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Superiors: Chief Medical Officer, Research Director
Difficulty: Medium
Guides: Guide to Genetics, Guide to Cadavers, Guide to Medical, Clone Memory Disorder
Access: Medbay, Morgue, Genetics
Duties: Clone people, play with DNA, find powers.

Medical Department

Science Department

As a Geneticist you'll be playing around with the fundamentals of life. This is a very technical job, but there are a few simple things those who are still learning the ins and out of genetics can do. The main things you're meant to do: find hidden powers, fix disabilities, and clone people.

Required Knowledge

For Standard Operating Procedure for this role and other science roles, please see Standard Operating Procedure (Science). As a General rule of thumb, you should always ask the Research Director, or in their absence, the Captain, before giving out powerful mutations, such as Hulk, Matter Eater and No Prints. Not doing so might result in you getting arrested, or even job banned!


Cloning is, at least on paper, one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. This aspect of genetics is firmly in the Chief Medical Officer's jurisdiction, and they have the final say on what happens here, rather than the Research Director. A lot of the time, the Coroner or other medical staff will handle this part of the job for you out of convenience, but you should never take this for granted, and always be ready to assist.

You can clone people from scans made while they are alive and well, or from their corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.

For more information regarding clones, see the Guide to Cadavers.

Playing with Genes

Genetic research is the other main part of your job. You will be analyzing DNA and conduct research mess around with it! To do this, you will bombard a poor monkey willing Test subject with radiation to change their DNA. Playing around with DNA has its advantages, however. While you discover more and more of the DNA string, you will inevitably find powers that will help you and the station. Check the Guide to Genetics for a more detailed list of what powers are and how to get them. You should always listen to the Research Director for this aspect of your job - with great power comes great responsibility, and an overabundance of genetic powers given away to the crew randomly can easily make the round too chaotic to be enjoyable. Please keep in mind that irradiating yourself will slowly make you accumulate toxin damage which, if left untreated, can end badly.

A skilled geneticist can be a very valuable asset to the station. Remote Viewing, if distributed to Security and/or Command staff can be used as a means of quickly assessing the situation when one of them is attacked. Jumpy is a powerful getaway (or chase) tool. Speed Boost is a huge upgrade for Engineering, as it allows them to wear hardsuits and use duffelbags without worrying about the slowdown normally caused by those items. Regeneration is a boon to just about anyone. Cold Resistance combined with No Breathing lets you take a peaceful stroll through space. Heat Resistance can be given to a Plasmaman to let them enjoy being a workplace hazard helmet-less life!

With the variety of powers at your fingertips, sky is the limit. Once again, make sure to check out the Guide to Genetics and experiment!

Tips and Tricks

Here are some Tips and Tricks that might help you:

  • The Genetics Modifier console can spit out UE and UI injectors. This means that if you get a willing volunteer, or even just humanize a monkey, you can run around the station changing everyone into the same person (if you do this without being an antag or having people’s consent, you may get banned).
  • If you feel like gambling a bit, radiation has a very, VERY small chance to give non-negative effects.
  • Unstable Mutagen gives people affected with it negative mutations.
  • Mutadone instantly resets your genetics to the state in which they were when you first spawned - this can be used to remove both negative and beneficial mutations. Every NanoMed Plus vendor has five pills of this medicine, but their dosage is much higher than needed. Ask the Chemist to grind some up, and remake them as 1 unit pills - this will benefit not only you, but all of Medbay.

Messing with Genetics Swordred.gif


As a Traitor, you are pretty much able to do anything you want in your lab. After sticking about for a few moments, any security forces usually vanish from the room of medium priority targets, like the RD or CE. At this time, you can then loot their items and access, or even their appearance! You can easily replace people, just be sure to get rid of the original and wear the right clothes! Or, if you want to confuse people, stealthily inject them with the SE+UE of another person and now you got twins! Since you are also responsible for cloning and somebody drags a body in and says he needs to be cloned, you can just throw him in the trash.

Tips for Traitors

  • If you have Shock Immunity, you will no longer need Insulated Gloves. You can trick people with this by letting them believe something is not shoked while it actually is.
  • Print a injector with the UE of another person and if security is behind you, inject yourself with it and walk past them as a completely new person!
  • If you get Hulk, you are very strong in melee combat and can destroy walls with ease.
  • Chameleon will make you invisible while standing still, even if you are currently doing something like safe-cracking or strangling someone to death.
  • Polymorphism is a great way to evade capture - but be careful not to be confused for a Changeling, as Security will happily beat you to death!
  • Telekinesis is very powerful. You can attack people with items and use basic machinery from far way.
  • Print an advanced injector full with disabilities like blindness and Epilepsy, name it "Godhood" and distribute it all over the station. Now, sit back and enjoy the suffering of poor Assistants who plunged the syringe right in their veins without thinking twice!


As a Vampire, you'll have it easy! While the blood of monkeys doesn't count towards your blood count, it still satisfies your hunger. This can be very useful and can give you an edge over other vampires since you have easy access to monkeys, which you can just humanize and then drain dry! This should make your goals a little bit easier. Additionally, many of the powers useful for Traitors are just as useful to a Vampire.


Since your job already has to do with DNA, starting as a Changeling will be easier then in most jobs. You can easily get a lot of DNA strings with the help of your friendly monkeys. And if you are getting caught and need to change Identity, simply change into one of your monkeys humanized identities and you are good to go. Just like with Vampires, a Changeling will benefit from the same powers as Traitors, though they can access the Chameleon genetic power with their Chameleon Skin ability.

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