Difference between revisions of "Pharmacist"

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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = orange
|headerbgcolor = #BBF1F1
|headerfontcolor = black
|headerfontcolor = black
|stafftype = RESEARCH & MEDICAL
|stafftype = RESEARCH & MEDICAL
|imagebgcolor = #eeeeff
|imagebgcolor = #BBC6F1
|img = Chemist.png
|img = Pharmacist-nbt.png
|jobtitle = Pharmacist
|jobtitle = Pharmacist
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]]
|access = [[Job Guides#Medical|Medbay]], Morgue, Pharmacy
|difficulty = Easy
|difficulty = Easy
|qualifications = 26 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.
|qualifications = 25 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]]
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]] - [[Tajaran Educational Institutions#Miran'mir Academy of Scientific Pursuits|Miran'mir Academy of Scientific Pursuits]]
|superior = [[Chief Medical Officer]]
|superior = [[Chief Medical Officer]]
|duties = Make medicine and research viruses
|duties = Make medicine. Accidentally combine potassium and water and cause a minor explosion.
|guides = [[Guide to Chemistry]]
|guides = [[Guide to Chemistry]]
}}
}}
As a '''Pharmacist''' your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned). For more information visit: [https://forums.aurorastation.org/topic/7488-exias-chemistry-tips-and-tricks/| Exia's Chemistry Tips and Tricks]
As a '''Pharmacist''', your job is to synthesize medicines for the medical department to use. Despite having a fairly easy and rote job, you are one of the keystones of the department and being successful in your job means your entire department is successful.


== Overview ==
== Your Department And You ==
You mix and deliver chemicals. That's it. Some of the time you can do whatever you feel like doing, but for most of the round you'll be making chemicals for the medical staff.


It's always important to keep an active line of communication between you and your department; ask [[Physician]]s if they'd like some specialized medication, ask [[Paramedic]]s if they need a pneumalin autoinhaler, etc. Let the medical channel know whenever a new chemical's been added to the SmartFridge, and your department will be very happy.
The [[Chief Medical Officer]] is your boss, and has a variety of useful tools that can help you with your work. They have an extra box of inhalers and inhaler cartridges, and can keep in contact with the [[Research Director]] to get you the very useful bluespace beaker.
Also, if you have questions on what you should be making, ''ask your team''. They may be able to give you helpful answers!
== Medical Skills ==
* Pharmacists do not have a [[Physician|Physician's]] training, though they may operate the [[Guide_to_Medicine#Sleeper|Sleepers]] to a basic level and fully operate the [[Guide_to_Medicine#Cryogenics|Cryogenic Tubes]].
* Pharmacists are unable to authorize medicinal treatments for patients. They are, however, able to issue chemicals (especially non-medical ones) per direct request, including medicinal chemicals with the approval of the [[Chief_Medical_Officer|CMO]] or a [[Physician|Doctor]]. They can check medical records for pre-existing prescriptions and provide them without the need for approval, however.
* They are not capable of acting as [[Physician|a Physician]], as such they can only assist [[Medical_Intern|Interns]] and [[Job_Guides#Medical|Physicians]] in emergencies and not act in their place. However, they can be trained in basic first aid.
=== Mental Trauma and Policy ===
=== Mental Trauma and Policy ===
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of neuro-surgery where necessary to treat mental trauma.
* [[Chemist|Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.
* [[Chemist|Pharmacists]] are fully capable of synthesizing mental medication and operating the cryo tubes, but they cannot diagnose mental trauma, or prescribe medicine.
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Cognitive_Behavioral_Therapy|Cognitive Behavioral Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.
===Medical Skills ===
 
