Difference between revisions of "Chemist"

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{{JobPageHeader
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{{Infobox_jobs
|headerbgcolor = #395837
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|headerbgcolor = orange
|headerfontcolor = white
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|headerfontcolor = black
|stafftype = MEDICAL
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|bgcolor = #F2F2F2
|imagebgcolor = orange
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|image = Chemist.png
|img_generic = Chemist.png
 
|img = chemist_action.png
 
 
|jobtitle = Chemist
 
|jobtitle = Chemist
|access = [[Medbay]], [[Chemistry Lab]]
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|caption = Just to be clear, I '''shouldn't''' give the clown [[Guide_to_chemistry#Space_Lube|lube]], right?
|difficulty = Easy
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|access = [[Medbay]], [[Chemistry Lab]], [[Morgue]], Mineral Storage
|superior = [[Chief Medical Officer]]
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|access2 = [[Genetics]], [[Operating Theatre]], [[Guide_to_genetics#Cloning|Cloning Lab]], [[Virology]]
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|difficulty = Medium
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|supervisors = [[Chief Medical Officer]]
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|rank = Sub-Lieutenant ('''SLT''')
 
|duties = Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
 
|duties = Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
|guides = [[Guide to chemistry]], work-in-progress [[User_talk:TheRedScare|Unofficial Master Chemist Guide]]
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|guides = [[Guide to chemistry]], [[Chemical recipes]], [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]],  [[Grenade]], [[Guide to plumbing]]
 
}}
 
}}
You start in [[Medbay]]. You mess with all sorts of chemicals. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the [[shitcurity|security officers]] or [[traitor|syndicate]] fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!
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You start in [[Medbay]]. You mess with all sorts of [[Guide_to_chemistry|chemicals]]. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the [[shitcurity|security officers]] or [[traitor|syndicate]] fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!
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'''Bare minimum requirements:''' Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give botanists [[guide to chemistry#Unstable Mutagen|unstable mutagen]] when they ask for it, and don't give the clown [[Guide_to_chemistry#Space_Lube|lube]]!
  
 
[[File:Chemistry.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEmO.png|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br>
 
[[File:Chemistry.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEmO.png|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br>
  
 
== Getting Things Done ==
 
== Getting Things Done ==
Chemists are naturally suspicious individuals. They've got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the station at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.
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Chemists are naturally suspicious individuals. They've got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the ship at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.
  
 
=== Tools of the trade ===
 
=== Tools of the trade ===
* The Chem Dispenser turns electrical energy into a variety of basic chemicals, through <s>magic</s> science. It's one of the few things on the station that's truly irreplaceable, so guard it with your life.
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[[File:Dispenser.png]] The [[Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through <s>magic</s> science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].<br/>
* The ChemMaster 3000 can magically separate chemicals, and has the ability to produce an limitless supply of 50 unit pills and 30 unit bottles.
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[[File:chemmaster.gif]] The [[ChemMaster 3000]] can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.<br/>
* The Reagent Grinder is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.
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[[File:Blender.png]] The [[Reagent Grinder]] is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.<br/>
* Inside the locker to the north you will find boxes of pill bottles. On the table to the south is a hand labeller. These combined will allow you to store and distribute pills more effectively.
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[[File:Chemheater.png]] The [[Chemical Heater]] is important for making many recipes that require high temperatures to mix.<br/>
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[[File:Pillsbox.png]] Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency. [[File:Pillbottle.png]] <br/>
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[[File:writingbox.png]] Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.[[File:Medicalspray.png]]<br/>
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[[File:Labler.png]] On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.<br/>
  
