Chief Medical Officer: Difference between revisions

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You are the ultimate line of defense between the station and permanent death. You oversee your department of potentially functional MDs, make sure people are resurrected or robotized, be certain the virologist doesn't cause an outbreak, and so much more. CMO is an underappreciated position with a wide variety of resources and responsibilities that are entirely essential to a functional station.
You are the ultimate line of defense between the station and permanent death. You oversee your department of potentially functional MDs, make sure people are resurrected or robotized, be certain the virologist doesn't cause an outbreak, and so much more. CMO is an underappreciated position with a wide variety of resources and responsibilities that are entirely essential to a functional station.


'''Bare minimum requirements:''' Remind the crew about suit sensors, see that cryo is set up.
'''Bare minimum requirements:''' Remind the crew about suit sensors, see that cryo is set up, wrangle your staff.
==House, MD==
==Command, Medbay, and You==
Your first goal is to establish yourself. People forget about you really easily, so if you don't want to get kicked off the bridge as a break-in, make a quick announcement for everyone to turn on their [[suit sensors]] (this will save your EMTs some trouble) and check in with your staff over your medical radio channel. Having full access to genetics and chemistry doesn't hurt either, so try to take it on yourself to produce some [[Styptic Powder]], [[Silver Sulfadiazine]] and [[Synthflesh]] for later use. Don't be afraid to take over for cloning and medical chemistry if you're understaffed.
When you first arrive, your goal should be to familiarize yourself with your fellow command staff and [[Medbay]]. Say hi, start a conversation, try to gauge the attitude and experience of your peers, and take mental notes. Make an announcement for people to max their [[Suit sensors|Suit Sensors]] and then head to your office. In your locker will be several items; however, the most important to grab will be the compact defibrillator, door remote that functions as a way to bolt and open/close doors, your Hypospray Deluxe, and the defib wall mount that will allow you to mount a defibrillator on a wall.
===Runtime===
Runtime is your pet cat who starts her day in your office, and most likely never leaves your office (unless R&D is fucking around with the [[E.X.P.E.R.I-MENTOR]]). She lounges around, sipping on expensive space milk, meowing and mewing all day long. It's the best life a space cat can have, and she is all yours to snuggle with and pet. Some say she is not important, as Ian is the most important pet they say (how dare they), but this is simply not true. While Ian may have more abilities like wearing things, Runtime is a space cat, who don't need no human. She is there because she allows it.
===Your Staff===
As mentioned previously, upon arrival, you should try to measure up and keep tabs on your staff to gauge their attitude of knowledge. You should exercise patience with newer players and attempt to guide and teach them. If someone is acting intentionally obnoxious or counterproductive, warn them, and if they continue, you are well within your rights to fire them. Otherwise, your primary focus should be coordinating your staff to try and work efficiently. As CMO, you shouldn’t be the one doing everything, that should be your staff, and you exist there to function as a leader, teacher, and someone to fill in the gaps in your workforce. Trying to be a completionist and overbearing, and generally trying to do everything yourself, isn’t fun for many other people. Remember that your [[Medical Doctor]]s and [[Chemist]]s and everyone else want to play the game, too.
The two jobs you should attempt to monitor the most are [[chemistry]] and [[virology]]. Ensure that your [[chemist]] is, at the very least, producing healing chemicals before they go off and start their chemical adventures. If they are unfamiliar with what to make or what is useful, list different healing medicines and the best way to administer them so they have something to work off of. Whether or not you want your chemist to make narcotics is down to your discretion. However, you should ensure that the doses they make them in should not enough to cause someone to have an addiction or overdose.
With your [[virologist]], check in occasionally on what they're making and ensure they don't release viruses without your approval; have them ask before doing so. If they struggle with making a healing virus or seem unknowledgeable, try to educate them on some good starter viruses.
===Command===
As Chief Medical Officer, you are a direct link between command and medical. If any command member meets an ill fate or requires medical attention, you should be the first to know and the one to heal them. While healing, you should take extra care to ensure that their belongings remain as they were when they first arrived in medbay, as some opportunistic [[Traitor|individuals]] may attempt to steal an item or access from you while you are distracted.
If command, or generally anyone, dies, you should likely let security know before attempting to retrieve them not to risk yourself or your paramedics. If there is an AI, ask them to scout the area to ensure no foul play.
===Delegation and Prioritization===