* Pharmacists do not have a [[Physician|Physician's]] training, though they may operate the [[Guide_to_Medicine#Sleeper|Sleepers]] and [[Guide_to_Medicine#Cryogenics|Cryogenic Tubes]] to a basic level.
== Starting Out ==
* Pharmacists are unable to authorize medicinal treatments for patients. They are, however, able to issue chemicals (especially non-medical ones) per direct request, including medicinal chemicals with the approval of the [[Chief_Medical_Officer|CMO]]. They can check Crew records for pre-existing prescriptions and provide them despite this.
''It is strongly recommended you use the [[Guide to Chemistry]].''
* They are not capable of acting as [[Physician|a Physician]], as such they can only assist [[Medical_Intern|Interns]] and [[Job_Guides#Medical|Trained Physicians]] in emergencies and not act in their place. Despite this, they can be trained in basic first aid.
[[File:Chemistry_Medical_Aurora.png|thumb|right|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you're new.]]
* They may assist Medical personnel, but only if the department needs their help.
 
Naturally, you spawn in the medical bay. Your lab is on the second deck, right out front next to the lobby. At the front of the lab is a pharmaceutical wardrobe containing labcoats, uniforms, sterile gloves and masks, and safety goggles. There's also a pharmaceutical locker that contains a box of autoinjectors, [[File:Autoinhaler.png]]inhalers, [[File:Beaker.png]]beakers, [[File:Pillbottle.png]]pill bottles, and spray bottles.


== Common Chemicals ==
It's not mechanically required that you do, as none of the chemicals you work with are especially harmful ([[Traitor|unless...]]), but if you'd like to roleplay more you can wear a sterile mask and gloves while you work. Stay safe!
As a pharmacist you'll either be swamped with requests or have none at all. A good pharmacist revels in finding work for themselves regardless.


=== Useful Chemicals ===
The first thing you'll want to do after getting suited up is putting some of the phoron on your desk in your [[File:Blender.png]]All-In-One Grinder. You'll be using the phoron as a catalyst or an ingredient for a lot of very important recipes.
[[File:Chemistry_Medical_Aurora.png|thumb|right|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you're new.]]
 
* Your first priority: Medication for the doctors.
You should also ask the rest of your department to order you some carbon and acetone cartridges from Operations, or order them yourself. You'll be using a lot of these in your recipes, and it's likely you'll run out quickly. In a pinch, use the [[File:Screwdriver_tool.png]]screwdriver on your desk to take out the cartridges from the other chemical dispenser, and slot them into your own.
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.
 
** Inaprovaline to stabilize critical patients, Inaprovaline also prevents Internal Bleeding from spreading. Epinephrine is a much more potent stabilizer and you will want to create that,too.
From here, you can start mixing!
** Alkysine for brain damage, imidazoline for eye damage, Deltamivir for viral infections, Thetamycin for wound infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.
** Peridaxon is time-consuming to make, but will heal organ damage.
** Check medical records for prescriptions to fill.
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment.  
* The janitor will want Space Cleaner refills.
* The gardener will want fertilizer (diethylamine or ammonia).
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.


=== Mixing ===
=== Mixing ===
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Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.
===== Common medications =====
Your first and greatest priority will be medications for the rest of the medical department. These are medicines that you're always going to need, regardless of circumstance. Everything else is a very useful bonus. Note that every pharmacist has their own way of doing things, and you should find out a way that works best for you.
* '''Basic medicines:''' Butazoline, Dermaline, Dexalin Plus, Mortaphenyl. Everyone in the medbay will need these; make six bottles of each.
* '''Organ regeneratives:''' Alkysine, Adipemcina, Peridaxon, Pneumalin. Generally, you can make two of each of these. Pneumalin must be added to autoinhalers and inhalers to work properly; just pour the pneumalin into an inhaler or cartridge, and click on the cartridge while it's in hand to seal it. If you want to re-open the cartridge to refill it, use a screwdriver on it.
* '''Anti-rads:''' Hyronalin, Arithrazine. Purges radiation.
* '''Adrenaline:''' Should be added to the autoinjectors (and secured with alt-click). Will help restart a flatlined heart.
===== What other departments might ask for =====
* The [[Bartender]] or [[Chef]] may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Ask them to fill out a chemical requisition form before you distribute anything!
* The [[Janitor]] will want Space Cleaner refills.
* The [[Botanist]] or [[Xenobotanist]] will want fertilizer, or unstable mutagen
* Remember, it's illegal to refuse a [[Vaurca]] phoron.
===== Prescriptions=====
Some crewmembers will have prescription medications in their medical records, which you can access on your PDA or your laptop. These prescriptions can range from painkillers to psychiatric medications (that mechanically do nothing). It's a nice gesture, at the start of the round, to let the crew know that you can be reached to refill their prescriptions. And remember; [[Corporate Regulations|keep their personal information confidential]]!
== Traitoring ==
Chemistry is one of the most dangerous jobs on the Medical staff, and it's easy to be a strong [[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 within the server rules. A bunch of napalm grenades thrown around will not win you any points.
Like any job in Medical, Pharmacist lends itself to malpractice-style traitoring. "Accidentally" contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical pharmacist (mindbreaker toxin, anyone?).


