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From: neil goodwin neil.goodwin@*********.net
Subject: Chemistry (or is it Chemestry? :-P )
Date: Fri, 9 Jun 2000 20:23:45 +0100
From: JKeith Henry <neojudas@******************.com>
> From: "Hahns Shin" <Hahns_Shin@*******.com>
> > 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.
>
> Water purification and related skills, as well as perhaps how to build
a
> crude air-filtration system.
>
> That's a start I think...

Some more:
A day job perhaps. A chemistry technician would have access to a whole
range of equipment and supplies.

Basic skills:
Making, analysing and purifying chemicals safely.
Calculating stuff (eg. how much propane you need to fill a room with the
correct fuel air mix.....)

Example chemicals:
Explosives, drugs, contact poisons, nerve gasses, laxitives, perfumes,
stentches, smokes, alcohol (distilling moonshine), thermite, viagra,
glues, lubricants, strong corrosives, home made bombs,

You will also know about how things react and what protective equipment
is usefull. (Surgical latex gloves are useless againts organic
solvents....)

Neil
(only 2516 unread messages to go)

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