 
=== Being helpful ===
 
=== Being helpful ===
* Grind up a sheet of [[Plasma|solid plasma]] in the grinder. It's used as a catalyst in making some chemicals, such as dexalin, cryoxadone and clonexadone. You really only need one bar. Remember that because plasma is a catalyst, it doesn't get used up in the reaction, so you can extract it from the mixture and re-use it.
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==== Roundstart ====
* Make two beakers of 50% Cryoxadone, 50% Clonexadone and put them in the cryotubes. This makes cryo far more effective. If you really want to, make room for 5u of Ryetalyn each as well.
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'''If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them.'''
* R&D and robotics will want Sulphuric acid to make circuits. Make sure you give it to them, but remember to never give away your precious large beakers. They may also want one of your sheets of [[Plasma|solid plasma]].
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* The [[Botanist]]s will benefit from unstable mutagen to mutate plants and Clonexadone to heal plants. They might also want Diethylamine as a fertilizer, Polytrinic acid to efficiently kill plants and space cleaner to clean up dissolved plant goo.
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*'''For yourself''':
* The [[Virologist]] will want unstable Mutagen to make new and exciting diseases.
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** Make [[Guide_to_chemistry#Plastic_Sheets|plastic sheets]], then use them to craft large water bottles. These are functionally identical to large beakers!
* [[Geneticist]]s can benefit from a supply of Hyronalin pills to treat high radiation levels in themselves and their subjects.
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** Bring a few [[Guide_to_construction#Plastic|plastic sheets]] to the [[Guide_to_Research_and_Development#Techfab|medical techfab]], and you should be able to print a few 120u XL-beakers.  
* The [[Janitor]] might want you to refill his space cleaner bottle, especially if the virologist has infected the entire station and there's vomit everywhere.
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** Print a chemistry bag from your ChemDrobe. You will use it to put pills/patches/bottles in either the public chemical fridge (for the public), or the fridge accessable from medbay (for the doctors). It's your choice.  
* You can help the [[Chef]] as well: Sulphuric acid is used to make soy sauce, and Clonexadone can be combined with blood to make synth-flesh, by far the most efficient way to produce meat.
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** Optionally, grab a syringe gun, vend a couple of syringes from a [[Vending_machines#NanoMed_Plus|NanoMed Plus]] [[File:Vendmed.gif]] and make a chemical for self-defense to fill them with, such as [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]]. You do not have to do this. Also see [[#Arming_thyself|Arming thyself]].  
* The [[Bartender]] might request various chemicals to make cocktails with, though bear in mind that a Bartender who wants anything particularly toxic is probably up to no good.
 
* The [[Warden]] might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
 
* Grind up snacks to make Nutriment pills and taunt the Chef about his inefficient creations.
 
* In the event of a rogue [[Terminology#Hulk|Hulk]] from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit Ryetalyn and 14 units Chloral Hydrate will immediately neutralize them.
 
* In the case of a rogue AI or an alien hive, various people will want thermite in order to break through reinforced walls and resin doors.
 
* Enable the reagent scanner on your [[PDA]] and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
 
* You aren't far from either the waiting room or the sleepers and cryogenics, so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.
 
* If you have nothing else to do, whip up various medical pills and leave them on the Medbay counter.
 
* [[Atmospheric Technician]]s and [[Station Engineer|Engineers]] may want Metal Foam grenades for emergency hull-breach filling.
 
  
=== Arming thyself ===
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*'''Suggested basic chems''' (in order of urgency):
* Grab the syringe gun on the table west of the Medbay doors before the Medical Doctors get it. They really can't do jack with it, while it's a valuable weapon in your hands when filled with Chloral Hydrate or worse. If you fail, you can try and hang out by Medical Storage to slip in and grab the second one.
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** 30u [[Guide_to_chemistry#Unstable_Mutagen|unstable mutagen]] bottles for the [[Botanist]].  
* Later in the round, if you've been nice to R&D, and R&D are competent, they might give you a rapid syringe gun which can hold four syringes, if you ask nicely.
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** <s>20u [[Guide_to_chemistry#Styptic Powder|styptic powder]] patches. These are identical to brute patches. </s>
* A space cleaner spray bottle makes a decent face-melting weapon when filled with a mixture of acids.
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** <s>20u [[Guide_to_chemistry#Silver Sulfadiazine|silver sulfadiazine]] patches. These are identical to burn patches.</s>
* You have all the tools you need to make grenades. See below.
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** 30u [[Guide_to_chemistry#Mannitol|mannitol]] bottles. Bottles let people use them both to heal their brain damage and to splash on damaged brains.  
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** 40u [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] pills. Heals minor radiation.  
  