=== Grenades ===
=== Grenades ===
Line 66: Line 92:
Note that the case must be on the ground to do this correctly!
Note that the case must be on the ground to do this correctly!


=== Pills, Bottles, Injectors and Inhalers ===
As a pharmacist, it is important to understand how each chemical is best administered. For example, Dexalin Plus is much stronger when inhaled, compared to when it's injected. Which means that if you were to put Dexalin Plus in inhalers, you could use less of it for more patients. At the same time, however, the most common way of administering most treatments is injections, and you will be putting most of your chemicals into bottles. This way, the doctors treating the patients can best control the dosage. There are also some chemicals that only work when inhaled, some do not work when ingested but work if injected and inhaled, and so on. It's important to know these details in order to put the chemicals into the best form for future usage- for example: if you need an alternative to a stomach pump, you should make carbon pills; if you are making pneumalin, which only works when inhaled, then it's probably best to prepare those inhaler cartridges; adrenaline only works if injected, and it is the emergency tool for restarting hearts, so you probably should put that into autoinjectors; and so on.
== Traitoring ==
Chemistry is one of the most dangerous jobs on the Medical staff, and it's easy to be a strong 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 within the server rules. A bunch of napalm grenades thrown around will not win you any points.
Like any job in Medical, Pharmacist lends itself to malpractice-style traitoring. "Accidentally" contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical pharmacist (mindbreaker toxin, anyone?).




{{Medbay}}
{{Guides}}
{{Jobs}}
{{Jobs}}
[[Category: Jobs]] [[Category:Medbay]]
[[Category: Jobs]] [[Category:Medbay]]

Latest revision as of 21:56, 12 June 2024

RESEARCH & MEDICAL STAFF
Pharmacist
Pharmacist
Access: Medbay, Morgue, Pharmacy
Qualifications: 25 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.
Employers: Zeng-Hu Pharmaceuticals, Nanotrasen, The Private Military Contracting Group
Supervisors: Chief Medical Officer
Duties: Make medicine. Accidentally combine potassium and water and cause a minor explosion.
Guides: Guide to Chemistry

As a Pharmacist, your job is to synthesize medicines for the medical department to use. Despite having a fairly easy and rote job, you are one of the keystones of the department and being successful in your job means your entire department is successful.

Your Department And You

It's always important to keep an active line of communication between you and your department; ask Physicians if they'd like some specialized medication, ask Paramedics if they need a pneumalin autoinhaler, etc. Let the medical channel know whenever a new chemical's been added to the SmartFridge, and your department will be very happy.

The Chief Medical Officer is your boss, and has a variety of useful tools that can help you with your work. They have an extra box of inhalers and inhaler cartridges, and can keep in contact with the Research Director to get you the very useful bluespace beaker.

Also, if you have questions on what you should be making, ask your team. They may be able to give you helpful answers!

