The Scientist is the primary research role on the station. They research chemicals, artifacts, teleportation, and toxic gases. Scientists report to the Research Director, and operate out of the research wing. Scientists are equipped with a research headset and reagent scanner built into the PDA.
Fields of Research
There are four disciplines of research for Scientists to pursue. You're free to work on whatever one you want or drop out of it at any time, regardless of how many people are working on it, but do try to listen to the Research Director if they ask you to help out in a certain area.
Each discipline also carries some risk of death or injury. Sometimes you can prevent it, sometimes you can't, but in any case, the important thing is not be discouraged. If you get hurt or die, focus on what you can, have, and will learn. If someone else is caught in the crossfire, you should apologize and politely explain that you simply didn't know what what was going to happen.
The main cornerstone of Research and easily the most popular. Basically, you make and mix chemical reagents to create something interesting or useful. There's tons and tons of different chemical reagents, all with different effects, and learning the recipes is a challenge in of itself. Not everything can be made with just the chem dispensers in Chemistry (though a lot can), so you might have to ask Hydroponics to grow you something or request the Kitchen to make a certain dish or drink.
The real fun of Chemistry, however, is in the mixing. It's where Chemistry truly shines. For just one example, you can fill a flamethrower with just plain ol' welding fuel and set people on fire with it. That's all fine & dandy, but with a certain combination of chems, you make a flamerthrower that sets people fire, causes them to spontaneously burst into huge fireballs, and then explode into pretty colors. And Chemistry isn't just about wanton destruction. With a bit of ingenuity, you make a mix that actually repairs or cleans a room or fills it with delicious cheese, bread, and pepperoni. Medbay will love you if you restock their medical supplies or create new restorative cocktails for their patients. The possibilities are endless.
Once you get the hang of Chemistry, you can start tackling secret chems, chems whose recipes are trade secrets. Some do funny harmless gimmicks (e.g. transparium, ageinium), some are a little stronger than certain non-secret chems (e.g. sarin, initropidril), and lots are both (e.g. freeze, dragon's breath, strychnine). All are there as fun little puzzles for experienced chemists to solve.
The supposed purpose of Space Station 13. You mix, burn, heat, cool, and compress various gases to investigate their effects, ostensibly to satisfy "scientific curiosity", in actuality to discover their destructive effects in certain bombs. Don't feel bad if you screw up while trying to learn it. It's harder than it appears. A lot of advice makes it looks like it's easy and has limited approaches and outcomes, but there's actually significant room for variation and experimentation.
A complicated game about finding on-switches. You investigate mysterious machines and devices of unknown function and try to figure out what they do by exposing them to a certain stimulus, like electricity or heat. This is usually done via DWAINE-controlled machinery in the Artifact Lab and occasionally more rudimentary but acceptable substitutes.
You can often find lots of interesting and unique stuff from Artifact Research, some bad, some good, some useful, some not. For example, you might turn on a menacing pylon with electricity and touch it to discover that it replaces your heart with a cyberheart. Alternatively, you might prod it with a robot arm and find that it's actually turret--perhaps too late. Or maybe you might just hit it with an extinguisher and see that it's actually a lamp.
You teleport things in and out of places using the telepad and teleporter computer in the Telescience/Teleporter Lab. Everything in there is all nice and set-up, except the computer has one slight problem: the coordinates on the computer don't actually match up to GPS coordinates. To get any use out of it, you have to send some GPS units through to get some test coordinates and use them to create two linear equations that convert GPS coordinates to computer coordinates and vice versa.
As you can imagine, once you have the equations and a good list/map of GPS coordinates, you can pull some real crazy shenanigans. Obviously, you can steal things or kidnap people, but there's much more than that. For example, you can rescue people (or corpses) stuck in space or in dangerous traps. In fact, the Telescience/Teleporter Lab comes with Tracking Implants just for that purpose. Or you can strike a partnership with the Quartermaster and create your own delivery company, with instant-delivery guarantees!
As with Chemistry, Telescience also has plenty of secrets for you to discover, in the form of the Adventure Zone areas. Not only do these semi-hidden locations have unique loot, puzzles, and monsters to discover, but they also feature an actively developed alternate reality game, centered around a sun, Sumerian mythology, and lots of strange keys.
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a scientist, you can expect to see the following:
End the round with methamphetamine in your blood stream
Since at least one scientist makes meth per round, just borrow some from them and inject/eat a pill of it when the shuttle is about to leave.
End the round on fire and with Silver Sulfadiazine in your blood stream
Use Chemistry to whip up a few pills; one with lots of Phlogiston to make you spontaneously combust, another with Silver Sulfadiazine.
Make sure the floor of chemistry is not scorched at the end of the round
Hahahahhahahahhahahahhahahaha. Yeah right.
Create a portal to the void
That weird purple cloud that appears sometimes when you're receiving and toggling portals in telesci? That's the stuff.
Now jump in it!
Oh boy, if you are a traitorous Scientist you have hit the Jackpot! With access to Chemistry and Toxins, you can create some of the most dangerous items in the game while claiming they are harmless experiments. Syndicate Scientists are constantly one-upping each other to be the most horrifically destructive, agony-inflicting, psychotic maniacs around. Have fun!
|Jobs on Space Station 13|
Staff Assistant - Chef - Barman - Chaplain - Janitor - Botanist - Clown - Job of the Day - Gimmick jobs
Engineer - Mechanic - Miner - Quartermaster
| Medical & Research:|
Medical Doctor - Geneticist - Roboticist - Scientist
| Command & Security:|
Security Officer - Detective - Chief Engineer - Medical Director - Research Director - Head of Security - Head of Personnel - Captain
| Antagonist Roles:|
Changeling - Nuclear Operative - Traitor - Wizard - Vampire - Wraith - Blob - Werewolf - Predator - Grinch - Krampus
Gang Member - Revolutionary - Spy Thief - Wrestler - Flockmind - Gimmick antagonist roles
| Special Roles:|
Artificial Intelligence - Cluwne - Critter - Cyborg - Ghost - Ghostdrone - Monkey - Santa Claus