Chemist
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Chemist
Superiors: Chief Medical Officer
Difficulty: Easy
Guides: Guide to Chemistry
Access: Medbay, Chemistry Lab
Duties: Make medicine and research grenades.
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.
Knowing Your 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. It's nice to keep spare bottles/pills of commonly requested medicine, even if no one asked for it yet. Clonexadone is usually one of the first things requested since it's used in the Cryopods and to make synth meat for the cloners. Since people will eventually get cloned and need Alkysine, make some of it as well. Making pills of Dexalin Plus is also useful, doctors and paramedics can save lives with it. Making spaceacillin or tricordrazine is often a good idea.
Other handy things that are often requested are bicaridine for brute damage, dermaline for burn damage, lipozine for weight loss and imidazoline for eye damage. If you can, having Tramadol, Oxycodone and Peridaxon is a nice touch, even if they end up not getting used. 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. Botany/Hydroponics will sometimes request Unstable Mutagen in a bucket for their plants. Virology asks for Radium and the Janitor might request Space Cleaner.
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
- Use some cable coil in the grenade case to wire it.
- Add your beakers of chemicals.
- Screwdriver the case to lock it.
Activate it in hand to prime the grenade, the game will automatically put you into throw mode.
Deconstructing A Locked Grenade
- Use a wirecutter on the grenade.
- Use a wrench to deconstruct it and eject the beakers.
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. Normally, people go for 5 units or 10 units per pill.
Good Examples for pills:
- Salbutamol: Used to stabilize a patient in crit.
- Mannitol: Heals brain damage.
- Omnizine: Heals brute burn toxin damage.
- Methamphetamine: reduces stuns by 200% greatly stamina recovery deals a bit brain damage
- Mutadone: Cures all genetics defects.
- Charcoal: Heals toxin damage.
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. Syringes can draw liquids from them and injected, making them useful in combination with syringes.
Good Example for Beakers:
- Thermite
- Silicate
- Clonexadone
- Saline-Glucose Solution
- Regular medicines
Patches
Chemical patches when applied chemicals will directly be used when applied on a body
Good examples for patches:
- Silver Sulfadiazine:Heals burn damage
- Styptic Powder:Heals brute damage
Useful Information
- Chemistry starts with a sheet of solid plasma on the table. Put it in the grinder and grind it to get liquid plasma so you can use it in recipes that require plasma. When plasma is a catalyst, it's not used up, so be sure to always keep at least 5 units in a safe place, just in case.
- Using a multitool on the Chem Dispensers allows it to dispense plasma.
- It's a good thing to prepare the most commonly used medicines right at the beginning. If you can, ask the doctors if they prefer bottles or pills and how many units per pill.
- When someone requests something dangerous/annoying that is obviously not for their job, it's usually a good idea to ask the CMO for permission or tell the person to get permission. You never know if you will get fired/arrested for it.
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.