When you are CMO, you should attempt to learn how to prioritize healing and reviving based on injury and rank. It would be best if you were prioritizing command, sec, then medical over everyone else when reviving; however, these are more so soft guidelines, and the state in which a patient is will heavily affect this. For example, if you have a research director roll in and they are missing all of their organs with 600 brute damage while you have a bartender has 150 burn damage, it would be better to prioritize the bartender as the time to heal is low. However, if you have a doctor on hand, you would order them to fix the bartender while you work on the research director. There are over a million different scenarios that play out, and it will take time to get used to, and it will be hard at first, but as long as you stay calm and use your brain, you should be fine. Remember to utilize your doctors and give them orders, helping them stay organized and focused in an emergency. If they are experienced, you should be able to trust them to work by themselves, however, don't feel scared to try to move them around.
===What to do when there's nothing to do===
In medical, there are frequent times when absolutely nothing is happening. While this may be boring, there are a few activities that you can do to pass the time, both productive and non-productive. If someone is new, you should try to teach them about surgery and essential medicine. Empty bodies from genetics are the perfect way to demonstrate this. The same goes for your chemist; if they are new, teach them which chemicals are good or help them make healing mixes. If there is nobody in [[virology]] or a slot open in [[genetics]], you could fill in the gaps for those to pass the time. There are also ways that you can benefit other departments as well. Ask for a bounty sheet from cargo if they haven't brought one already and have you or your staff complete them. Frequently [[botany]] will want [[saltpetre]] or [[unstable mutagen]], so make a beaker or so of those and bring them over. Make [[drying agent]] and [[space cleaner]] for the [[janitor]], radiation meds for [[Station Engineer|engineers]] and [[atmospheric technician]]s, [[ethanol]] for the [[bartender]], and so on.
Alternatively, you could attempt to communicate and, gasp, roleplay with your staff. Grab a deck of cards or some dice from the [[library]] and play a game of uno or blackjack. Talk about whatever is on your mind or play guess that song; there is a whole array of activities that you can attempt to do if your staff are willing, and you are creative enough.
==Emergencies==
Your time to shine; there will be a variety of disasters and emergencies that'll test your abilities as a doctor and a leader. It'd be impossible to account for every situation, and it'll take time to learn how to counter each one. However, here are some of the more common disasters you may face.
===Viral Outbreak===
It starts with a cough or an "I'm not feeling well." While a lot of diseases may be mild and, at most, annoying, there are [[Sentient Disease/some]] that will rapidly mutate and prove to be dangerous. If any individual claims to be sick, take a blood sample and have your virologist scan it in the PanD.E.M.I.C 2200 to identify the symptoms and cure. Once the cure is identified, have you or your virologist collaborate with chemistry to produce and pass it out. Once someone is cured, take a blood sample from them; you can use this can be used to create a vaccine at the PanD.E.M.I.C 2200 Once this is done, the only tricky part should be wrangling people and having them take the vaccine; broadcasting that there is one with your announcement system should help with this. Only .1u of a vaccine is required if injected, but 5u is required if ingested.
===Parts of the station being uninhabitable===
There are several ways that large parts of the station may be uninhabitable, and not everyone will have the proper protection when it happens. If large areas are spaced, have your geneticist print out space adaptation for people to grab, and hold onto some yourself to pass out; same goes for heat adaptation if the station is too hot. If you have a [[virologist]], try to have them produce a self-respiration virus, however this isn't as reliable as it is entirely down to RNG.
===[[Xenomorph]] and [[Zombie]] infestation===
If [[xenomorphs]] or [[zombies]] are called out, medical will be responsible for halting their progression due to the ability to remove tumors and embryos. Ensure that your staff knows how to remove them and have you or your [[paramedic]]s coordinate with [[security]] to retrieve bodies safely. Always have [[charcoal]] or any form of anti-toxin on hand in the case of a zombie outbreak. Keep an escape route in mind and have you and your staff evacuate if there is a significant push and you are unarmed and attempt to regroup in areas such as the [[holodeck]] medbay or the [[brig]]. DO NOT, under any circumstances, attempt to clone a [[zombie]], it will break the cloner and you will need to rebuild it.
===[[Blob]]===
If a [[blob]] appears, prepare your staff for many bodies and injured individuals. Once the area of a blob is located, it is wise to attempt to set up a secondary and small medical area outside of where the [[blob]] is to try to get people up and running; [[blob]] is a war of attrition, and medbay will often be one of the major deciding factors between success or station destruction, so plan accordingly and act decisively.
==Tools==
As Chief Medical Officer, you will have access to various tools and machines you and your staff can use to aid people. It is best that you don't rely on one machine or tool to heal people but instead learn of the advantages and disadvantages of each one and attempt to use them to run medbay as efficiently as possible.
===Surgery===
'''Advantages''' - infinite, can be used to solve most issues
 
