Difference between revisions of "Chemist"

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|guides = [[Guide to Chemistry]]
|guides = [[Guide to Chemistry]]
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'''Important:''' Dumbasses in this role will be hated, know what you're doing before you start playing medical, if you fail at this role, you're at the risk of being lynched.
As a Chemist your job is to mix chemicals for the other Med/Sci staff to use. Your work will be needed mostly by [[Medical Doctor]]s,[[Geneticist]]s and [[Scientist]]s as they often require important chemicals. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).
As a Chemist your job is to mix chemicals for the other Med/Sci staff to use. Your work will be needed mostly by [[Medical Doctor]]s,[[Geneticist]]s and [[Scientist]]s as they often require important chemicals. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).



Revision as of 04:07, 11 November 2014

RESEARCH & MEDICAL

[[File:]]
Chemist

Superiors: Chief Medical Officer
Difficulty: Easy
Guides: Guide to Chemistry
Access: Medbay, Chemistry Lab
Duties: Make medicine and research grenades.


Important: Dumbasses in this role will be hated, know what you're doing before you start playing medical, if you fail at this role, you're at the risk of being lynched.

As a Chemist your job is to mix chemicals for the other Med/Sci staff to use. Your work will be needed mostly by Medical Doctors,Geneticists and Scientists as they often require important chemicals. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).

Overview

You mix and deliver chemicals. That's it. Some of the time you can do what ever you feel like, but for most of the round you'll be making chemicals for the medical staff.

Common Chemicals

As a chemist you'll either be swamped with requests or have none at all. A good chemist revels in making busy work constantly for themselves regardless. Making spaceacillin or tricordrazine is often a good idea.

Other handy things that are often requested are bicaridine for brute damage and dermaline for burn damage. Run some ethylredoxrazine down to the barkeep, they'll appreciate you making a pill bottle full. Science and Robotics will ask you for sulphuric acid quite regularly. Feel free to give them as much as you can afford.

Mixing

You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you'll now have a some of your end product chemical.

Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.

Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.

Grenades

As a chemist, you are pretty much the only person with access to grenade materials. You can fit two regular beakers in a grenade casing. This means potentially 100 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that's just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possible job banned if you weren't traitor.

Building Grenades 101

  1. Use a screwdriver on an igniter to make it attachable.
  2. Put the igniter on the grenade case.
  3. Attach a timer, or some other triggering device (proximity, signaler, etc.) to the grenade case.
  4. Add your beakers of chemicals, then screwdriver the case again.
  5. Using it in your hand opens up a window, where you can set the control mechanism of the grenade.

Note that the case must be on the ground to do this correctly!

Pills

Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! These are even small enough to store in your pockets. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.

Good Examples for pills:

  • Inaprovaline: Used to stop suffocating people from dieing.
  • Alkysine: Heals brain damage.
  • Dexaline Plus: Heals suffocation damage almost instantaneously.
  • Bicaridine: Heals brute damage.
  • Kelotane: Heals burn damage.
  • Hyperzine: Stimulant, makes people run faster.
  • 1 unit pills of Ryetalyn: Cures all genetics abnormalities.
  • Spaceacillin: Stops the progression of a virus.

Bottles

Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like Clonexadone. Each bottle can hold only 30 units, and can be splashed onto things.

Good Example for Beakers:

  • Thermite
  • Silicate
  • Clonexadone
  • Regular medicines

Traitoring

Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it's easy to be a good Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and stealthy. A bunch of naplam grenades thrown around will not win you any points.

DO NOT, I REPEAT, DO NOT CHUCK POLY ACID GRENADES LIKE CANDY.

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