Chapter 04 · Industrial ChemistFM 93-07

Industrial Chemist

You ran synthesis lines at a chemical plant, precise to a fault, signing off on batches nobody outside the building ever thought about. You also know every process the plant would rather you didn’t.

A chemical-plant lab bench with flasks, a mortar, and a hose to a hot plate.
Plate III-E. — The bench. Precision is not fireproof.
SpecIssued
Creation cost−4 (Engineer-shaped: same cost, explosives already known)
Effective startChemistry 5 · Electrical 1 · First Aid 1 · Precision Chemistry
Granted traitPrecision Chemistry (purchasable 6) — bonus batches sometimes; Chemistry XP much faster.
Already knownVanilla NeedToBeLearn explosives: pipe bomb, smoke, aerosol, flame, firecracker, noise maker
XP sourceChemistry crafting only. Every job can mishap. Skill makes mishaps rarer. Gear makes them hurt less. Precision does not make you fireproof.

Who this is for

The house’s medicine, fuel, powder, and bombs. You spawn at Chemistry 5 — moonshine is already on the bench — and you walk out knowing the engineer’s explosive list. First Aid 1 is not flavour; you will need it for other people and occasionally for yourself. If you wanted the drums nobody else will touch, that is the Hazmat Technician.

// FROM THE FILES — SOUTH PLANT

The plant south of Stanardsville signed off batches the state never asked to see. You signed a few of those. The recipes did not forget you. Precision is not fireproof. Neither is the hoodie you like.

How to play it

  1. Do not skip the floor. Mix Cleaning Solution and Press Water Purification Tablets are ungated. You spawn at 5, so they are XP and product, not a tutorial. Cleaning liquid and tablets are what a town actually consumes. Bombs are the Saturday night.
  2. Set a bench, not a crater. A mortar, bowl or jar on any surface is the chem bench. Distillation is a kept pot or saucepan, a rubber hose, and a lit fireplace or BBQ in range — the same open fire any still needs. Do this inside walls, with water, with rags. Mishaps hit the person at the bench.
  3. Farm and trash are feedstock. Fertilizer stands in for nitrates. Lard for soap. Crops, spirits, plastic bags. A Scrapper’s solvent and a farm’s surplus are your logistics. You are not a combat occupation that happens to craft; you are a plant that happens to live in Knox County.
  4. Medicine before powder, unless the stall is already screaming for brass. At 6: analgesics, hemostatic dressings. At 7: mill smokeless gunpowder — this is how the ammunition loop stays fed, because pulling down factory rounds is a net loss of propellant. At 8: crude antibiotics. At 9–10: stimulants, industrial adhesive, bio-ethanol, chlorine.
  5. Sell the surplus. Keep one batch ahead. Precision’s bonus batch is how you get rich without looking like a raid pinata. List through a vendor ledger, not a lootable crate. See The Market.
  6. Wear the gear anyway. Precision makes mishaps rarer and batches fatter. It does not replace gloves, distance, or a Hazmat friend for reclamation. Hazardous Reclamation is trait-gated: without Hazmat Protocol the recipe is simply not in the menu.

The Chemistry ladder

SkillWhat the town feels
0–2Cleaning, tablets, antiseptic wash, sterilize rags, nitrates, flux adhesive
3–4Pesticides, soap, vinegar, spirits to antiseptic, plastic to lighter fluid — you are already past this
5Survival moonshine — spawn
6Analgesics, hemostatic dressings; Hazmat-only reclamation sits here too
7–8Smokeless powder; crude antibiotics
9–10Field stimulants, industrial adhesive, bio-ethanol, chlorine
Caution A bad batch is not a failed craft with a sad noise. It is a thing that happens to the person at the bench. First Aid 1 is a start, not a hospital. Do not chain high-tier crafts exhausted, panicked, or in a hoodie you like.

Pair with Ammunition Technician (your powder is their press), Hazmat Technician for the drums, and a farmer. Explosives you already know are for problems that are not the workbench.