'''Disadvantages''' - without advanced surgeries can be slow and time-consuming, consumes manpower, requires a surgery bed


At some point, you might have your [[Virologist]] ask you for a Virus Crate, since you're his superior and should be informed of the decision. If you're feeling wary about their abilities, ask them to come up with a vaccine for a simple disease first, like the flu. After a little while, he might end up with a beneficial virus that he wants to release. Make sure you tell him to run this by you first, and double-check his work before giving him the green light. If he releases one without telling you, immediately take a blood sample from an infected person and scan it in the pandemic machine in [[Virology]]. If it only has good symptoms, commend them on their work, then yell at them to run it by you first in the future. If the disease has bad symptoms (possibly including superpowers, ask over the command radio if the [[Captain]] wants hulk'd Assistants running around freely), tell the other heads immediately and start passing out the cure to people en masse. If you have a chance to subdue the rogue [[Virologist]] safely, do so and drag them over to the brig, but otherwise just focus on curing people and let security handle things.
Surgery is the bulk of what you and your medical doctors will be using to heal and revive people, and as such, you should be familiar with most, if not every, surgery in the game. As CMO, you'll start with advanced surgery tools, which are faster than the default ones, and also come with the benefit of each functioning as two separate tools. When performing surgery, it is best to strip your patient, as most require that anyways, as well as use morphine or anesthesia. Not only is it good RP, but it also helps reduce flinch damage that'll occur when completing surgery steps.
===Sleeper===
'''Advantages''' - can repair organs when upgraded, doesn't consume manpower, infinite as long as there is power, can slowly heal dead people.


Depending on how busy the medbay is, you may have some spare time to dick around with now and then. You can spend this time pretty much however you want, whether you want to brew up some extra healing chems for later, scan people in genetics in case they die and their body can't be recovered, clean up the inevitable pools of blood with the Space Cleaner bottles laying around, scan the [[Chef|Chef's]] food with your PDA's reagent scanner to make sure he isn't poisoning people, or just run a gimmick of your choice.
'''Disadvantages''' - slow even when upgraded, can only fix a small number of issues, cannot fix nonfunctional organs.
===Crew Monitoring===
Thanks to recent technological advancements, the heads of staff and [[AI]] are no longer the only ones who can access the crew monitoring system. In addition to the stationary consoles at the bridge and your office, each med-vendor comes stocked with several portable crew monitors that can be used by anyone once grabbed from the vendor by someone with a medical ID. Medbay has plenty of these laying around, so if a crew member like the [[Detective]] asks for one, feel free to oblige them. Remember that there's a vendor in [[Virology]] that only you and the Virologist will ever really use, so feel free to raid it for monitoring consoles and other supplies. If someone shows up as deceased but you don't know where they are, you can ask the AI to locate them for you.


A full detailing of crew monitor and suit sensors can be found [[Suit sensors|here]].
Sleepers are nifty little machines that, when used, will passively heal brute and burn damage and, when upgraded, can also heal organs and toxin damage. It's best that you don't rely on the sleeper due to its slow nature and instead use it as a backup tool for when you are flooded with more patients than you can handle. Although, the organ healing function of the sleeper can be beneficial if you don't have the time to fully replace someone's damaged organs if they're moderately damaged.
===Outbreak===
===Cryo===
This is your chance to shine. You have a biohazard suit inside of your office. '''USE IT'''. Then consult the [[Virologist]] and [[Chemist]]. The virologist should make vaccines, and the chemists should divide them into individual pills. Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Make sure medbay and all its equipment are sterile and blood-free. Your [[Medical Doctor]]s should be helping with this, if they're not all busy trying on costumes, getting drunk, or seducing each other.
'''Advantages''' - Fast, heals wounds and clone damage, doesn't consume manpower, cools people down quickly.
===Hypospray===
 
This is your medical tool, your lifeline, and in times of war, your weapon. Overall, it is an instant injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 30 units of [[Omnizine]]. Since brute and burn damage can both effectively be healed with chemicals like [[Styptic Powder]], [[Silver Sulfadiazine]] and [[Synthflesh]], and toxin damage is better dealt with by [[Charcoal]] or [[Calomel]], the Hypospray is best suited for emergencies where you're too busy to dig around for patches and pills. You can empty the Hypospray by simply injecting its contents into something or using a syringe to extract it.
'''Disadvantages''' - People will be asleep when they come out, and cryoxadone causes dizziness.  
===Compact Defibrillator===
 
