As a Geneticist you'll be playing around with the fundamentals of life. This is a very technical class, but there are a few simple things people can do that are still learning the ins and out of genetics. The main things you're meant to do: find hidden powers, fix disabilities, and clone people.
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 RD and/or Security before giving 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 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 he has the final say on what happens here, rather than the Research Director.
You can clone people from scans made while they are alive and well (which is preferred), or from a 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
Playing around with DNA has its advantage. 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. Please Keep in Mind that irradiating yourself will slowly make you accumulate Toxin Damage, which might result in your death.
As a Traitor
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!