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From: JKeith Henry neojudas@******************.com
Subject: Chemistry (or is it Chemestry? :-P )
Date: Mon, 5 Jun 2000 07:01:46 -0500
From: "Hahns Shin" <Hahns_Shin@*******.com>
Subject: Chemistry (or is it Chemestry? :-P )


> You know, even though FASA can't spell Chemistry (look at the top of the
> pages of the Chemistry section in Man and Machine), I'm currently playing
a
> character who has a high Chemistry skill. I'd like to know what uses a
> player can have for the Chemistry skill (other than the ones mentioned in
> Shadowtech or Man and Machine, such as DIY drugs or Chem analysis).
Anyone
> see any official canon rules? Or have third party suggestions? The
example
> that strikes my mind at the moment is the Fertilizer Bomb in the Corporate
> Punishment adventure book (TG#6, 48 hours).


Given everything else, I should think might be interesting and easy to
figure out all at the same time.

Insecticides/Pesticides (always a plus in Shadowrun)
Quick Poisons of any kind actually (it's in the rules).
Complimentary to help find anti-toxins and related "opposing chemicals" for
situations, such as how to fight acids.

Performing in "forensics related tests" when you try and figure stuff out.
Recent example comes to mind with the Colony game I'm running now, where the
group has recently discovered problems with regards to Mycoproteins in
solution that are exposed to semi-digested flesh (used by some current
bad-guys to get rid of some bodies, and hence evidence of their being
around).

Water purification and related skills, as well as perhaps how to build a
crude air-filtration system.

A decent excuse for a default skill if you don't have other "investigative
skills" as long as certain requirements (a kit of some kind) are around.

That's a start I think...

-=-=-=-=-=-=-=-=-=-
NeoJudas ("K" to Friends)
"Children of the Kernel: Reborn"
(neojudas@******************.com)
Hoosier Hacker House (http://www.hoosierhackerhouse.com/)

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