The Compact Defibrillator functions identically to the big bulky defibrillators that spawn in medbay storage with one key difference: Whereas the normal defibs are as big as backpacks and have to be put on your back to function, this is small enough to fit into a backpack and clips to your belt instead. This smaller size allows the Compact Defib to be much more versatile and useful than its larger brother since you can deploy it on the spot anywhere, rather than dragging the body all the way to medbay for defibbing, or lugging a bulky defibrillator to the patient. Also like the normal defibs, this comes equipped with a 10mJ power cell, which is enough for 10 charges. Make sure to recharge it from time to time, or bug R&D for a 30mJ hyper-capacity cell so you'll (almost) never have to worry about charging it again. Whatever you do, don't lose it or leave it in your locker, since it is incredibly useful and doesn't take up much space.
Arguably a better sleeper, the cryo tube can be used to heal brute, burn, suffocation, toxin, and clone damage at quick speeds, as well as remedy all forms of wounds. However, a slight downside is that patients will remain asleep for a bit, and [[cryoxadone]], the chemical that cryo uses, causes dizziness, which may cause annoyance on the patients' part. It's best to use cryo to keep patients out of critical condition while you focus on someone else (don't forget about them!) or toss someone in there post-revival, as it is the best way to heal suffocation damage.
===Runtime===
===Cloning===
Runtime is your pet cat who starts her day in your office, and most likely never leaves your office (unless R&D is fucking around with the [[E.X.P.E.R.I-MENTOR]]). She lounges around, sipping on expensive space milk, meowing and mewing all day long. It's the best life a space cat can have, and she is all yours to snuggle with and pet. Some say she is not important, as Ian is the most important pet they say (how dare they), but this is simply not true. While Ian may have more abilities like wearing things, Runtime is a space cat, who don't need no human. She is there because she allows it.
'''Advantages''' - People cloned will be rid of every issue outside of traumas and can be used to cure addictions.
 
'''Disadvantages''' - When not upgraded fully, causes clone damage, random [[mutations]], and cannot clone people with the short telomeres trait. It also is somewhat boring and causes memory loss.
 
Cloning is the easiest way to revive someone. Theoretically, you could toss people in cloning and leave it on auto process and call it a day; however, it isn't very fun or interactive for you or your MDs and should mainly be used for body overflow or as a way to revive people if they are in a condition where it would take a lengthy amount of time to revive or fix, or requires resources that are currently unavailable. Also, cloners, unless fully upgraded, are incapable of healing husks or people with short telomeres, so keep that in mind while you're working on reviving people.
Also, note that cloning can fix addictions as one doesn't transfer over to the new body; however, any traumas that may exist will still transfer over.
===Hypospray Deluxe===
'''Advantages''' - Can store large amounts of chems in it, which can fix a variety of issues, instant injection.
 
'''Disadvantages''' - [[Traitor|People]] may want to steal it, and most chemicals don't work on dead bodies.
 
