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Difficulty: Medium Supervisors: Chief Medical Officer, Commander/Executive Officer Rank: Not defined Duties: .Research and Develop, inspect any xenobiological elements given to you by Marines. Make chemicals. Guides: Guide to Research, Guide to Chemistry, Guide to Paperwork Unlock Requirements: Not available. Detailed Description: You are a civilian, and are not subject to follow military chain of command, but you do work for the USCM. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. |__________| |
"I wish you could understand what we're trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we've ever seen on any world before." ―Dr. Wren, Alien Resurrection
Role
The better name for this job might be "mad scientist" or "jack of all trades". In general, your job is to research and develop new technology in the science lab and study anything xenobiological. Past that, this role can be very open-ended and can be played in several ways. It's unclear whether the Researchers are MDs or PhDs, but it's doubtful anybody will get upset at you for knowing and practising medicine. Unless you're trying to interact and be helpful, it's very possible that no one will pay attention to you at all - but please don't blow the ship up or harm the crew. The Researcher is a good "swing role" to help out an over-burdened medical team or assist other departments.
When dealing with Xenomorphs, this role demands a high level of roleplay. Roleplay doesn’t include:
- “Yeah, well it makes you a host for xenomorphs.”
- “Yeah, I’ve seen this before.”
- “They’re hostile. Kill them all. Don’t worry, I can tell.”
- “Just jam it in the cage and forget it exists.”
All variations of this are also pretty horrible, so don’t do it, okay?
Chemical Research
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause more harm if they are used together. Consult the chemistry guide for more details.
Researching Chemicals
As a medical researcher on-board the USS Almayer you're tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You'll even start with a note in your old labcoat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring thorough testing. So what are you waiting for? It is time to do SCIENCE!
The Company has provided your laboratory with an Advanced X-Ray Fluorescence Scanner to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company's interest in your lab will increase. They might even pay USCM High Command and warrant them to lower the DEFCON threat level to ensure the survival of your research.
Hints
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here's some things to keep in mind:
- You need 30 units of a chemical for the XRF to work. If you don't have enough, you might want to save it until you know the recipe.
- Your chemical might just look toxic at first glance. But the positive effects are easy to overlook if you don't test for it properly.
- Test for negative effects first. Negative effects aren't completely useless, they might make it easier to notice certain good properties in other chemicals.
- Prepare an appropriate test subject for testing positive effects, preferably with as many symptoms as possible.
- Test your chemicals in small quantities until you know when the chemical actually overdoses.
- Pay attention to research notes brought back from the colony. They may describe a property you have not checked for, or is difficult to test.
- Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.
- If you can't rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.
Hydroponics Research
Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer's research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics.
Weapons Research
Should you decide to abandon your medical oath, then you might use your expansive chemical knowledge to tinker with custom chemical grenades. The idea behind a grenade is simple: it mixes two beakers on ignition, causing a chemical reaction. Usually an explosion, spreading chemical fire or creating smoke.
The properties of chemical fires are enhanced by the following chemicals: Hydrogen, Oxygen, Phosphorus, Thermite, Welding Fuel, Methane and Chlorine Trifluoride.
How to make a custom explosive grenade:
- Autolathe 2 large beakers (Buckets also work)
- Autolathe 1 Large Chem Grenade or make a grenade casing from 1 metal
- Grab the sensor of your choice and 1 igniter from an Autolathe
- Put potassium in one large beaker using the chem dispenser (Click it in your hand to use a lid)
- Put an equal amount of water into the other beaker
- Place both containers into the grenade casing by clicking on it with the beaker in your active hand
- Use a screwdriver (from Autolathe or a toolbox) on an igniter to make it ready to attach
- Configure your sensor as you see fit by using it in hand.
- Use a screwdriver on the sensor until it's ready to attach
- Attach that sensor to the igniter; use the screwdriver on that assembly to make it "ready"
- If you use the assembly it should spark after the sensor triggers
- Add the ready assembly to the grenade casing by clicking on it
- Use the screwdriver to ready the grenade. You are now done.
60 units of each potassium and water is a medium boom. 90 units of each is a serious bang. 120 units each might breach the ship's walls.
Try out different mixes of chemicals. Just remember that certain combinations will instantly react and should not be allowed in the same beaker. For instance, if you filled one beaker with 60u potassium and tried to add 60u of water, it'll blow up in your face.
The following sensors can be used with custom grenades:
- TIMER: Set the parameters on the timer before inserting the timer assembly into the grenade shell. When the grenade is fully assembled, you'll have to click the grenade one more time to prime it and start the timer's program.
- PROXIMITY SENSOR: Set the parameters on the proximity sensor before inserting its assembly into the grenade shell. When the grenade is fully assembled, you'll have to click the grenade one more time to prime it and start the proximity sensor's program. It's also useful as a doorbell.
- IR LASER: Before attaching it to anything else, rotate the IR laser to your desired direction by clicking on it. One way to use the laser is to attach it to a signaler to detonate a grenade. It's also useful as a doorbell.
Your Skillset
To find out about how the skill system works head over to the skills system page.