Pharmacist

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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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