The best tool in your arsenal, the Hypospray Deluxe injects whatever chemical is stored in a vial instantly, as well as is capable of drawing blood and spraying reagents. You start with basic healing meds, but you or your chemist can make chemical cocktails to heal people quickly. Some good combinations are salicylic acid and [[Libital]] for brute healing, [[Oxandrolone]] and Aiuri for burn, and [[Epinephrine]] and [[Salbutamol]] for crit patients. Although there are a wide variety of other chemicals you can use, deep dive into the Guide to Chemistry and feel free to be creative.
It shines the most when multiple patients are rolling in with moderate to high damage; you can walk around and inject them, pat them on the back, and send them on their way. Another good use for your hypospray is mass vaccinating people. Set your hypospray to 1 u, fill the vial up with a vaccine, and go ham and watch as the frowny faces disappear.
==First against the wall==
==First against the wall==
[[Medbay]] is about the worst place to be in a mutiny, so chances are your head will be the first to be in disposal. If people are acting strange or starting to get rowdy, arm yourself with ''anything'' as soon as possible, and be prepared to flee from medbay at ''any time''. Your telescopic baton is your obvious first choice for self-defense since you can keep someone stunlocked by repeatedly smacking them, though you can still easily be overpowered by groups, and if someone knocks it out of your hand then the tables are completely turned. Other possible weapons are a fire <strike>extinguisher</strike> axe from the bridge if you're utilitarian, a spray bottle with space lube to buy yourself some time, or a syringe gun if you only need some range.
[[Medbay]] is about the worst place to be in a mutiny, so chances are your head will be the first to be in disposal. If people are acting strange or starting to get rowdy, arm yourself with ''anything'' as soon as possible, and be prepared to flee from medbay at ''any time''. Your telescopic baton is your obvious first choice for self-defense since you can keep someone stunlocked by repeatedly smacking them, though you can still easily be overpowered by groups, and if someone knocks it out of your hand then the tables are completely turned. Other possible weapons are a fire <strike>extinguisher</strike> axe from the bridge if you're utilitarian, a spray bottle with space lube to buy yourself some time, or a syringe gun if you only need some range.
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People see you as weak and distracted, and a good target for any traitor wanting bridge access. Be alert as you work.
People see you as weak and distracted, and a good target for any traitor wanting bridge access. Be alert as you work.
==Tips==
==Tips==
*Put salbumatol or epinephrine in your hypo. The most dangerous thing on the station is idiots pushing you away from dying guys, thinking it's more important they can make out with their cold, dying lips than you inject them. Inject the wrong guy with the hypo and he will meta and scream CMO IS A CHANG, so just use it for dying dudes.
*If someone requires operation on multiple body parts, you can do more than one surgery at once by switching limbs when initiating a step as long as the tool remains in your hand. Even better, though, you can have multiple people operating on different body parts; teamwork makes the dream work!
*Consider moving your Crew Monitoring Console out of your office to allow other doctors access to it.
*If you want to save a bit of time on tending wounds, you can use a [[synthflesh]] splash, spray or use a patch on someone to reduce their brute and burn when dead.
==Paging Dr. Evil...==
*If a husk rolls in, an excellent way to tell the difference is by inspecting the damage done and seeing if there is a "crushed, empty juice pouch" message upon examination. If such a message appears, or if a victim is husked with less than 200 burn damage, then they are likely a [[changeling|ling]] husk
An evil CMO? Don't panic. You're in an interesting position, and some careful maneuvering can get you where you need to be. With care, you can get some very deadly and easily concealable weapons, and get access to almost anywhere if you can convince the HoP you're really a head of staff.
*Some species function without hearts and, as such, don't start with one. If one rolls in, you can revive them by implanting a heart and defibbing normally or performing brain revival surgery.
===Dr. Jekyll===
*[[Sterilizine]], [[ethanol]], and [[honey]], when sprayed or splashed after surgery is initiated, increases surgery chance; when combined with a roller bed, you can use it to perform surgery on someone with a high probability of success. Useful if there are no beds available or if medbay is inaccessible.
Probably one of very few roles where you don't need an emag, or a traitor weapon, mostly because of your Hypospray. Fill that thing with [[Chloral Hydrate]] -- or worse -- and then wait for a victim to walk by. Stealth and speed are key - people expect you to be in medbay, and so long as you're there and staying busy, nobody will suspect anything. Get your tools from chemistry, get a coat to disguise yourself (light blue isn't a frequently seen color), get your objective done and return to life as normal as soon as possible. Of course, if your assassination target happens to end up in front of Genetics, there's no problem with taking him to the morgue instead.
*You can use a chemistry bag to store beakers and hypospray vials, which you can then put in a medkit. Great for when you're trying to save on space!
===Mister Hyde===
*The compact defibrillator starts with a fairly weak battery; however, later on, you can ask science for a much better one.
As a changeling CMO, you've got plenty of options. One of your major goals is to capture Genetics so you and your changeling buddies can feast on free corpses! With the right chemicals, your Hypospray or a spray bottle can both be used to knock out victims, and you can capture many humans on the pretense on healing them. Changeling Medical Officers are best played stealthily. Try not to get anyone too suspicious of you, and see if you can ask the HoP for maintenance access.
*If an IPC rolls in, it's generally robotics job to fix them, yell at the person who brought them in, and bring the IPC to robotics.
*Most importantly, Runtime can survive anything while in your bag as long as the bag isn't destroyed.
 
 
{{Jobs}}
{{Jobs}}
[[category: jobs]]
[[category: jobs]]

Revision as of 05:50, 26 April 2023

MEDICAL & COMMAND STAFF
Generic cmo.png Cmo.png
Chief Medical Officer
Alternative Titles: Medical Director, Head of Medical
Access: All Medical Departments, Bridge, Chief Medical Officer's Office, Brig, Brig Infirmary
Additional Access: N/A
Difficulty: Hard to Very Hard
Supervisors: Captain
Subordinates: Medical Doctor, Chemist, Geneticist, Virologist, Paramedic, and Psychiatrist
Duties: Coordinate doctors and other medbay employees, ensure they know how to save lives and use the cryo chamber, check for injuries on the crew monitor.
Guides: Guide to genetics, Virology 101, Guide to medicine, Guide to Wounds, Suit Sensors, Guide to Surgery, Guide to chemistry, Chain of Command, Disk Procedure
Minimum Age: 30
Quote: Take the goddamn vaccine or I will non-harmfully beat the ssshit out of you and force you to take it!