===CHEM 101===
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*'''Suggested intermediate chems''':
See the [[Guide to chemistry]] for a list of some of the possible mixtures.
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** 10u [[Guide_to_chemistry#Neurine|neurine]] pills. This heals [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]].
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** 5u [[Guide_to_chemistry#Oculine|oculine]] pills. Heals eyes.
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** 0.5u [[Guide_to_chemistry#Inacusiate|Inacusiate]] pills. Instantly heals ears.
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** 40u [[Guide_to_chemistry#Synthflesh|synthflesh]] patches. Heals both brute and burn even on corpses, but deals toxin damage.
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** 0.5u [[Guide_to_chemistry#Mutadone|mutadone]] pills. Instantly removes [[Guide_to_genetics#Mutations_and_Their_Consequences|mutations]].
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** 10u [[Guide_to_chemistry#Trophazole|trophazole]] pills. Heals brute.
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** 100u [[Guide_to_chemistry#Rhigoxane|rhigoxane]] spray bottle. Heals burn.
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** 20u [[Guide_to_chemistry#Syriniver|syriniver]] + 80u anything else ''Intravenous Medicine Bags''. Heals toxins.
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** 30u [[Guide_to_chemistry#Clonexadone|clonexadone]] bottle. Use one of the spare [[Guide_to_chemistry#Cryoxadone|cryoxadone]] beakers near [[Guide_to_medicine#Cryogenics_Tube|cryo]] to make it. Used in cryo mix to heal [[Health#Cellular|cellular]] damage faster.  
  
{{anchor|Grenades}}
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*'''Suggested advanced chems''':
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** 20u [[Guide_to_chemistry#Pentetic_Acid|pentetic acid]] pills. Heals toxins, major radiation and purges all chemicals quickly.
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** 30u [[Guide_to_chemistry#Salbutamol|salbutamol]] pills. Heals oxyloss safely and lets you survive without air.
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** 10u [[Guide_to_chemistry#Atropine|atropine]] patches. Quickly heals someone who is in [[Health#Critical_Status|crit]].
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** 0.5u [[Guide_to_chemistry#Rezadone|rezadone]] pills. Instantly removes all [[Health#Cellular|cellular]] damage. Eliminates the need for [[Guide_to_medicine#Cryogenics_Tube|cryo]]. Hunt and slaughter [[Critters#Hostile|space carp]] or use your [[Botany]] skills to grow [[Guide_to_hydroponics#Koibean|koibeans]] for the [[Guide_to_chemistry#Carpotoxin|carpotoxin]].
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** 10u [[Guide_to_chemistry#Lipolicide|lipolicide]] pills. To make fat people slim.
  
