Scientist

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Revision as of 23:15, 15 March 2021 by Refundable (talk | contribs) (Added a blurb for Xeno floral. Now I need to make a Xeno floral page to link it to.)
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The Scientist is one of the most feared and fun jobs on station. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.

The Laboratories

Research & Development

This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.

Items around the station such as the hand teleporter, stun batons and analyzers can be collected used to improve research tech levels.

Your research efforts will cap at a certain point without minerals from mining. Co-ordinate with the Quartermaster or the Shaft Miners themselves to get the minerals you need.

For a more in-depth guide, see the Guide to Research and Development.

Toxins Research

Toxins Mixing is where you spawn.

This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also provided to you is the toxins test chamber. Hopefully, this is where you will be testing your bombs.

Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that's on fire, or even plasma that's on fire and spreading N2O. Yep, it ain't easy being a scientist.

For more information, refer to the Guide to Toxins.

Xenoarcheology and Anomaly study

You can get here from the research shuttle.

This whole place is focused on finding and excavating artifacts from the asteroid, and if you're really lucky: To experiment on large anomalous artifacts you may find while out on a dig. Worse comes to worse, you can also play the role of a second-hand shaft miner, but you still need at least a shaft miner on staff.

For more information, refer to the Guide to Xenoarchaeology

Xenobiology

This laboratory specializes in the the study of alien lifeforms, such as slimes and sometimes xenomorphs.

Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it's also important to make sure adult slimes are fed enough to split, or they'll make a mess of their pens... Or you! Experiment on all sorts of fancy cores.

For more information, refer to the Guide to Xenobiology

Xenofloral

This laboratory is located above the Circuitry lab and contains all the tools necessary for exploring and modifying the genetic structure of local and not so local plant species.

Here is where the line between biology and technology is defined as you will be using a variety of tools and machines to edit the raw genetic structure of plants to do anything from improve harvest yield by %400 to acquire nutrients from live test monkeys.

Caution must be taken as some local varieties of plants emit noxious fumes or consume oxygen at rates fast enough to vacuum seal a room. Special containment rooms exist with the own atmosphere controls and should be used for all experimental testing of dangerous or invasive species.

For more information, refer to the Guide to Xenofloral.

Tips

  • Unless you're a traitor, don't use the bombs on the main station. You'll get banned otherwise.
  • Always warn the station before your detonate a bomb.
  • Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
  • You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don't need to change the frequency. Whenever it's time for an explosion you just open the window you minimized, click send signal, and it'll do it!
  • Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.


Jobs on Sojourn

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Command Premier, Steward, Blackshield Commander, Warrant Officer, Guild Master, Chief Research Overseer, Chief Biolab Overseer, Prime, Surface Operations Manager, Expedition Foreman
The Marshals Warrant Officer, Officer, Supply Specialist, Ranger
Blackshield Blackshield Commander, Sergeant, Corpsman, Trooper
The Guild Guild Master, Guild Adept
Soteria Medical Chief Biolab Overseer, Medical Doctor, Psychologist, Lifeline Technician
Soteria Science Chief Research Overseer, Scientist, Roboticist
Prospectors Expedition Foreman, Prospector, Salvager
The Church Prime, Vector
Lonestar & Civilian Surface Operations Manager, Bartender, Botanist, Chef, Janitor, Cargo Technician, Lonestar Miner, Colonist
Colony-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
The Lodge Huntmaster, Hunter