Scientist

The Scientist is one of the most feared and fun jobs on ship. Being a scientist means you can make and test a large number of tools and gadgets through research, dig up alien civilisations, or study dangerous alien life forms.

Research & Development
The Research and Development lab (RnD for short) is likely going to be your main working place, if you are not a specialized job such as Roboticist or Xenobiologist. It is where you can conduct research, and it links to the smaller labs such as the Chemistry Lab, Circuitry lab and the Telescience lab. It allows you to print off circuits, items, and use the Destructive Analyzer to advance Research Levels by deconstructing items with higher or matching levels. Your duties consist of handling upgrading the levels to the highest point you can, then conducting research with things like chemistry, toxins and telescience. Other pass times can include things such as modular weaponry, and circuitry.

For a more in-depth guide, see the Guide to Research and Development.

Toxins Research
The Toxins Lab (Toxins for short) is where you will spend plenty of time if you are a Phoron Researcher. It allows you to take various gases and mix them to create powerful bombs, for use Anywhere other than the ship, if you are not a traitor. Your lab consists of the Testing range, Testing chamber, Gas storage, and various minor things. Your job consists of using said gasses and testing chamber to create bombs to be tested in the testing range, then used as, well Bombs.

Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of phoron, fire, phoron that's on fire, or even phoron that's on fire and spreading N2O. It is fun yet very tiring to be a phoron researcher.

For a more in-depth guide, see the Guide to Toxins.

Xenoarcheology and Anomaly Study
Xenoarcheology consists of using various tools to excavate, then study artifacts, anomalies, and whatever else you carefully excavate from the asteroid. After you've found sites and excavated them, it normally falls on the Anomalist to examine them. failing that, a xenoarcheologist or anomalist can do both jobs.

For a more in-depth guide, see the Guide to Xenoarchaeology

Xenobiology
The Xenobiology Lab specializes in the the study of alien lifeforms, such as slimes.

Your job consists of taking your slimes, feeding them very sad primates, and getting them to split in to more interesting slimes, then taking those, extracting cores or breeding them in to more interesting slimes. Slimes have a lot of payout, but also a lot of threat to them, as they get temperamental if they're ignored or hungry. Always make sure to watch your slimes, and feed or kill adult slimes so they don't destroy their cell then eat you. The xenobiologist is also the prime person to talk to if Something gets loose on ship.

For more information, refer to the Guide to Xenobiology

Tips

 * Unless you're a traitor, don't use the bombs on the main ship. You'll get banned otherwise.
 * Always warn the ship before your detonate a bomb. Your resident Vaurca will be less likely to bite your head off and more likely to help you fix the inevitable damage to Toxins if you do.
 * Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
 * You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don't need to change the frequency. Whenever it's time for an explosion you just open the window you minimized, click send signal, and it'll do it!
 * Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.
 * Make sure to keep your magboots on as a xenoarcheologist so you don't fall, taking minor physical damage, and a lot of mental damage from your colleagues and medical staff ridiculing you for being a moron.

Traitoring
In the hands of the right player, a scientist character can become one of the most powerful traitors on board. You have access to weapons, cameras, sensor data, any chemical you would want and most of cargo goods via your huge paycheck. However, the trouble is that you need to be more than just competent with science's quite complex mechanics to truly unleash your destructive potential. A good scientist is truly a force to be reckoned with - imagine teleporting any unlucky souls with maxed sensors to yourself to hold them hostage, creating a personal medibot that works out of your pocket, or destroying security at your barricaded doors with a turret that shoots bolts setting people on fire. Good luck!

You have a stunbaton at Anomalous Materials that not many people expect you to have. Getting yourself a pair of basic force gloves is also pretty handy - while they don't boost your damage like the uplink ones do, they can easily disable a target by sending them flying several tiles away. Security also will not bat an eyelid most of the time if science has some weird technology in the laboratory. While you don't have proper maintenance access, you can traverse some parts of it from the maintenance door at your chemistry lab.

Lab Assistant
As a Lab Assistant, you are expected to know next to nothing. This is the learners' role of Science. You can advance to Scientist by meeting all of the requirements (Beware being too underaged for this reason). Established characters shouldn't jump into this position outside of very unique circumstances (such as getting demoted) or staff approval.