===Grenades===
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==== Other things you may want to do ====
As a chemist, you are pretty much the only person with access to grenade materials. You can fit two beakers worth of ANY COMBINATION of lab-juice you have created, a staggering 100 units, into any one grenade assembly. You can take out the containers by clicking on the grenade in your hand, but the containers are expended (obviously) when the grenade is used. It is possible to use medicine, water, or more devious items into a grenade. The mix and matching of different chemical formulas may not always go as planned, but what's science without experimentation?
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* During a [[Infections|disease]] outbreak, if the cure is something you can produce then make pills of it. Curing can take a random time so aim for pills at least 5u big. If the [[virologist]] comes in with a [[Infections#How_to_create_a_vaccine|vaccine]], then make 0.4u vaccine pills instead. Read more about common cures under [[Infections#Understanding_stats|here]]. You can also make the [[Infections#How_to_create_a_vaccine|vaccine]] yourself at the [[Holodeck|holodeck]] Emergency Medical program, if you have time.
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* Cargo might ask for a 30u bottle of a certain chemical for a [[Supply_crates#Bounties|bounty]].
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* Botany can use [[Guide_to_chemistry#Saltpetre|saltpetre]] to quickly optimize plant stats, [[Guide_to_chemistry#Diethylamine|diethylamine]]/[[Guide_to_chemistry#Ammonia|ammonia]] as fertilizers and a [[Medical_items#Eyedropper|dropper]] for precise mutations.
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* [[Guide_to_xenobiology|Xenobiology]] can use radium to make various [[Guide_to_xenobiology#Green_Slime|mutation toxins]].
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* The [[Virologist]] sometimes want more [[Guide_to_chemistry#Synaptizine|synaptizine]] to make new and exciting [[Infections|diseases]].
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* [[Geneticist]]s can benefit from a supply of [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] or to treat radiation levels in themselves and their subjects.
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* The [[Janitor]] might want you to refill his [[General_items#Space_Cleaner|space cleaner bottle]].  
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* You can help the [[Chef]] replenish the supply of sugar.
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* The [[Bartender]] might request various chemicals to make [[Guide_to_drinks#Drinks|cocktails]] with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
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* The [[Warden]] might request various chemicals to use in [[Security_items#Chemical_Implant|implants for prisoners]], to ensure they don't re-offend.
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* Grind up snacks to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.
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* In the event of a rogue [[Terminology#Hulk|Hulk]] from [[Guide_to_genetics|genetics]] rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.
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* In the case of a rogue [[AI]], various people will want [[Guide_to_chemistry#Thermite|thermite]] in order to break through reinforced walls.
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* Rogue AIs in particular go down with a combination of [[Guide_to_chemistry#Thermite|thermite]] and EMP grenades.
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* Enable the reagent scanner on your [[PDA]] and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
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* You aren't far from the medbay lobby or the [[Guide_to_medicine#Cryogenics_Tube|cryogenics]], so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.
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* The [[Clown]] will often request [[Guide_to_chemistry#Space_Lube|space lube]]. When this happens you have choice. The recommended choice is to NOT give [[Guide_to_chemistry#Space_Lube|lube]] to the clown. [[Guide_to_chemistry#Barbers_Aid|Barbers Aid]] can be used as a prankworthy substitute.
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=== [[Guide to Plumbing|Plumbing]] ===
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Does pressing five buttons five bajillion times get too boring? Is medbay understaff as <s>always</s> hell? Do you need to keep a whole ship alive with just a few chems and your two hands? Well then, you need plumbing.
  
Keep in mind, making grenades that harm others will get you [[robust]]ed in the least, and job banned if you weren't a traitor.
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With plumbing - or to be more precise, the plumbing constructor - you can create pipelines that connect into dozens of chemical synthetizers, reaction chambers, pill presses, etc. These machines will synthetize and mix even the most advanced chemicals. You can set up chem factories to output patches into the medical lobby, and no longer bother with the assitants who stubbed their toe. You can set up factories in Munitions to mass produce oil for them. Possibilities: endless, work required: minimal.
  
====Building Grenades 101====
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=== Arming thyself ===
#Take an igniter and some sort of trigger (timer, prox sensor, infrared, signaler, etc) and screwdriver them until they "can be attached"
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* Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or worse.
#Put them together to make an assembly
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* Later in the round, if you've been nice to [[Research_Division|R&D]], and they are competent, they might research "Medical Weaponry", which lets you print a rapid syringe gun from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. This can hold six syringes at once.
#Stick the assembly to a grenade and stuff it full of chemistry containers (bottles/beakers).  It holds up to two of them.
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* A space cleaner spray bottle can be used as a ghetto flamethrower with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]].
#Screwdriver shut, multitool if you need to tweak the trigger later
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* You have all the tools you need to make [[#Grenades|grenades]].  
#It won't go off until you arm the grenade, and then the trigger you put in goes off.
 
  
For reactions that go off when mixed, you want them separated into two bottles. For more on chemical reactions, see the [[Guide to chemistry]]. See also [[grenade]]s.
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===Grenades===
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As a chemist you have the tools you need to craft chemical grenades. See the [[Grenade|grenade guide]] to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either [[Guide_to_chemistry#Smoke|smoke]] or [[Guide_to_chemistry#Fluorosurfactant|foam]] containing other chemicals. To learn the differences between smoke and foam, see [[Guide_to_chemistry#Smoke_vs_foam_vs_others|Smoke vs foam vs others]].
  
===Pills===
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===Pills and Patches===
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! They are even small enough to store in your pockets.
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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! They are even small enough to store in your pockets. Patches are similar to pills, but work in a touch-based way rather than ingestion. Read more about the different ways of applying chemicals under [[Guide_to_chemistry#Reagent_Delivery|Reagent Delivery]].  
  