You are the ultimate line of defense between the station and permanent death. You oversee your department of potentially functional MDs, make sure people are resurrected or robotized, be certain the virologist doesn't cause an outbreak, and so much more. CMO is an underappreciated position with a wide variety of resources and responsibilities that are entirely essential to a functional station.

Bare minimum requirements: Remind the crew about suit sensors, see that cryo is set up, wrangle your staff.

Command, Medbay, and You

When you first arrive, your goal should be to familiarize yourself with your fellow command staff and Medbay. Say hi, start a conversation, try to gauge the attitude and experience of your peers, and take mental notes. Make an announcement for people to max their Suit Sensors and then head to your office. In your locker will be several items; however, the most important to grab will be the compact defibrillator, door remote that functions as a way to bolt and open/close doors, your Hypospray Deluxe, and the defib wall mount that will allow you to mount a defibrillator on a wall.

Runtime

Runtime is your pet cat who starts her day in your office, and most likely never leaves your office (unless R&D is fucking around with the E.X.P.E.R.I-MENTOR). She lounges around, sipping on expensive space milk, meowing and mewing all day long. It's the best life a space cat can have, and she is all yours to snuggle with and pet. Some say she is not important, as Ian is the most important pet they say (how dare they), but this is simply not true. While Ian may have more abilities like wearing things, Runtime is a space cat, who don't need no human. She is there because she allows it.

Your Staff

As mentioned previously, upon arrival, you should try to measure up and keep tabs on your staff to gauge their attitude of knowledge. You should exercise patience with newer players and attempt to guide and teach them. If someone is acting intentionally obnoxious or counterproductive, warn them, and if they continue, you are well within your rights to fire them. Otherwise, your primary focus should be coordinating your staff to try and work efficiently. As CMO, you shouldn’t be the one doing everything, that should be your staff, and you exist there to function as a leader, teacher, and someone to fill in the gaps in your workforce. Trying to be a completionist and overbearing, and generally trying to do everything yourself, isn’t fun for many other people. Remember that your Medical Doctors and Chemists and everyone else want to play the game, too. The two jobs you should attempt to monitor the most are chemistry and virology. Ensure that your chemist is, at the very least, producing healing chemicals before they go off and start their chemical adventures. If they are unfamiliar with what to make or what is useful, list different healing medicines and the best way to administer them so they have something to work off of. Whether or not you want your chemist to make narcotics is down to your discretion. However, you should ensure that the doses they make them in should not enough to cause someone to have an addiction or overdose. With your virologist, check in occasionally on what they're making and ensure they don't release viruses without your approval; have them ask before doing so. If they struggle with making a healing virus or seem unknowledgeable, try to educate them on some good starter viruses.

Command

As Chief Medical Officer, you are a direct link between command and medical. If any command member meets an ill fate or requires medical attention, you should be the first to know and the one to heal them. While healing, you should take extra care to ensure that their belongings remain as they were when they first arrived in medbay, as some opportunistic individuals may attempt to steal an item or access from you while you are distracted. If command, or generally anyone, dies, you should likely let security know before attempting to retrieve them not to risk yourself or your paramedics. If there is an AI, ask them to scout the area to ensure no foul play.

Delegation and Prioritization

When you are CMO, you should attempt to learn how to prioritize healing and reviving based on injury and rank. It would be best if you were prioritizing command, sec, then medical over everyone else when reviving; however, these are more so soft guidelines, and the state in which a patient is will heavily affect this. For example, if you have a research director roll in and they are missing all of their organs with 600 brute damage while you have a bartender has 150 burn damage, it would be better to prioritize the bartender as the time to heal is low. However, if you have a doctor on hand, you would order them to fix the bartender while you work on the research director. There are over a million different scenarios that play out, and it will take time to get used to, and it will be hard at first, but as long as you stay calm and use your brain, you should be fine. Remember to utilize your doctors and give them orders, helping them stay organized and focused in an emergency. If they are experienced, you should be able to trust them to work by themselves, however, don't feel scared to try to move them around.