Medical Skills

  • Pharmacists do not have a Physician's training, though they may operate the Sleepers to a basic level and fully operate the Cryogenic Tubes.
  • Pharmacists are unable to authorize medicinal treatments for patients. They are, however, able to issue chemicals (especially non-medical ones) per direct request, including medicinal chemicals with the approval of the CMO or a Doctor. They can check medical records for pre-existing prescriptions and provide them without the need for approval, however.
  • They are not capable of acting as a Physician, as such they can only assist Interns and Physicians in emergencies and not act in their place. However, they can be trained in basic first aid.

Mental Trauma and Policy

Starting Out

It is strongly recommended you use the Guide to Chemistry.

This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you're new.

Naturally, you spawn in the medical bay. Your lab is on the second deck, right out front next to the lobby. At the front of the lab is a pharmaceutical wardrobe containing labcoats, uniforms, sterile gloves and masks, and safety goggles. There's also a pharmaceutical locker that contains a box of autoinjectors, Autoinhaler.pnginhalers, Beaker.pngbeakers, Pillbottle.pngpill bottles, and spray bottles.

It's not mechanically required that you do, as none of the chemicals you work with are especially harmful (unless...), but if you'd like to roleplay more you can wear a sterile mask and gloves while you work. Stay safe!

The first thing you'll want to do after getting suited up is putting some of the phoron on your desk in your Blender.pngAll-In-One Grinder. You'll be using the phoron as a catalyst or an ingredient for a lot of very important recipes.

You should also ask the rest of your department to order you some carbon and acetone cartridges from Operations, or order them yourself. You'll be using a lot of these in your recipes, and it's likely you'll run out quickly. In a pinch, use the Screwdriver tool.pngscrewdriver on your desk to take out the cartridges from the other chemical dispenser, and slot them into your own.

From here, you can start mixing!

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.

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.

Common medications

Your first and greatest priority will be medications for the rest of the medical department. These are medicines that you're always going to need, regardless of circumstance. Everything else is a very useful bonus. Note that every pharmacist has their own way of doing things, and you should find out a way that works best for you.

  • Basic medicines: Butazoline, Dermaline, Dexalin Plus, Mortaphenyl. Everyone in the medbay will need these; make six bottles of each.
  • Organ regeneratives: Alkysine, Adipemcina, Peridaxon, Pneumalin. Generally, you can make two of each of these. Pneumalin must be added to autoinhalers and inhalers to work properly; just pour the pneumalin into an inhaler or cartridge, and click on the cartridge while it's in hand to seal it. If you want to re-open the cartridge to refill it, use a screwdriver on it.
  • Anti-rads: Hyronalin, Arithrazine. Purges radiation.
  • Adrenaline: Should be added to the autoinjectors (and secured with alt-click). Will help restart a flatlined heart.
What other departments might ask for
  • The Bartender or Chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Ask them to fill out a chemical requisition form before you distribute anything!
  • The Janitor will want Space Cleaner refills.
  • The Botanist or Xenobotanist will want fertilizer, or unstable mutagen
  • Remember, it's illegal to refuse a Vaurca phoron.
Prescriptions

Some crewmembers will have prescription medications in their medical records, which you can access on your PDA or your laptop. These prescriptions can range from painkillers to psychiatric medications (that mechanically do nothing). It's a nice gesture, at the start of the round, to let the crew know that you can be reached to refill their prescriptions. And remember; keep their personal information confidential!

Traitoring

Chemistry is one of the most dangerous jobs on the Medical staff, and it's easy to be a strong 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 within the server rules. A bunch of napalm grenades thrown around will not win you any points. Like any job in Medical, Pharmacist lends itself to malpractice-style traitoring. "Accidentally" contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical pharmacist (mindbreaker toxin, anyone?).

Grenades

As a Phamacist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 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 possibly job banned if you weren't an antagonist.

Building Grenades 101

  1. Use a screwdriver on an igniter to make it attachable.
  2. Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)
  3. Screwdriver the Igniter-timer assembly to make it attachable.
  4. Attach the assembly to the grenade case.
  5. Add your beakers of chemicals, then screwdriver the case again.
  6. 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!


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