Pharmacist: различия между версиями

Материал из FIJTeam Project Wiki
Перейти к навигации Перейти к поиску
>Chada1
м (spaceacillin removal.)
>La Villa Strangiato
м (moar sprites)
 
(не показана 21 промежуточная версия 10 участников)
Строка 1: Строка 1:
{{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]], [[Pharmacist#Virology|Virology]]
|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 viruses
|duties = Make medicine. Accidentally combine potassium and water and cause a minor explosion.
|guides = [[Guide to Chemistry]], [[Guide to Virology]]
|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 Biochemist, you treat and cure diseases as well as do light Chemistry. For more information visit: [[Guide to Virology]] and [[Pharmacist#Virology|Virology]] and [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 ==
== 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.]]
 
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.
 
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!
 
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.


=== Mental Trauma and Policy ===
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.
* 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.
* [[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.
=== Cloning and Medical Skills ===
* Pharmacists 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.
* 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.
* 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 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 ===
From here, you can start mixing!
[[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.
** 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.
* Virology needs 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 ===
Строка 54: Строка 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 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 ====
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.
#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 ===
* '''Basic medicines:''' Butazoline, Dermaline, Dexalin Plus, Mortaphenyl. Everyone in the medbay will need these; make six bottles of each.
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.
* '''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.


'''Good Examples for pills:'''
===== What other departments might ask for =====
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 ===
* 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!
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.  
* 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.


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.
===== Prescriptions=====


'''Good Example for Beakers:'''
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]]!
* '''Silicate'''
* '''Clonexadone'''
* '''Regular medicines'''


=== Injectors ===
== Your Department And You ==
You have a supply of autoinjectors, initially loaded with inaprovaline. The inaprovaline 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 inaprovaline/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 inaprovaline, can also be refilled this way. It works like a multi-use autoinjector.
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.


== Virology ==
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.
Biochemistry can be a boring job, and most who try fail often. Just make sure the [[Chief Medical Officer]] is around (and attentive) or you won't be able to cure uncommon diseases in the event of an outbreak.


=== Creating and Curing Viruses ===
Also, if you have questions on what you should be making, ''ask your team''. They may be able to give you helpful answers!
Main page: [[Guide_to_Virology|Guide to Virology]]


This is your main job. Find a virus, analyse it, and then produce a cure. Note, the only current way of detecting whether someone has an unknown virus is to take their blood and put it in the centrifuge in virology.
== 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 ===
* 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.
* [[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#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.


If there isn't currently an outbreak on the station, you'll have to deal with infecting and injecting monkeys.
== 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?).


See the [[Guide_to_Virology#Curing|Guide to Virology (Curing)]] for a detailed description of curing a virus.
=== Grenades ===
The other part of your job is to counter and research any viral outbreaks on Station. See more about splicing and radiating viruses in the [[Guide to Virology]].
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.


=== Accidents Happen ===
==== Building Grenades 101 ====
If you accidentally infect some one with a certain type of infectious virus, well, there is not much you can do except quarantine, treat, and ensure they aren't infectious before releasing them. Make sure only people that know exactly what they're doing can enter Virology. Warn people beforehand that you're conducting experiments and remember to vaccinate yourself once you research a disease.
#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!


== Traitoring ==
Virology and Chemistry are two 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, and that's not to mention [[Guide to Virology|Virology]]. 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]]

Текущая версия от 19:58, 17 октября 2023

RESEARCH & MEDICAL
Должность
не определена


Pharmacist

Руководители: Chief Medical Officer
Сложность: Easy
Обязанности: Make medicine. Accidentally combine potassium and water and cause a minor explosion.
Руководства: Guide to Chemistry
Доступ: Medbay, Morgue, Pharmacy
Альтернативные названия: Отсутствуют

Файл:F19.png

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, inhalers, beakers, pill 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 All-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 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
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
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
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
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 - First Responder - 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