What to do when there's nothing to do

In medical, there are frequent times when absolutely nothing is happening. While this may be boring, there are a few activities that you can do to pass the time, both productive and non-productive. If someone is new, you should try to teach them about surgery and essential medicine. Empty bodies from genetics are the perfect way to demonstrate this. The same goes for your chemist; if they are new, teach them which chemicals are good or help them make healing mixes. If there is nobody in virology or a slot open in genetics, you could fill in the gaps for those to pass the time. There are also ways that you can benefit other departments as well. Ask for a bounty sheet from cargo if they haven't brought one already and have you or your staff complete them. Frequently botany will want saltpetre or unstable mutagen, so make a beaker or so of those and bring them over. Make drying agent and space cleaner for the janitor, radiation meds for engineers and atmospheric technicians, ethanol for the bartender, and so on. Alternatively, you could attempt to communicate and, gasp, roleplay with your staff. Grab a deck of cards or some dice from the library and play a game of uno or blackjack. Talk about whatever is on your mind or play guess that song; there is a whole array of activities that you can attempt to do if your staff are willing, and you are creative enough.

Emergencies

Your time to shine; there will be a variety of disasters and emergencies that'll test your abilities as a doctor and a leader. It'd be impossible to account for every situation, and it'll take time to learn how to counter each one. However, here are some of the more common disasters you may face.

Viral Outbreak

It starts with a cough or an "I'm not feeling well." While a lot of diseases may be mild and, at most, annoying, there are Sentient Disease/some that will rapidly mutate and prove to be dangerous. If any individual claims to be sick, take a blood sample and have your virologist scan it in the PanD.E.M.I.C 2200 to identify the symptoms and cure. Once the cure is identified, have you or your virologist collaborate with chemistry to produce and pass it out. Once someone is cured, take a blood sample from them; you can use this can be used to create a vaccine at the PanD.E.M.I.C 2200 Once this is done, the only tricky part should be wrangling people and having them take the vaccine; broadcasting that there is one with your announcement system should help with this. Only .1u of a vaccine is required if injected, but 5u is required if ingested.

Parts of the station being uninhabitable

There are several ways that large parts of the station may be uninhabitable, and not everyone will have the proper protection when it happens. If large areas are spaced, have your geneticist print out space adaptation for people to grab, and hold onto some yourself to pass out; same goes for heat adaptation if the station is too hot. If you have a virologist, try to have them produce a self-respiration virus, however this isn't as reliable as it is entirely down to RNG.

Xenomorph and Zombie infestation

If xenomorphs or zombies are called out, medical will be responsible for halting their progression due to the ability to remove tumors and embryos. Ensure that your staff knows how to remove them and have you or your paramedics coordinate with security to retrieve bodies safely. Always have charcoal or any form of anti-toxin on hand in the case of a zombie outbreak. Keep an escape route in mind and have you and your staff evacuate if there is a significant push and you are unarmed and attempt to regroup in areas such as the holodeck medbay or the brig. DO NOT, under any circumstances, attempt to clone a zombie, it will break the cloner and you will need to rebuild it.

Blob

If a blob appears, prepare your staff for many bodies and injured individuals. Once the area of a blob is located, it is wise to attempt to set up a secondary and small medical area outside of where the blob is to try to get people up and running; blob is a war of attrition, and medbay will often be one of the major deciding factors between success or station destruction, so plan accordingly and act decisively.

Tools

As Chief Medical Officer, you will have access to various tools and machines you and your staff can use to aid people. It is best that you don't rely on one machine or tool to heal people but instead learn of the advantages and disadvantages of each one and attempt to use them to run medbay as efficiently as possible.

Surgery

Advantages - infinite, can be used to solve most issues

Disadvantages - without advanced surgeries can be slow and time-consuming, consumes manpower, requires a surgery bed

Surgery is the bulk of what you and your medical doctors will be using to heal and revive people, and as such, you should be familiar with most, if not every, surgery in the game. As CMO, you'll start with advanced surgery tools, which are faster than the default ones, and also come with the benefit of each functioning as two separate tools. When performing surgery, it is best to strip your patient, as most require that anyways, as well as use morphine or anesthesia. Not only is it good RP, but it also helps reduce flinch damage that'll occur when completing surgery steps.

Sleeper

Advantages - can repair organs when upgraded, doesn't consume manpower, infinite as long as there is power, can slowly heal dead people.

Disadvantages - slow even when upgraded, can only fix a small number of issues, cannot fix nonfunctional organs.

Sleepers are nifty little machines that, when used, will passively heal brute and burn damage and, when upgraded, can also heal organs and toxin damage. It's best that you don't rely on the sleeper due to its slow nature and instead use it as a backup tool for when you are flooded with more patients than you can handle. Although, the organ healing function of the sleeper can be beneficial if you don't have the time to fully replace someone's damaged organs if they're moderately damaged.

Cryo

Advantages - Fast, heals wounds and clone damage, doesn't consume manpower, cools people down quickly.

Disadvantages - People will be asleep when they come out, and cryoxadone causes dizziness.

