST be a single shot (unless you have enough Worm Webbing auto-loaded to coat ALL the rounds for a burst or shotgun effect).
Please note that only a Chemist (someone with enough Chemistry to create the substance to be used, OR someone with Use Chemistry) may load an autoloader with a chemical. Weapon autoloaders may only be used by a character with Use chemistry.
Chemicals that can be applied to Ranged Weapons or put in a Ranged Weapon autoloader:
- Plastantilver (affects the weapon)
- Plastimantium (affects the weapon)
- Spider Webbing
- Velocity Improver
- Velocity Intensifier
- Worm Webbing
Chemicals that can be applied to Melee Weapons or put in a Melee Weapon autoloader:
- Anthrax Sting
- Ebola Sting
- Plastantilver (affects the weapon)
- Plastimantium (affects the weapon)
- Spider Webbing
- Worm Webbing
Chemicals that can be applied to Armor or put into an Armor autoloader:
- Alchantium
- CrackJuice
- CrazeJuice
- Hair of the Dog
- Plastantilver (affects the armor)
- Plastimantium (affects the armor)
- PlastiSkin
- Plastisteel
- PowerJuice
- ScreamJuice
- Skin Patch
- SuperSkin
- WildJuice
1 Tag
ChemLight: A chemical light stick, this may be used by anyone.
Light Acid: Light Acid allows you to produce a “Break” effect on any organic, inanimate object such as rope, canvas, wood, etc that is no more than 2’ x 2’. It cannot be thrown. Drinking this compound causes its imbiber to suffer “10 Chemical”. This compound is rendered useless if mixed with any other liquid.
PowerJuice: When injected into a character, this chemical will cause them to swing +1 damage on their next swing only. These can be stacked as desired into a single swing.
Pure Water:Up to a gallon of water may be converted into completely pure water, removing all trace minerals and other contaminants. May be used outside of debriefing, but requires 2 tags, 2 empty containers capable of holding water, a fire, and five minutes of uninterrupted time. The character may talk while working, but may perform no in-play actions.
StunMix: When mixed into a liquid, the imbiber will be affected by a Chemical Stun effect. Useful for a quick little tavern ambush.
2 Tags
CrazeJuice: When injected into a character, this chemical will cause them to swing +3 damage on their next swing only. When they use this swing, they will take 1 Chemical for each CrazeJuice they are using.
Plastantilver: When this chemical is applied to an item, that item will ‘Resist’ the next break effect that hits it. This lasts until the next debriefing or until used.
Plastisteel: This thick goopy mass stiffens to leathery texture after being applied, granting armor and clothes thus covered an additional 3 points to their AR. This cannot be applied multiple times for further bonuses. This bonus lasts for the next hit only.
SkinPatch: A skinpatch can be used to heal 1 point of damage.
3 Tags
Hair of the Dog: This chemical is waved under a character's nose, subjecting them to a Detoxify and Stun effect immediately. Very useful for overcoming hangovers.
Mild Acid: This acid may be applied to produce a Break effect upon the target object. The object may be no larger than 2’ x 2’. It cannot be thrown.
Velocity Improver: This chemical must be applied to a single round from a ranged weapon. When that round is fired, it will inflict +3 damage, after which the chemical dissipates. Note that this cannot be used with ranged weapons that shoot more than a single round at once, unless all such rounds are coated with Velocity Improver at one dose each.
Worm Webbing: After being applied to a single round of a ranged weapon, or a melee weapon, this chemical will snare an opponents’ limb upon contact. Note that this cannot be used with ranged weapons that shoot more than a single round at once, unless all such rounds are coated with Worm Webbing at one dose each. After coating, the next shot or swing should be used with the call “Chemical Net: {target limb}” instead of the normal damage call.
4 Tags
Armor-Eating Acid: This acid can be thrown, inflicting 4 Pierce.
Flesh-Eating Acid: Developed in a government laboratory, the formula was stolen and is now widespread. This acid works only against Humanoids, but it works especially well. This acid can be thrown, inflicting 8 Humanoid.
PlastiSkin: This may be used to heal a small cut or abrasion while in the field. Applied by a chemist of minimal skill, this will heal 3 hit points of damage, taking a 3-count to apply.
WildJuice: When injected into a character, this chemical will cause them to swing +10 damage on their next swing only. When they perform this swing, they take 3 Chemical damage.
5 Tags
EbolaMix: This chemical compound may be mixed in with a drink by a chemist of minimal skill, inflicting its imbiber with Chemical Smite.
Magnetic Solution: When this solution is thrown, it will splash (represented by throwing 5 packets in a shotgun technique) over a pack of enemies, producing a “Discharge” effect.
Plastimantium: When this chemical is applied to an item, that item will ‘Resist’ all break effects that hit it. This lasts until the next debriefing.
ScreamJuice: When injected into a character, this chemical will cause them to swing +15 damage on their next swing only, in addition to changing that swing’s flavor to Massive. When they use this swing, they will take 10 Chemical.
6 Tags
AnthraxMix: This chemical compound may be mixed in with an drink by a chemist of minimal skill, inflicting its imbiber with ‘1000 Chemical’.
EbolaSting: This chemical may be applied to a melee weapon by either an autoloader or a chemist with minimal skill to grant its wielder a single "Chemical Smite" carrier replacement.
Spider Webbing: After being applied to a single round of a ranged weapon, or a melee weapon, this chemical will completely snare an opponent upon contact. Note that this cannot be used with ranged weapons that shoot more than a single round at once, unless all such rounds are coated with Spider Webbing at one dose each. After coating, the next shot or swing should be used with the call “Chemical Net: Full” instead of the normal damage call.
SuperSkin: This may be used to heal a moderate wound. After a 3-count to apply the patch, this will heal the target of 6 points of damage.
7 Tags
Alchantium: After being applied to a character’s armor, the next Chemical or Physical effect to hit the character is nullified with a “No Effect” call. This lasts only for one hit, and if not used will wear off at the next debriefing.
AnthraxSting: This chemical may be applied to a melee weapon by either an autoloader or a chemist with minimal skill to grant its wielder a single "1000 Chemical" carrier replacement.
CrackJuice: After this chemical is injected into a character, their next swing will do +40 damage and the flavor may, if the character desires, be changed to Massive. When they use this swing, they will take 1000 Chemical.
Stamina Solution: This chemical grants the Target an Endurance effect. Multiple Endurance effects may not be stacked, regardless of delivery.
Velocity Intensifier: This chemical must be applied to a single round from a ranged weapon. When that round is fired, it will inflict +8 damage and add a Stopshot effect, after which the chemical dissipates. Note that this cannot be used with ranged weapons that shoot more than a single round at once, unless all such rounds are coated with Velocity Improver at one dose each.
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