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Falling Point
Runner Resource Book
ON THE PRECIPICE
Falling Point is a threats sourcebook for Shadowrun, Sixth World.
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Wild Life
Core Critter Rulebook
CRITTERS CALL
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Scotophobia
Plot Sourcebook
THE MEANING OF FEAR
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Shadowrun
Shadowrun Play
Rules and such
Chemistry (Technical Skill) vs. Chemistry (Academic Skill)
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Chemistry (Technical Skill) vs. Chemistry (Academic Skill)
2 Replies
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Gorstavich
Newb
Posts: 39
Chemistry (Technical Skill) vs. Chemistry (Academic Skill)
«
on:
<05-18-18/0136:22> »
So... yes, please, what is the difference? I'm poking at a character concept that involves decent Pharmaceutical knowledge (creation, analysis of use, etc) and aren't sure how to proceed.
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Stoneglobe
Omae
Posts: 309
Drug Addled Console Cowboy
Re: Chemistry (Technical Skill) vs. Chemistry (Academic Skill)
«
Reply #1 on:
<05-18-18/0151:08> »
If you're intending the character to actually manufacture their own drugs, explosives etc then you will need to have it as an active skill (and I would allow you to use it as a knowledge skill as well) whilst if you just intend the character to have academic/theoretical knowledge with no practical application of it then take the knowledge skill. if you want high theory but limited practical ability then take both with the knowledge skill being high and only 1 or 2 points in the active skill.
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Gorstavich
Newb
Posts: 39
Re: Chemistry (Technical Skill) vs. Chemistry (Academic Skill)
«
Reply #2 on:
<05-18-18/0158:58> »
Thank you Stoneglobe. Sounds like I need the Active Skill version to make this character's concept / story work.
Blarg.
Yet another active skill to put points into.
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