Difference between revisions of "Pharmacist"
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|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]] | |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 | |duties = Make medicine | ||
|guides = [[Guide to Chemistry]] | |guides = [[Guide to Chemistry]] | ||
}} | }} |
Revision as of 00:14, 4 September 2021
RESEARCH & MEDICAL STAFF | |
Pharmacist Pharmacist |
Access: Medbay, Morgue, Operating Theatre Qualifications: 26 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic. Employers: Not defined Supervisors: Chief Medical Officer Duties: Make medicine 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 Doctors. 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: Exia's Chemistry Tips and Tricks
Overview
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.
Mental Trauma and Policy
- All characters with a Medical Doctorate degree are capable of diagnosing mental trauma, as well as prescribing medication for their diagnosis.
- Surgery trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.
- Pharmacists are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.
- Psychiatrists/Psychologists are the foremost experts on this type of illness, they are the only capable of advanced treatment (Hypnosis, Crystal Therapy, and Isolation) and they should be the first to treat mental trauma when available.
Medical Skills
- Pharmacists do not have a Physician's training, though they may operate the Sleepers and Cryogenic Tubes to a basic level.
- 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. They can check Crew records for pre-existing prescriptions and provide them despite this.
- They are not capable of acting as a Physician, as such they can only assist Interns and Trained Physicians in emergencies and not act in their place. Despite this, they can be trained in basic first aid.
- They may assist Medical personnel, but only if the department needs their help.
Common Chemicals
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
- Your first priority: Medication for the doctors.
- 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.
- 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
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.
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
- Use a screwdriver on an igniter to make it attachable.
- Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)
- Screwdriver the Igniter-timer assembly to make it attachable.
- Attach the assembly to the grenade case.
- Add your beakers of chemicals, then screwdriver the case again.
- 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!
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?).
Medical Department
| |
Head of Department | Chief Medical Officer |
Personnel | Physician - Surgeon - Psychologist - Pharmacist - Emergency Medical Technician - Medical Intern |
Useful Guides | Guide to Medicine - Guide to Surgery - Guide to Chemistry - Guide to Cadavers |
Jobs on Aurora
| |
Command | Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager |
Command Support | Corporate Liaison - Consular Officer - Bridge Crewman |
Security | Security Officer - Warden - Investigator - Security Cadet |
Engineering | Engineer - Atmospheric Technician - Engineering Apprentice |
Medical | Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern |
Research | Scientist - Xenobiologist - Xenobotanist - Lab Assistant |
Operations | Hangar Technician - Shaft Miner - Machinist |
Service | Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter |
Non-human | AI - Cyborg - Personal AI |
Special | Merchant - Ghost Roles |