Chapter 04 · Hazmat TechnicianFM 93-07
Hazmat Technician
You cleaned up the spills everyone else ran from. Less bench chemistry than the plant chemists, but you are the one who walks away from a bad batch unhurt.
| Spec | Issued |
|---|---|
| Creation cost | −2 (Electrician / Chef tier) |
| Effective start | Chemistry 3 · First Aid 1 · Maintenance 1 · Hazmat Protocol |
| Granted trait | Hazmat Protocol (purchasable 4) — mishaps half as likely; Hazardous Reclamation is in the menu; Chemistry XP. |
| Unique recipe | Hazardous Reclamation at Chemistry 6 — trait-gated. Without Protocol the OnTest fails and the recipe does not appear. |
| XP source | Chemistry crafting. You start at 3, not 5. The floor of the tree is your first week, not skippable lore. |
Who this is for
The chemistry start that wants to live. You have two leftover points versus the chemist, worse raw skill, no free explosives, and the only key in the Network that opens industrial liquids. If the drums are still out there — bleach, cleaning barrels, things with skulls on them — you are the reason that loot is product instead of a corpse.
// FROM THE FILES — PLANT SAFETY
When the plant spilled, they called you, not the chemists. That hierarchy survived the quiet. Protocol is why you walk away. It is not a charm against the drum.
How to play it
- Work the floor like it is the job. Cleaning solution, tablets, antiseptic wash, bulk-sterilized rags, nitrates, soap, sprays. Chemistry 3 is pesticides and saponification. A town will love you before it ever needs chlorine.
- Treat mishap chance as a resource. Protocol halves it. Gear halves the hurt. Together they are why you can sit longer at the bench than a Precision chemist who got cocky in a t-shirt. Do not donate that advantage by chaining crafts while exhausted.
- Climb to 6 for reclamation. That is the occupation’s private door. Reclamation eats hazardous industrial liquids other people will not touch and hands back disinfectant — full containers, real product. It is logistics, not a fireworks show.
- Let the chemist mill the powder. You can get there. They start closer, with bonus batches. Your comparative advantage is the drums and the fact that you are still standing. A two-chemist town with both occupations is the correct greed.
- First Aid 1 and Maintenance 1 are the rest of the uniform. You patch people, including the chemist. You keep the hose and the pot working. This is a plant-safety job that learned to loot.
First week
Live. Find soap, water, fertilizer, rags, a pot, a hose, a fireplace. Craft tablets and wash for XP and for the house. Do not rush moonshine; you will get there, and the chemist already has it. Your week-two trophy is Chemistry 6 and a drum that used to be a problem.
Pair with Industrial Chemist for yield and powder, and Scrapper for plastic and solvent. Read the full ladder on the chemist page; from 3 up you share it.