==== Chemicals to put into pills ====
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==Tips==
* Inaprovaline for stabilising the critically injured
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* If there are no chemistry bags available, you can use [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] on two bedsheets, activate the resulting cloth in your hand and craft one.
* Anti-toxin to treat toxin damage (this is the only type of damage sleepers can't treat)
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* The effects of [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] don't work if you drink [[Guide_to_drinks#Coffee|coffee]] beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. [[Guide_to_drinks#Coffee|Coffee]] usually completely negates [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]], however.
* Bicaridine to treat brute damage
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* The effects of different chemicals stack, as they are all processed individually at the same time.
* Dermaline to treat burn damage
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* Foam and smoke carry reagents. Foam will continuously apply the reagent's vapor effect, while smoke will cause touch effects and repeated ingestion. One can release a [[Guide_to_chemistry#Synthflesh|synthflesh]] smoke grenade to heal someone from [[Health#Critical_Status|critical]] to full health almost instantly, or use a [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] smoke grenade to make everyone's stuff start melting and deal absolutely <i>decent</i> amounts of damage.
* Alkysine treats brain damage caused by the chaplain's literal Bible bashing
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* [[Grenade|Grenades]] are great for everything. Experiment!
* Imidazoline treats physical eye damage
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* If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]], which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
* Hyperzine enables faster movement in bulky space suits
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* [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]] can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
* Synaptizine lowers the duration of stuns, but causes toxin damage.
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* You don't need a grenade for foam. You can have [[Guide_to_chemistry#Fluorosurfactant|fluorosurfactant]] in a beaker and a bottle of equal water. Combine the two to produce grenade-less foam.
* A mixture of Leporazine and Dexalin Plus will allow a person to survive in space without a suit.
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* Medbay lobby looking like a chainsaw massacre? Let loose some [[Guide_to_chemistry#Space_Cleaner|space cleaner]] foam and watch as medical bay is <i>magically cleaned</i> and the [[janitor]] infuriated.
* Don't only make Tricordrazine, or people will hate you. While it heals all damage types, isn't very useful on its own. It can be helpful when mixed with other drugs, however.
 
* 1 unit pills of Ryetalyn remove all genetic defects and superpowers like a clean SE injector, useful for the recently cloned, or if high levels of radiation occur near the station
 
* If the cure for a disease spreading around the station is something you can produce, then make pills of it!
 
  
===Bottles===
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===Tips for Antagonizing===
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.
+
* Some chemicals deal absolutely amazing damage. If you fill a spray bottle with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]], you will literally spray fire.
* Thermite
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* You can put pretty much put any deadly chemical into patches. Make some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] patches labeled "[[Guide_to_chemistry#Synthflesh|Synthflesh]]," or put some [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]] and [[Guide_to_chemistry#Phlogiston|phlogiston]] into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
* Acids
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* [[Guide_to_chemistry#Sulfonal|Sulfonal]] is [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]], but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and [[Guide_to_chemistry#Cyanide|cyanide]] into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don't get back up, provided you drag them to a safe place to die.
* Cryoxadone
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* If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are <s>absolutely fucking insane</s> nice, they'll give you a tool which can hold 300 units of <i>any</i> chemical. You can start cackling now.
* Clonexadone
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* Make a foam grenade with [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric]], [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]], [[Guide_to_chemistry#Space_Lube|space lube]], and [[Guide_to_chemistry#Phlogiston|phlogiston]]. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
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* Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you [[Guide_to_drinks#Neurotoxin|Neurotoxin]], which will mess up anyone hit with it.
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* If you emag a service borg, they can produce infinite amounts of "beer" that will put someone to sleep when they ingest it.
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* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
 +
* If researched, you can print piercing syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. These can hold 10u and will penetrate hardsuits.  
 +
* Later you can print bluespace syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]], which can hold 60u.
 +
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
 +
* "Accidentally" leave some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] in the [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]]. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
 +
* You can make drugs like [[Guide_to_chemistry#Methamphetamine|methamphetamine]] to move very fast and have stun reduction in combat, but only take small amounts.
 +
* [[Traitor|Traitors]] can buy a [[Syndicate_items#Poison_Kit|poison kit]]. This box contains ten bottles of horrible poisons that are also very effective in killing people.
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* [[Traitor_Items#Sleepy_Pen|Sleepy pens]] can be refilled with any chemicals.
  
