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 = Chemist
|jobtitle = Pharmacist
|access = [[Medbay]], [[Chemistry Lab]]
|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]]
|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 grenades.
|duties = Make medicine. Accidentally combine potassium and water and cause a minor explosion.  
|guides = [[Guide to Chemistry]]
|guides = [[Guide to Chemistry]]
}}
}}
As a '''Chemist''' 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).
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.
[https://forums.aurorastation.org/viewtopic.php?f=19&t=8170| Exia's Chemistry Tips and Tricks]


== Overview ==
== Starting Out ==
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 is strongly recommended you use the [[Guide to Chemistry]].''
[[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.]]


=== Mental Trauma and Policy ===
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.
* All characters with a [[Medical_Doctor|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.
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!
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, 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.
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.
=== Cloning and Medical Skills ===
 
* Chemists do not have a [[Medical_Doctor|Doctors]] training, and so they cannot operate [[Guide_to_Medicine#Cloning|Cloning Pods]], they may operate the [[Guide_to_Medicine#Sleeper|Sleepers]] and [[Guide_to_Medicine#Cryogenics|Cryogenic Tubes]] to a basic level. They cannot prescribe Medicine, but they can check records for pre-existing prescriptions and provide them.
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.
* They are not capable of acting as [[Medical_Doctor|Doctors]], as such they can only assist [[Medical_Resident|Residents]] and [[Job_Guides#Medical|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 as a general [[Medical_Resident#Medical_intern|Orderly]], but only if the department needs their help.
== Common Chemicals ==
As a chemist you'll either be swamped with requests or have none at all. A good chemist revels in finding work for themselves regardless.


=== Useful Chemicals ===
From here, you can start mixing!
* Your first priority: Medication for the doctors.
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.
** Inaproviline to stabilize critical patients.
** Alkysine for brain damage, imidazoline for eye damage, spaceacillin for 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.
* Virology will want radium.
* 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 ===
Line 53: Line 38:
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.


=== Grenades ===
===== Common medications =====
As a chemist, 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.
 
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.


==== Building Grenades 101 ====
===== What other departments might ask for =====
#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 ===
* 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!
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 60 units of material at one time. Up to 14 pills will fit into a pill bottle, which itself is still small enough to fit into a box or pocket. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.
* 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.


'''Good Examples for pills:'''
===== Prescriptions=====
A typical pill will have about 15 units of medication in it. This is a good amount because it's a large enough dose for most situations, but even if you accidentally double-dose someone, you still won't go over the 30 unit overdose limit.
* '''Alkysine''': Heals brain damage.
* '''Dexalin Plus:''' Heals suffocation damage and helps keep someone with heart or lung damage alive.
* '''Bicaridine''': Heals brute damage.
* '''Dermalin''': Heals burn damage.
* '''Dylovene''': Heals toxin damage.
* '''Spaceacillin''': Stops the progression of a virus and treats infections.


=== Bottles ===
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]]!
Bottles should contain material that is not medicine, such as acids, or medicines that are not used all at once, like Clonexadone. Each bottle can hold 60 units, and can be splashed onto things.  


Some doctors prefer bottled medicines because using a syringe to inject medication lets them choose the dose in 5-unit increments, and because they don't have to deal with pill bottles. However, injecting medication through the ports on a space suit is time-consuming.
== Your Department And You ==


'''Good Example for Beakers:'''
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 [[First Responder]]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.
* '''Silicate'''
* '''Clonexadone'''
* '''Regular medicines'''


=== Injectors ===
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.
You have a supply of autoinjectors, initially loaded with inaproviline. The inaproviline can be drawn out of the autoinjectors and other substances injected into them with syringes. Autoinjectors are one-use items for delivering a 5u dose of medication quickly. They are usually modified to hold inaproviline/dexalin plus mixtures (to stabilize a suffocating person), soporific (to sedate a combative patient) or various potent poisons, if you happen to be an antagonist. Be sure to label any autoinjectors you have modified, unless you don't want people to know they've been modified...


The CMO's hypospray, initially filled with inaproviline, can also be refilled this way. It works like a multi-use autoinjector.
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]] and [[Guide_to_Medicine#Cryogenics|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 [[Chief_Medical_Officer|CMO]]. 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|Trained 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 [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]].
* 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|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma.
* [[Chemist|Pharmacists]] are fully capable of synthesizing mental medication, 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.


== Traitoring ==
== Traitoring ==
Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it's easy to be a good 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 stealthy. A bunch of naplam grenades thrown around will not win you any points.
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 ====
#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!


Like any job in Medical, chemistry 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 chemist (mindbreaker toxin, anyone?).




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

Latest revision as of 17:58, 17 October 2023

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.

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!

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 First Responders 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 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 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 Trained Physicians in emergencies and not act in their place. However, they can be trained in basic first aid.

Mental Trauma and Policy

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!


Guides of the Aurora
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Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
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