|Access: Medbay, Chemistry Lab, Mineral Storage|
Additional Access: Morgue, Operating Theatre, Virology
Supervisors: Chief Medical Officer
Duties: Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
Guides: Guide to Chemistry
Quote: Just to be clear, I shouldn't give all the assistants lube, right?
As a Chemist your job is to mix chemicals for the others to use. Your work will be needed mostly by Medical Doctors. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).
Bare minimum requirements: Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give Science sulphuric acid and botanists unstable mutagen when they ask for it, And don't give the clown lube!
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 curb 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.
Tools of the trade
- The Chem Dispenser turns electrical energy into a variety of basic chemicals, through
magicscience. It's one of the few things on the station that's truly irreplaceable, so guard it with your life.
- The ChemMaster 3000 can magically separate chemicals, and has the ability to produce an limitless supply of 50 unit pills/patches and 30 unit bottles.
- 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.
- Inside the locker to the east you will find boxes of pill bottles. On a table is a hand labeller. These combined will allow you to store and distribute pills more effectively.
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.
See the Guide to Chemistry for a list of some of the possible mixtures you can cook up.
Delivering your Chems to the People
There are a few basic ways that you can administer chemical concoctions to the crew, for better or worse.
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.
Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like cryoxadone. Each bottle can hold only 30 units, and can be splashed onto things. They can be produced infinitely from your ChemMaster, so feel free to go nuts.
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?
Keep in mind, making grenades that harm others will get you in trouble with Security in the least, and possibly jobbanned if you are not an antagonist.
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.
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 problems are that Unknowns are naturally suspicious types and people are often quite suspicious of the chemist running around anywhere other than the chemlab. It will probably end up in a shitcurity interrogation.
| Jobs on Polaris|
|Command||Station Director, Head of Personnel, Command Secretary|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Medical||Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Psychologist|
|Science||Research Director, Scientist, Roboticist, Xenobiologist|
|Supply||Quartermaster, Cargo Technician, Shaft Miner|
|Exploration||Explorer, Search and Rescue, Pilot|
|Civilian||Assistant, Janitor, Bartender, Chef, Botanist, Chaplain, Librarian, Internal Affairs|
|Synthetic||AI, Robot, Maintenance Drone, Personal AI|
|Antagonists||Traitor, Changeling, Mercenary, Raider, Infiltrator, Cultist, Technomancer, Ninja, Revolutionary, Loyalist|
|Special||Emergency Response Team, Trader, Renegade|