Arguably a better sleeper, the cryo tube can be used to heal brute, burn, suffocation, toxin, and clone damage at quick speeds, as well as remedy all forms of wounds. However, a slight downside is that patients will remain asleep for a bit, and cryoxadone, the chemical that cryo uses, causes dizziness, which may cause annoyance on the patients' part. It's best to use cryo to keep patients out of critical condition while you focus on someone else (don't forget about them!) or toss someone in there post-revival, as it is the best way to heal suffocation damage.

Cloning

Advantages - People cloned will be rid of every issue outside of traumas and can be used to cure addictions.

Disadvantages - When not upgraded fully, causes clone damage, random mutations, and cannot clone people with the short telomeres trait. It also is somewhat boring and causes memory loss.

Cloning is the easiest way to revive someone. Theoretically, you could toss people in cloning and leave it on auto process and call it a day; however, it isn't very fun or interactive for you or your MDs and should mainly be used for body overflow or as a way to revive people if they are in a condition where it would take a lengthy amount of time to revive or fix, or requires resources that are currently unavailable. Also, cloners, unless fully upgraded, are incapable of healing husks or people with short telomeres, so keep that in mind while you're working on reviving people. Also, note that cloning can fix addictions as one doesn't transfer over to the new body; however, any traumas that may exist will still transfer over.

Hypospray Deluxe

Advantages - Can store large amounts of chems in it, which can fix a variety of issues, instant injection.

Disadvantages - People may want to steal it, and most chemicals don't work on dead bodies.

The best tool in your arsenal, the Hypospray Deluxe injects whatever chemical is stored in a vial instantly, as well as is capable of drawing blood and spraying reagents. You start with basic healing meds, but you or your chemist can make chemical cocktails to heal people quickly. Some good combinations are salicylic acid and Libital for brute healing, Oxandrolone and Aiuri for burn, and Epinephrine and Salbutamol for crit patients. Although there are a wide variety of other chemicals you can use, deep dive into the Guide to Chemistry and feel free to be creative. It shines the most when multiple patients are rolling in with moderate to high damage; you can walk around and inject them, pat them on the back, and send them on their way. Another good use for your hypospray is mass vaccinating people. Set your hypospray to 1 u, fill the vial up with a vaccine, and go ham and watch as the frowny faces disappear.

First against the wall

Medbay is about the worst place to be in a mutiny, so chances are your head will be the first to be in disposal. If people are acting strange or starting to get rowdy, arm yourself with anything as soon as possible, and be prepared to flee from medbay at any time. Your telescopic baton is your obvious first choice for self-defense since you can keep someone stunlocked by repeatedly smacking them, though you can still easily be overpowered by groups, and if someone knocks it out of your hand then the tables are completely turned. Other possible weapons are a fire extinguisher axe from the bridge if you're utilitarian, a spray bottle with space lube to buy yourself some time, or a syringe gun if you only need some range.

People see you as weak and distracted, and a good target for any traitor wanting bridge access. Be alert as you work.

Tips

  • If someone requires operation on multiple body parts, you can do more than one surgery at once by switching limbs when initiating a step as long as the tool remains in your hand. Even better, though, you can have multiple people operating on different body parts; teamwork makes the dream work!
  • If you want to save a bit of time on tending wounds, you can use a synthflesh splash, spray or use a patch on someone to reduce their brute and burn when dead.
  • If a husk rolls in, an excellent way to tell the difference is by inspecting the damage done and seeing if there is a "crushed, empty juice pouch" message upon examination. If such a message appears, or if a victim is husked with less than 200 burn damage, then they are likely a ling husk
  • Some species function without hearts and, as such, don't start with one. If one rolls in, you can revive them by implanting a heart and defibbing normally or performing brain revival surgery.
  • Sterilizine, ethanol, and honey, when sprayed or splashed after surgery is initiated, increases surgery chance; when combined with a roller bed, you can use it to perform surgery on someone with a high probability of success. Useful if there are no beds available or if medbay is inaccessible.
  • You can use a chemistry bag to store beakers and hypospray vials, which you can then put in a medkit. Great for when you're trying to save on space!
  • The compact defibrillator starts with a fairly weak battery; however, later on, you can ask science for a much better one.
  • If an IPC rolls in, it's generally robotics job to fix them, yell at the person who brought them in, and bring the IPC to robotics.
  • Most importantly, Runtime can survive anything while in your bag as long as the bag isn't destroyed.


Jobs on Yogstation

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Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Vuulen · Plasmaman · Phytosian · Preternis · Ex'hau · Ethereals · Polysmorph · Miscellaneous