 
==Chemical-X==
 
==Chemical-X==
Chemistry is one of the most dangerous jobs on the med-sci staff, and it's easy to be a good [[Traitor]] as such. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. If you can find a room with a light switch, you can inject the light bulbs with liquid plasma while they're off, then enjoy the show as someone flips the lights on.
+
Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a [[Traitor|traitor]] chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better "[[Guide_to_chemistry#Chlorine Trifluoride|hellfoam]]" and "[[Guide_to_chemistry#Chlorine Trifluoride|hellsmoke]]" mixes. <br>
  
If you're the paranoid type you could potentially acid your own face to screw up your identity, which now lists you as Unknown. The only problem is that people are often quite suspicious of the chemist running around anywhere other than the chemlab. It will probably end up in a [[shitcurity]] [[LAW|interrogation]].
+
If you want to make something grand and spectacular though, consider crafting and learning how to use a [[Makeshift_weapons#Chemical_Payload|chemical payload]].  
  
 
{{Jobs}}
 
{{Jobs}}
 
[[Category:Jobs]]
 
[[Category:Jobs]]

Latest revision as of 03:23, 19 December 2022

Chemist
Chemist.png
Just to be clear, I shouldn't give the clown lube, right?
Information
AccessMedbay, Chemistry Lab, Morgue, Mineral Storage
Additional AccessGenetics, Operating Theatre, Cloning Lab, Virology
DifficultyMedium
SupervisorsChief Medical Officer
RankSub-Lieutenant (SLT)
DutiesSupply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
GuidesGuide to chemistry, Chemical recipes, Guide to Ghetto Chemistry, Grenade, Guide to plumbing

You start in Medbay. You mess with all sorts of chemicals. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the security officers or syndicate fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!

Bare minimum requirements: Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give botanists unstable mutagen when they ask for it, and don't give the clown lube!

Medbay
The chemical research lab is located in Medbay. It provides enough work space for two people


Getting Things Done[edit | edit source]

Chemists are naturally suspicious individuals. They've got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the ship at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.

Tools of the trade[edit | edit source]

Dispenser.png The Chem Dispenser turns electrical energy into a variety of basic chemicals, through magic science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell Power cell.png instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer Inducer.png.
Chemmaster.gif The ChemMaster 3000 can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.
Blender.png The Reagent Grinder is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.
Chemheater.png The Chemical Heater is important for making many recipes that require high temperatures to mix.
Pillsbox.png Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency. Pillbottle.png
Writingbox.png Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.Medicalspray.png
Labler.png On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.

Being helpful[edit | edit source]

Roundstart[edit | edit source]

If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them.

  • For yourself:
    • Make plastic sheets, then use them to craft large water bottles. These are functionally identical to large beakers!
    • Bring a few plastic sheets to the medical techfab, and you should be able to print a few 120u XL-beakers.
    • Print a chemistry bag from your ChemDrobe. You will use it to put pills/patches/bottles in either the public chemical fridge (for the public), or the fridge accessable from medbay (for the doctors). It's your choice.
    • Optionally, grab a syringe gun, vend a couple of syringes from a NanoMed Plus Vendmed.gif and make a chemical for self-defense to fill them with, such as Chloral Hydrate. You do not have to do this. Also see Arming thyself.

Other things you may want to do[edit | edit source]

  • During a disease outbreak, if the cure is something you can produce then make pills of it. Curing can take a random time so aim for pills at least 5u big. If the virologist comes in with a vaccine, then make 0.4u vaccine pills instead. Read more about common cures under here. You can also make the vaccine yourself at the holodeck Emergency Medical program, if you have time.
  • Cargo might ask for a 30u bottle of a certain chemical for a bounty.
  • Botany can use saltpetre to quickly optimize plant stats, diethylamine/ammonia as fertilizers and a dropper for precise mutations.
  • Xenobiology can use radium to make various mutation toxins.
  • The Virologist sometimes want more synaptizine to make new and exciting diseases.
  • Geneticists can benefit from a supply of potassium iodide or to treat radiation levels in themselves and their subjects.
  • The Janitor might want you to refill his space cleaner bottle.
  • You can help the Chef replenish the supply of sugar.
  • The Bartender might request various chemicals to make cocktails with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
  • The Warden might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
  • Grind up snacks to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.
  • In the event of a rogue Hulk from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.
  • In the case of a rogue AI, various people will want thermite in order to break through reinforced walls.
  • Rogue AIs in particular go down with a combination of thermite and EMP grenades.
  • Enable the reagent scanner on your PDA and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
  • You aren't far from the medbay lobby or the cryogenics, so if there are no Medical Doctors around, feel free to grab a health analyzer and start treating patients.
  • The Clown will often request space lube. When this happens you have choice. The recommended choice is to NOT give lube to the clown. Barbers Aid can be used as a prankworthy substitute.

Plumbing[edit | edit source]

Does pressing five buttons five bajillion times get too boring? Is medbay understaff as always hell? Do you need to keep a whole ship alive with just a few chems and your two hands? Well then, you need plumbing.

With plumbing - or to be more precise, the plumbing constructor - you can create pipelines that connect into dozens of chemical synthetizers, reaction chambers, pill presses, etc. These machines will synthetize and mix even the most advanced chemicals. You can set up chem factories to output patches into the medical lobby, and no longer bother with the assitants who stubbed their toe. You can set up factories in Munitions to mass produce oil for them. Possibilities: endless, work required: minimal.

Arming thyself[edit | edit source]

  • Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with Chloral Hydrate or worse.
  • Later in the round, if you've been nice to R&D, and they are competent, they might research "Medical Weaponry", which lets you print a rapid syringe gun from the medical techfab. This can hold six syringes at once.
  • A space cleaner spray bottle can be used as a ghetto flamethrower with chlorine trifluoride.
  • You have all the tools you need to make grenades.

Grenades[edit | edit source]

As a chemist you have the tools you need to craft chemical grenades. See the grenade guide to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either smoke or foam containing other chemicals. To learn the differences between smoke and foam, see Smoke vs foam vs others.

Pills and Patches[edit | edit source]

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! They are even small enough to store in your pockets. Patches are similar to pills, but work in a touch-based way rather than ingestion. Read more about the different ways of applying chemicals under Reagent Delivery.

Tips[edit | edit source]

  • If there are no chemistry bags available, you can use wirecutters Wirecutters.png on two bedsheets, activate the resulting cloth in your hand and craft one.
  • The effects of chloral hydrate don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. Coffee usually completely negates chloral hydrate, however.
  • The effects of different chemicals stack, as they are all processed individually at the same time.
  • Foam and smoke carry reagents. Foam will continuously apply the reagent's vapor effect, while smoke will cause touch effects and repeated ingestion. One can release a synthflesh smoke grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric acid smoke grenade to make everyone's stuff start melting and deal absolutely decent amounts of damage.
  • Grenades are great for everything. Experiment!
  • If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
  • Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
  • You don't need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenade-less foam.
  • Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is magically cleaned and the janitor infuriated.

Tips for Antagonizing[edit | edit source]

  • Some chemicals deal absolutely amazing damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
  • You can put pretty much put any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
  • Sulfonal is chloral hydrate, but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and cyanide into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don't get back up, provided you drag them to a safe place to die.
  • If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are absolutely fucking insane nice, they'll give you a tool which can hold 300 units of any chemical. You can start cackling now.
  • Make a foam grenade with fluorosulfuric, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
  • Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will mess up anyone hit with it.
  • If you emag a service borg, they can produce infinite amounts of "beer" that will put someone to sleep when they ingest it.
  • If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
  • If researched, you can print piercing syringes from the medical techfab. These can hold 10u and will penetrate hardsuits.
  • Later you can print bluespace syringes from the medical techfab, which can hold 60u.
  • Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
  • "Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
  • You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
  • Traitors can buy a poison kit. This box contains ten bottles of horrible poisons that are also very effective in killing people.
  • Sleepy pens can be refilled with any chemicals.

Chemical-X[edit | edit source]

Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a traitor chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better "hellfoam" and "hellsmoke" mixes.

If you want to make something grand and spectacular though, consider crafting and learning how to use a chemical payload.

Jobs on

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Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian