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|jobtitle = Medical Doctor
|jobtitle = Medical Doctor
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]]
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]]
|additional = [[Chemistry Lab]], [[Virology]], [[Genetics Lab]], Mineral Storage
|additional = [[Chemistry Lab]], [[Genetics Lab]], Mineral Storage
|difficulty = Easy
|difficulty = Medium
|superior = [[Chief Medical Officer]]
|superior = [[Chief Medical Officer]]
|duties = Save lives, run around the station looking for victims, scan everyone in sight
|duties = Save lives, mitigate disease outbreaks, scan everyone in sight
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]]
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]]
|quote = Oh, are you hurt? Here, let me kiss it better...
|quote = Your bleeding is internal, which is great - that's where the blood is supposed to be!
}}
}}


You are the Medical Doctor. You are at once essential and useless. With the advent of "perfect" cloning, saving lives is no longer as all important as it used to be. But don't despair! You can still help people! Mostly.  
Medical Doctors fill a tricky role aboard the station, and are somewhat outpaced by the march of medical technology. With the advent of cloning, saving lives is no longer as all important as it used to be, as death can effectively be made temporary. However, it is your goal to prevent your fellow crew members from getting to the point of needing to be turned into a duplicate of themselves. You are the first line of defense. Your department employs Medical Doctors like yourself, a [[Psychiatrist]], [[Geneticist]]s, [[Paramedic]]s, [[Virologist]]s, [[Chemist]]s, and a [[Chief Medical Officer]] and is often tasked with solving many of the station's problems.
When you begin a shift as a Medical Doctor, you will spawn with a First-Aid Kit in the station's [[Medbay]].


You spawn with a First-Aid Kit in [[Medbay]] where there are spares along with more specialized kits. There're also two syringe guns if you can get to one of them fast enough. Ammunition in the form of chemical medication can be found in the nearby vending machine pharmacy, but it's got nothing on what chemists can make.
'''Mnimum requirements:''' Attempt to diagnose and fix injuries to the best of your ability.


'''Bare minimum requirements:''' If injured people will let you heal them instead of breaking into Medical Storage, do so.
=='''MEDIC!'''==
[[File:Medbay.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEVj.png|[[Medbay]]]]
As a Medical Doctor, your primary function is to heal the injured and save them from the brink of death. If this fails, you are expected to drag those that perish into [[cloning]] to be reborn (or utilize another method of resurrection). You have a powerful tool at your disposal which can diagnose injuries and diseases in the form of a [[Health Analyzer]], conveniently located in all medical kits, including the one you have at round start. You can even use your PDA to scan for injuries by engaging the Health Scanner function of it, thanks to the MED-U cartridge inside it.


[[File:Medbay.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEVj.png|[[Medbay]]]]<br>
Utilizing the Health Analyzer will give you a readout of all the ailments a patient is suffering from, and a quick overview of all the damage types and simple treatments is found below. To facilitate conservation of consumable supplies in treatment, it is recommended to bring the patient into Medical and put them in a [[sleeper|Sleeper Pod]], which you can then use to inject them with a limitless amount of five basic healing chemicals, only requiring power to do so. Be aware that Sleepers, much like every other piece of technology on the station, can be upgraded by the [[Science]] department to have a larger array of more powerful healing chemicals to administer, as it detailed on the Sleepers page.


==Doctor, Doctor!==
===Physical Trauma===
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and dump those that do die into Genetics for cloning. You can diagnose injuries and diseases with the help of a [[health analyzer]], conveniently located in all medical kits, or even your PDA, but then again so can everyone else. And they will. No one waits for the medic to help, or often even for a medic to open the doors. You may have to take [[Medical_Doctor#No_Respect|drastic measures]] to get people to stop doing your job for you.
Regardless of if an implement is as sharp as a kitchen knife, or as puncturing as a bullet, the damage it will deal is classified as ''Brute Damage''. Due to this wide range of applying forces, Brute Damage is inevitably the most common form of damage, and proper treatment thereof is crucial. A patient suffering from enough Brute Damage will visually have large bloody red streaks on their form, or massive purple-red bruises, and an examination will confirm this. Brute Damage is often treated by [[Guide_to_chemistry#Bicardine|Bicardine]] injections through the Sleeper Pods, or through application of [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] and other advanced medicines to the afflicted areas, which is made in [[Chemistry]], which is attached to the Medical lobby. Your started First Aid Kit also has a pile of Bruise Packs inside it, which can be applied to injured areas to heal their Brute Damage immediately, though these run out quickly.


A quick overview of all the damage types is found below. If you want to conserve supplies or are feeling lazy, it's easier to bring the patient down the main hallway and put them in a [[sleeper]] pod, where you can use the attached console to inject them with <s>powerful</s> healing chemicals. This does not work, however, for bringing patients out of critical condition, nor can it fight toxin damage.
====Blood Loss====
Brute Damage can also cause bleeding, which is covered in the [[Guide_to_medicine#Treating_Bleeding|guide to medicine]] more extensively. To put it concisely, if a patient has brute damage, first diagnose if they are bleeding, as that will cause more complications if it continues unabated. If they are bleeding, wrap the wound in gauze (located in your First Aid Kit) to give yourself time to treat the damage causing it, while taking note of their blood levels. More often than not, a patient will be able to recover their lost blood over time (a healthy diet will speed this process up), but if the Health Analyzer reports a '''LOW''' or '''CRITICAL''' blood level, or the patient reports that they are feeling lightheaded or look pale, they will need a [[Guide_to_medicine#Treating_Bleeding|blood transfusion]]. If attempting a transfusion, be certain to give the patient the correct type of replacement blood, or you may end up harming them further - the Health Analyzer will give a blood type readout, as will the patient's medical record file.


===Fisticuffs, Knives, and everything in between===
===Burn Trauma===
Whether it's from fists, bullets or a kitchen knife, it's classified as Brute Damage. Brute Damage is inevitably the most common form of damage.
The second most common type of damage is ''Burn Damage''. This is caused by a multitude of sources, from fire and inhospitably high (or low) temperatures, to laser blasts, to standing in space unprotected. Burn Damage visually manifests as grey streaks on a person's body, which can be hard to see on more thoroughly dressed up individuals. Burn Damage is often treated by [[Guide_to_chemistry#Kelotane|Kelotane]] injections through the Sleeper Pods, or through application of [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] and other advanced medicines. Your started First Aid Kit also has two tubes of Ointment inside it, which can be applied to injured areas to heal their Burn Damage immediately, though these run out quickly.


Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply Bruise Packs in those areas (usually head and chest) or, in cases of a helpful [[Chemist]] and extreme damage, more advanced chemical patches.
===Toxins and Poisons===
''Toxin Damage'' is the third type of damage, and is somewhat less commonplace than any of the others. Plasma, radiation, and severe alcohol poisoning all increase toxin levels, at varying effectiveness, as well as other methods.


Brute Damage can cause bleeding, which is covered in the [[Guide_to_medicine#Brute_Damage|guide to medicine]] more extensively.
Regardless of how the damage is accrued, it is dangerous in that it has no visual tell. Individuals suffering from poisoning will appear just the same as anyone else, aside from their decaying health and potential fits of vomiting. Toxin Damage is also marginally more involved to treat than Brute and Burn, as the Sleeper Pods have no inherent way to treat it (until upgraded by Science). As such, these cases will necessitate a trip into [[Medical_Storage]] to grab a Toxins Treatment Kit, which will contain [[Guide_to_chemistry#Charcoal|Charcoal]]and [[Guide_to_chemistry#Anti-Toxin|Anti-Toxin]] pills. Both are very nearly equivalent, but Anti-Toxin has an overdose threshold of 30u, so use it sparingly.


To put it short, if it's bleeding, wrap it in gauze to give you breathing room to treat the damage. More often than not, a patient will be able to recover their own loss of blood over time (a healthy diet will speed this process up), but if they are reporting light-headedness or look pale, they will need a [[Guide_to_medicine#Brute_Damage|transfusion.]]
If a patient has Toxin Damage, it is also prudent to use the chemical scan functionality on your Health Analyzer on them (click the Analyzer in your active hand to change scanning physical and chemical health). If they are actively suffering from [[Guide_to_chemistry#Toxins|poisoning]], continue to administer Charcoal or Anti-Toxin - both will reduce Toxin Damage ''and'' remove other chemicals from the patient - until the offending substance is purged from their bloodstream and their Toxin Damage is reduced to zero.


===Fire is hot!===
===Suffocation and Asphyxiation===
The second type of damage is Burn Damage. This is caused by fire and blisteringly high (or low) temperatures. If it's minor burns, apply A LITTLE ointment or force feed them an anti-burn pill, found in burn first-aid kits.
The fourth and last kind of damage deals with oxygen, and a lack thereof. ''Suffocation Damage'' often occurs when a patient is in critical health and are rendered unable to breathe as they bleed out, or it is caused by having entered into an air deficient environment, such as space. If a patient is suffocating, take a moment to identify the root source instead of merely treating the symptom. If the Health Analyzer shows that the patient has over 100 total damage, they are likely in critical condition, and are dying. A quick injection of [[Guide_to_chemistry#Epinephrine]] (which is contained in the emergency medical injector in your First Aid Kit) can help reduce the amount of Suffocation Damage they have, as well as typically preventing more from accumulating, allowing you to treat their other damage, or perform CPR to reduce their Suffocation Damage faster, and ultimately stabilize them.


Burn Damage appears as grey streaks on a person's body, so apply the ointment in those locations (usually the chest area).
Suffocation can also be chemically treated through [[Guide_to_chemistry#Salbutomal|Salbutomal]], and [[Guide_to_chemistry#Perflourodecalin]], as well as other medicines. Perflourodecalin acts much faster, but it has drawbacks of inflicting toxin damage and having an overdose threshold, whereas Salbutomal acts slowly but surely with no drawbacks, and has no overdose threshold.


===Poisons and You===
Suffocation Damage can also be gained through having a low blood level. Depending on how critical the deficiency of blood is, a transfusion may be in order, as is detailed in the above Blood Loss section.
Toxin Damage is the third kind of damage, and is often caused by rogue doctors. Plasma and radiation are other common sources.


Be it from poison, radiation, or simply too much dank, Toxin Damage has no visible form, so can only be recognised via analyzing or from the patient's vomiting. Inject with charcoal, or feed them anti-toxin pills, both found in toxin first-aid kits. Either way, they'll be right as meteor rain.
==Medical Storage and Tools==
This is a more secure location inside of the Medical department, and houses much of the various equipment you'll need to perform your job. One important tool of which is the [[Clothes_and_internals#Eyewear|health scanner]]. These eyepieces passively perform scans of the vitals of those without your range of sight, allowing you to see bars over people's heads which is indicative of their general state of health. Not only is this useful for locating higher priority patients in a crowd, but the [[HUD#Medical_HUD_Icons|red cross icon]] affixed to the displayed bar will change if the patient is detected as having a Disease or Virus, if they can be defibrillated, or if they are carrying an [[Xenomorph|unwanted passenger]].


If you're swamped with poisoned patients, you may run low on charcoal. Chemists may struggle to keep up with demand for anti-toxins, but the Science department can help you synthesize a limitless supply by upgrading your sleepers or by providing a Medibot.
The lockers in Storage contain a full set of medical equipment, from Nitrile Gloves, to a Medical HUD, to a [[Defibrillator]], so it is always advisable to suit up when beginning your shift. Additionally, other various Medical equipment and clothing is available from the vending machine in storage, and there is a biosuit available for if a [[Virologist|biohazard situation]] should arise.


===Suffocation, Asphyxiation, and general lack of air===
There is also a glass case filled with three of each type of specialized treatment kit: Burn, Brute, Toxins, Suffocation, and 4 First Aid Kits. This is very often a target of looters, so be sure that only Medical personnel are allowed in the storeroom, or you may find the supply stockpile severely diminished when your back is turned.
The last kind of Damage often occurs when a patient is in critical health, and is usually accompanied by a another type of damage. Suffocation can be cured using salbutamol, CPR or plain fresh air. If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally.


Salbutamol and epinephrine, both found in oxygen first-aid kids, can slow suffocation damage when in Critical, but the patient can still die from progressing beatings, burns or toxins, and there is a risk of overdosing on epinephrine. Give as much salbutamol as you want, but remember to heal the other types of damage!
Additional useful tools and medication can be purchased (for free with a Medical ID) from the [Vending_machines#NanoMed_Plus|Medical Vending Machine]]s located in Medbay, such as the Handheld Crew Monitor, which allows you to observe the vital signs of all crew that have their jumpsuit Vitals Sensors engaged.


If the patient has loads of suffocation damage, a jab of epinephrine will bring suffocation damage down to 35, enough for the patient to regain conciousness if they've taken little to no other damage. You may need to strip the patient's internals to prevent further suffocation, as the gas tank (or jetpack) may be failing to provide enough oxygen.


==Medical Storage==
==Surgery==
The main reason you'll come in this room is to grab one of the [[Clothes_and_internals#Eyewear|health scanners]] on the table. These fashionable eyewear pieces let you see people's healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly green face if they're infected with a virus, or a purple xenomorph if they're infected with an [[alien]] larva. Chemists, Geneticists and the Chaplain will sometimes want these, too.
Every variant of Medical comes with an [[Operating Theatre]] attached to it. This room contains an operating table, a surgical procedures computer, a full set of surgery tools, and an anesthetic cabinet with tanks and masks. Surgery is an integral part of playing Medical Doctor, and you will often be expected to help reattach severed limbs, treat brain traumas, remove appendixes, or liposuction the fat off overweight crew members.


Nurse suits and scrubs are contained here for your special snowflake needs, as are biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that every chucklefuck on the station will attempt to loot, making your job even more obsolete. Do not let this happen.
A complete guide to surgery is found [[surgery|here]].


==Surgery==
A room with an operating table, surgical tools that will be stolen 10 minutes into the round, and an observation chamber. You will occasionally come in here to relimb patients, debrain [[changeling]] victims or repair eye damage caused by screwdriver-wielding [[assistant|assistants]] or flash-happy [[shitcurity]]. [[Clown|You can also forcibly sedate someone, cut out their appendix and beat them with it as they wake up groggy with a mixture of confusion and numb, ambiguous horror and revulsion.]] In practice, it's mostly unused.


A guide to surgery is [[surgery|here]].
==Cryogenic Cells==
One of the most important developments of modern medical history is the creation of the Cryogenics system. Every Medical department comes equipped with one to two enormous Cryogenic Cells, and these devices simplify treating even the most wounded of patients down to pressing a few buttons, though they will need to be initially set up and maintained throughout the course of their service.


==Modern Miracles==
Cryogenics tubes need a few crucial pieces to function, the first of which is [[Guide_to_chemistry#Cryoxadone]]. Cryoxodone is a powerful regenerative chemical, but it only functions when the patient is at extremely low temperatures, which will be addressed shortly. A few spare beakers of Cryoxodone should be located near the Cryogenic Cells at the start of the round for quick insertion, but with too much use they will need to be replaced by Chemistry.


===A Deep Freeze===
Next, turn on the freezer attached to the Cryogenics pipe network and set the temperature as low as possible. This will cause patients in the cells to plummet in temperature, activating the healing properties of the Cryoxodone.
Setting up Cryogenics is easy and simple. Idiot-proof, even, but many forget to do it until it's too late.


Firstly, fill the tubes with Cryoxadone - beakers should be on the table. Next, turn on the freezer and set the temperature as low as possible.
Next, you need to hook the nearby Oxygen canisters into the pipe network to make sure the patient doesn't drown inside the cell when it is flooded with Cryoxodone laced water. Grab the nearby Medical Wrench and simply click on the tanks to tie them in to the pipe network. As with Cryoxodone, these canisters will need to be replaced with too much use, as their contents will empty out.  


Before placing someone in cryo, connect one of the O2 canisters (next to the freezer) to it's port; there's a wrench nearby to do this. Also, be sure to remove any insulated bodywear such as RIG suits, fire suits and bomb suits. People that have received cold resistance superpowers from the [[Geneticist]] can't be chilled in cryo and will have to be treated with alternative methods.
Your Cryogenics Cells are now prepped and ready for use!


If cryo doesn't work but you need the healing power of cryoxadone, inject or feed some of it into your patient and put them in a cold shower. Medbay should have a shower near cryo; you can wrench this to make it pour out freezing water, which will get the cryoxadone to work.
For proper usage, be sure to have a patient strip down to their underwear (or do this for them, if they are unable) to facilitate faster lowering of internal temperature. From there, have the person enter the cell (or drag them on to it if they are incapacitated), close the cell, and turn it on. The cell will begin the treatment, and it will auto-eject the patient when they have recovered. You can also monitor the progression of their treatment by interacting with the closed cell - if their health is improving, all is well, but if that is not the case then you need to pop them out and reassess your treatment method.


===The Mad Rush===
'''NOTE: CRYOGENIC TREATMENT WILL NOT HEAL ALL RACES. PRETERNIS WILL BE UNAFFECTED BY IT, AND SLIMEPEOPLE WILL BE HARMED BY THE FREEZING TEMPERATURE!'''
If the Patient is in critical condition, especially when the health is negative, you have to work fast. Apply some epinephrine to stabilize the patient, place medical gauze on any bleeding wounds, and take them to medbay+. If Cryo isn't set up, throw them in a sleeper, fill them with rejuvenators, and set up Cryo. Once cryo is set up, strip the patient inside the Cryo room (to prevent people from nabbing their stuff), stuff them in a cryo cell and switch on the cryo. Click on the tube to analyze their health, and make sure their health is improving; if it's not, check that their body temperature is actually low, they're not wearing a hardsuit or anything else that blocks temperature,, the freezer is on and that the connected O2 canister still has pressure. If they are still in critical condition, leave them to cool off a bit longer. If not, heal them normally, accept their kudos (or sarcastically do so if they offer none) and then send them on their way.'


===Clear!===
If a patient has died recently, you may be able to use the '''defibrillator''' to revive them on the spot. The defibrillator can be found in Medical Doctor lockers (plus a more portable version in the CMO's locker), and is usually used by up-and-coming paramedics.


To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well.
==Emergency Triage==
If your patient is in critical condition, you have to work fast. Immediately apply epinephrine to prevent the patient from dying to Suffocation, then place medical gauze on any bleeding wounds, and take them to Medical if you aren't there already. Depending on the severity of their critical state, it is up to your discretion whether the Sleeper Pods or Cryogenics is where they need to go, though Cryogenics is recommended in these situations. If neither the Sleepers nor Cryogenics are available due to a power outage or something of that nature, you have to use what you have on-hand. If you have another person with you, have them begin CPR while you use your First Aid Kit to apply Ointment or Bruise Packs to stabilize the individual.


In order to successfully resuscitate a patient, several criteria must be met:


==The Spark of Life==
If triage was unsuccessful and you now have a patient that has died recently, you may be able to use a [[defibrillator]] to revive them on the spot. Two defibrillators are available in the lockers in Medical Storage, two more are available in the [[Paramedic_Staging_Area|Paramedic's Office]], and a more portable version is available in the locker of the [[Chief Medical Officer]].


1. The patient must not be dead for more than two minutes.
To use a normal defibrillator, remove your backpack or satchel, and put the defibrillator on your back. Click it to grab the paddles off of it, then empty your other hand and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. Note: if patients are wearing thick suits, such as a fire suit or a hardsuit, the shock will not pass through it, so make sure to strip off any protective outwear they may have on before attempting a defibrillation.


2. The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type.
In order to successfully revive a patient, several criteria must be met:


3. The patient must not be a suicide.


4. The patient must not be catatonic.
1. The patient must not be dead for more than two minutes.


5. The patient must be in their body (they will get a message when they begin being defibrillated).
2. The patient must not have over 180 Brute ''or'' Burn damage. 179 Brute Damage and 179 Burn Damage is fine, so long as it doesn't exceed more than 180 of a single type.


3. The patient must not be a suicide. (Examining the body will inform you of this condition)


If all these factors are met, then the patient will come back to life! However, this doesn't mean they can just get right back up. Instead, they'll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have toxins in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).
4. The patient must not be catatonic. (Examining the body will inform you of this condition)


Alternatively, you can disable the safeties on defibrillators in two ways: emagging it or having it be hit by any form of EMP (you can re-enable safety by doing the same thing again). The emag does it silently, but the EMP makes the defibrillator emit a warning sound. When the safeties are off, help intent functions normally, but harm intent will instantly stun the victim for the duration of a stun baton as well as doing a large amount of stamina damage.
5. The patient must be in their body. (Their ghost will get a message when their body begins being defibrillated).


===Medibots - Replace you, will they?===
Medibots are the bane of any Doctor - their very existence is to replace you!


Not to worry! You can simply do your job by managing the Medibot. Using your ID, you can alter his settings, and fill him with a beaker of delicious Omnizine or Mannitol, and let him inject away!
If all these factors are met, then the patient will be brought back from death! However, this does not mean that death is no longer a concern. Instead, your patient will likely still be deep in critical condition, as a successful revival only removes a small amount of each damage type. They must quickly receive medical attention to be kept alive. Additionally, while the individual is dead, scan them with your Health Analyzer or your PDA to check how they died. If they have poison in their body, they will still have them there post revival, as chemicals remain in bodies after death, but do not metabolize.


Concurrently, you can fill him with a beaker of unstable mutagen, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals - like Beepsky without the I AM THE LAW.


==No Respect==
==Medibots and You==
Nobody respects most of Medbay or the MDs. You'll run into this in many shades - an assistant that doesn't know when to stop pissing you off, [[shitcurity]] coming in to stun or flashbang at random, a traitor that wants Chemistry access, or an engineer who needs geneticist superpowers for <strike>space exploration</strike> building his autism fortress while his butt-buddy chain-recalls the shuttle for over half an hour because "WE CAN FIX THIS LAGGY SHITFEST GUYS COME ON."
Medibots are a product of [[Robotics]], and can make your job much easier if applied correctly.


You will, inevitably, have invaders. If you give the slightest damn about doing your job, you're going to have to beat into these invader's heads that you intend to do it. Otherwise, they intend to ignore your existence and do your job for you. Your best defense, here, is your coworkers - with up to 5 Medical Doctors, the CMO, Virologist, two Chemists, two Geneticists and countless patients, Medbay is ''packed'', and all of them feel the same sting of disregard cast at them by fellow crewmates. If you band together, you will usually far outnumber any lone threat that wants to break down every window and grille in your workplace.  
Using your ID, you can alter a medibots settings, giving them patrol routes, making them stand still, or replacing the chemical that they will automatically try to flit around and inject people with. It is recommended to give them something more powerful, such as [[Guide_to_chemistry#Omnizine]] (while being careful about the dosing threshold values) and then sticking them in the Medical lobby, as this will provide a potent stationary healing machine for those that walk in.


If your invader doesn't listen, remember that you are a holy warrior in one of the most unholy places on the station. While most of the chemicals you have access to don't do jack (and if you're running around with a syringe gun, it's better in the hands of chemists) you still have a [[strait jacket]], some handy-dandy morphine that acts like horse-tranquilizers in the [[sleeper]]s (don't overdose!), and I hear the [[surgery]] room goes woefully unused nowadays...
Invaders often seek the medbay's soap, space cleaners and syringe guns. You may want to move these things from the general Medbay area into the Medbay Storage so that assistants can't simply run in and grab them.


==Tips==
==Tips==
* If you implant a guy with a flashlight, he can still use it as a flashlight, and even toggle it.
* Bruise packs and ointments are not 5-use items, but 5-item stacks of 1-use items. Never give science a full stack of packs again.
* Raw carrots heal eye damage.
* You can use a health analyzer on a body to see the time of death.
* You can use a health analyzer on a body to see the time of death.
* Starkist is just cola with orange juice. Thus will metabolize a bit faster and can be used as a very poor man's medicine to speed up CPR.
* Bruise packs and ointments are not 5-use items, but 5-item stacks of 1-use items.
* Cryo won't work on you if you have cold resistance:
* Raw carrots heal small amounts of eye damage.
** Insulating items like hardsuits, ins. gloves, gasmask, firesuits - they all slow down cryo or even stop it from working entirely.
* Wearing earmuffs will slowly heal ear damage.
** If the patient in question has cold resistance, you may want to try go old-school and actually apply some medicine yourself, lazy bum.
* Wearing a blindfold will slowly heal eye damage.
** That is, of course, if there's only cryoxadone in the tubes, since those need cold body temperatures to work.
* Wearing earmuffs will heal ear damage.
* Wearing a blindfold will heal eye damage.
* You can clone people that have been turned into an alien, by extracting the alien's brain and shoving it into a human body.
* You can clone people that have been turned into an alien, by extracting the alien's brain and shoving it into a human body.
* Attach a stethoscope to your uniform and it'll make you look like you know what you're doing.
* You can drag&drop people onto the Cryogenics Cells or the Sleeper Pods. This will also close the tube/sleeper right away.
* You can drag&drop people onto the cryo tubes or the sleepers. This will also close the tube/sleeper right away.
* A fully upgraded Cloner negates clone damage and mental deficiencies. It can also clone suicides and husks.
* R&D almost always has some downtime between finishing mech research and getting Mining delivery. Bitch at them to upgrade the cloner, clone scanner and sleepers.
* The sleepers in medbay will show any chemical in the patient’s body, not just the chemicals you can inject them with.
* A fully upgraded cloner negates clone damage and retardation. It can also clone suicides and husks.
* Showers (wrenched to be cold) work just as well as cryo, as long as you have Cryoxodone in your system.
* The sleepers in medbay will show any reagent in the patient’s body, not just the chemicals you can inject them with.
* Charcoal will not only heal poison damage, it will also actively remove all other reagents (including poison) from the body.
* Showers (wrenched to be cold) work just as well as cryo, as long as you have the drugs in your system.


===Tips for Traitoring===
* The stethoscope can be used to break into the safe. There's not much of value there, though.
* You can replace the cryos with acid, so instead of healing people will melt to death.
* Syringe guns are one of the most underrated and lethal weapons on the station. A simple 15 unit lexorin or plasma syringe will kill unless the victim receives medical care. If you have more time, you can also create interesting poison mixes that crit in less than 10 seconds, or add something that stuns to the mix. Anyone with a thick suit will block syringes though.
* You know those useless linen boxes in medbay and elsewhere? You can hide items in there.


==Hello, I'm Dr. Death==
==Hello, I'm Dr. Death==
So, you are a traitor? DON'T HIT SUICIDE JUST YET! There is so many wondrous, terrible things you can do. When people are injured, they are taken to medbay to be "doctored" by you and other people. You can then shoot them up with poisons, take them some place private in medbay and take what you want, or go for malpractice to end them. This is very good if you happen to be in a crowded area and stab the HoP and drag them back to Medical when people are in a panic. You can hide victims by putting little notes by morgue trays saying "This man has been borged" or "This man has been cloned" and no one will bat an eye at why they are naked, and why they are there (and often the [[chaplain]] will cremate them, or the [[chef]] will take some meat).
Being a [[Traitor]] Medical Doctor provides a fascinating opportunity. When people are injured, they are taken to MEdical to be "doctored" by you and other people. Once there, they are under your control - you can then shoot them up with poisons, give them debilitating brain injuries, or go for malpractice to simply end them. You can hide victims by putting little notes on Morgue trays saying "This man has been borged" or "This man has been cloned" and no one will bat an eye at why they are naked, and why they are there, and often the [[chaplain]] will cremate them, or the [[chef]] will take some meat.
 
====Tips for Traitoring====
* The stethoscope can be used to break into the safe, located in the [[Vault]].
* You can replace the Cryoxodone in the Cryogenic Cells with acid, so instead of healing people it will melt them to death.
* Syringe guns are one of the most potentially lethal weapons on the station. A simple 15 unit [[Guide_to_chemistry#Lexorin]] or [[Plasma]] syringe will kill unless the victim receives medical care. If you have more time, you can also create interesting poison mixes that crit in less than 10 seconds, or add something that stuns to the mix. Anyone with a thick suit will block syringes, unless you are using Piercing Syringes.
* You can hide items in the department linen box.
* Debibs make very very potent but very slow stunning machines when emagged.
 


==To Conclude==
==To Conclude==
You are a Doctor. Your job is to help people - sometimes forcibly - and dealing with the fallout from the numerous violent calamities that inevitably descend on the station. You serve both as go-between for the station and large and the more specialized medical departments.
You are a Doctor. Your job is to help people - sometimes forcibly - and dealing with the fallout from the numerous violent calamities that inevitably descend on the station. You serve both as go-between for the station at large and the more specialized Medical departments. Medical is a challenging and thankless place to work. People will only acknowledge your existence when they have need of your services, and even then they will shove their way past you to put themselves in a Sleeper Pod and demand attention. Additionally, individuals will often seek Medical's supplies, such as soap, space cleaner bottles, and syringe guns. You're a likely target in an attack on the station, as wiping out the ability to heal and clone significantly cripples the station. People will often grab supplies from the Medical vending machines and leave without a word, only stopping to yell profanities at you when you try and stop them. It can be discouraging and crushing work, especially when a rush of injured people all pour in at once and do nothing but scream at you to help them first, or when a viral outbreak occurs and your department is swamped by rioting plagued people. But being a Medical Doctor can be full of rewards, such as seeing someone who came in the doors nearly dead walk out unassisted in perfect health thanks to your intervention, or getting a heartfelt thank you from the [[Botanist]] after you stitch his legs back on.


If you seek respect in this job, you have to go out of your way to earn it. But never forget the damage you can inflict on the unwary.
If you seek respect in this job, you have to go out of your way to earn it. Prove yourself to be a cut above the rest. For many, you are the thin line between life and death, so remember the gravity of your position, and apply yourself as best you can.


{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]

Revision as of 03:18, 3 August 2019

MEDICAL STAFF
MedicalDoctor.png Doctor.png
Medical Doctor
Access: Medbay, Morgue, Surgery
Additional Access: Chemistry Lab, Genetics Lab, Mineral Storage
Difficulty: Medium
Supervisors: Chief Medical Officer
Duties: Save lives, mitigate disease outbreaks, scan everyone in sight
Guides: Guide to medicine, Guide to Surgery
Quote: Your bleeding is internal, which is great - that's where the blood is supposed to be!

Medical Doctors fill a tricky role aboard the station, and are somewhat outpaced by the march of medical technology. With the advent of cloning, saving lives is no longer as all important as it used to be, as death can effectively be made temporary. However, it is your goal to prevent your fellow crew members from getting to the point of needing to be turned into a duplicate of themselves. You are the first line of defense. Your department employs Medical Doctors like yourself, a Psychiatrist, Geneticists, Paramedics, Virologists, Chemists, and a Chief Medical Officer and is often tasked with solving many of the station's problems. When you begin a shift as a Medical Doctor, you will spawn with a First-Aid Kit in the station's Medbay.

Mnimum requirements: Attempt to diagnose and fix injuries to the best of your ability.

MEDIC!

As a Medical Doctor, your primary function is to heal the injured and save them from the brink of death. If this fails, you are expected to drag those that perish into cloning to be reborn (or utilize another method of resurrection). You have a powerful tool at your disposal which can diagnose injuries and diseases in the form of a Health Analyzer, conveniently located in all medical kits, including the one you have at round start. You can even use your PDA to scan for injuries by engaging the Health Scanner function of it, thanks to the MED-U cartridge inside it.

Utilizing the Health Analyzer will give you a readout of all the ailments a patient is suffering from, and a quick overview of all the damage types and simple treatments is found below. To facilitate conservation of consumable supplies in treatment, it is recommended to bring the patient into Medical and put them in a Sleeper Pod, which you can then use to inject them with a limitless amount of five basic healing chemicals, only requiring power to do so. Be aware that Sleepers, much like every other piece of technology on the station, can be upgraded by the Science department to have a larger array of more powerful healing chemicals to administer, as it detailed on the Sleepers page.

Physical Trauma

Regardless of if an implement is as sharp as a kitchen knife, or as puncturing as a bullet, the damage it will deal is classified as Brute Damage. Due to this wide range of applying forces, Brute Damage is inevitably the most common form of damage, and proper treatment thereof is crucial. A patient suffering from enough Brute Damage will visually have large bloody red streaks on their form, or massive purple-red bruises, and an examination will confirm this. Brute Damage is often treated by Bicardine injections through the Sleeper Pods, or through application of Styptic Powder and other advanced medicines to the afflicted areas, which is made in Chemistry, which is attached to the Medical lobby. Your started First Aid Kit also has a pile of Bruise Packs inside it, which can be applied to injured areas to heal their Brute Damage immediately, though these run out quickly.

Blood Loss

Brute Damage can also cause bleeding, which is covered in the guide to medicine more extensively. To put it concisely, if a patient has brute damage, first diagnose if they are bleeding, as that will cause more complications if it continues unabated. If they are bleeding, wrap the wound in gauze (located in your First Aid Kit) to give yourself time to treat the damage causing it, while taking note of their blood levels. More often than not, a patient will be able to recover their lost blood over time (a healthy diet will speed this process up), but if the Health Analyzer reports a LOW or CRITICAL blood level, or the patient reports that they are feeling lightheaded or look pale, they will need a blood transfusion. If attempting a transfusion, be certain to give the patient the correct type of replacement blood, or you may end up harming them further - the Health Analyzer will give a blood type readout, as will the patient's medical record file.

Burn Trauma

The second most common type of damage is Burn Damage. This is caused by a multitude of sources, from fire and inhospitably high (or low) temperatures, to laser blasts, to standing in space unprotected. Burn Damage visually manifests as grey streaks on a person's body, which can be hard to see on more thoroughly dressed up individuals. Burn Damage is often treated by Kelotane injections through the Sleeper Pods, or through application of Silver Sulfadiazine and other advanced medicines. Your started First Aid Kit also has two tubes of Ointment inside it, which can be applied to injured areas to heal their Burn Damage immediately, though these run out quickly.

Toxins and Poisons

Toxin Damage is the third type of damage, and is somewhat less commonplace than any of the others. Plasma, radiation, and severe alcohol poisoning all increase toxin levels, at varying effectiveness, as well as other methods.

Regardless of how the damage is accrued, it is dangerous in that it has no visual tell. Individuals suffering from poisoning will appear just the same as anyone else, aside from their decaying health and potential fits of vomiting. Toxin Damage is also marginally more involved to treat than Brute and Burn, as the Sleeper Pods have no inherent way to treat it (until upgraded by Science). As such, these cases will necessitate a trip into Medical_Storage to grab a Toxins Treatment Kit, which will contain Charcoaland Anti-Toxin pills. Both are very nearly equivalent, but Anti-Toxin has an overdose threshold of 30u, so use it sparingly.

If a patient has Toxin Damage, it is also prudent to use the chemical scan functionality on your Health Analyzer on them (click the Analyzer in your active hand to change scanning physical and chemical health). If they are actively suffering from poisoning, continue to administer Charcoal or Anti-Toxin - both will reduce Toxin Damage and remove other chemicals from the patient - until the offending substance is purged from their bloodstream and their Toxin Damage is reduced to zero.

Suffocation and Asphyxiation

The fourth and last kind of damage deals with oxygen, and a lack thereof. Suffocation Damage often occurs when a patient is in critical health and are rendered unable to breathe as they bleed out, or it is caused by having entered into an air deficient environment, such as space. If a patient is suffocating, take a moment to identify the root source instead of merely treating the symptom. If the Health Analyzer shows that the patient has over 100 total damage, they are likely in critical condition, and are dying. A quick injection of Guide_to_chemistry#Epinephrine (which is contained in the emergency medical injector in your First Aid Kit) can help reduce the amount of Suffocation Damage they have, as well as typically preventing more from accumulating, allowing you to treat their other damage, or perform CPR to reduce their Suffocation Damage faster, and ultimately stabilize them.

Suffocation can also be chemically treated through Salbutomal, and Guide_to_chemistry#Perflourodecalin, as well as other medicines. Perflourodecalin acts much faster, but it has drawbacks of inflicting toxin damage and having an overdose threshold, whereas Salbutomal acts slowly but surely with no drawbacks, and has no overdose threshold.

Suffocation Damage can also be gained through having a low blood level. Depending on how critical the deficiency of blood is, a transfusion may be in order, as is detailed in the above Blood Loss section.

Medical Storage and Tools

This is a more secure location inside of the Medical department, and houses much of the various equipment you'll need to perform your job. One important tool of which is the health scanner. These eyepieces passively perform scans of the vitals of those without your range of sight, allowing you to see bars over people's heads which is indicative of their general state of health. Not only is this useful for locating higher priority patients in a crowd, but the red cross icon affixed to the displayed bar will change if the patient is detected as having a Disease or Virus, if they can be defibrillated, or if they are carrying an unwanted passenger.

The lockers in Storage contain a full set of medical equipment, from Nitrile Gloves, to a Medical HUD, to a Defibrillator, so it is always advisable to suit up when beginning your shift. Additionally, other various Medical equipment and clothing is available from the vending machine in storage, and there is a biosuit available for if a biohazard situation should arise.

There is also a glass case filled with three of each type of specialized treatment kit: Burn, Brute, Toxins, Suffocation, and 4 First Aid Kits. This is very often a target of looters, so be sure that only Medical personnel are allowed in the storeroom, or you may find the supply stockpile severely diminished when your back is turned.

Additional useful tools and medication can be purchased (for free with a Medical ID) from the [Vending_machines#NanoMed_Plus|Medical Vending Machine]]s located in Medbay, such as the Handheld Crew Monitor, which allows you to observe the vital signs of all crew that have their jumpsuit Vitals Sensors engaged.


Surgery

Every variant of Medical comes with an Operating Theatre attached to it. This room contains an operating table, a surgical procedures computer, a full set of surgery tools, and an anesthetic cabinet with tanks and masks. Surgery is an integral part of playing Medical Doctor, and you will often be expected to help reattach severed limbs, treat brain traumas, remove appendixes, or liposuction the fat off overweight crew members.

A complete guide to surgery is found here.


Cryogenic Cells

One of the most important developments of modern medical history is the creation of the Cryogenics system. Every Medical department comes equipped with one to two enormous Cryogenic Cells, and these devices simplify treating even the most wounded of patients down to pressing a few buttons, though they will need to be initially set up and maintained throughout the course of their service.

Cryogenics tubes need a few crucial pieces to function, the first of which is Guide_to_chemistry#Cryoxadone. Cryoxodone is a powerful regenerative chemical, but it only functions when the patient is at extremely low temperatures, which will be addressed shortly. A few spare beakers of Cryoxodone should be located near the Cryogenic Cells at the start of the round for quick insertion, but with too much use they will need to be replaced by Chemistry.

Next, turn on the freezer attached to the Cryogenics pipe network and set the temperature as low as possible. This will cause patients in the cells to plummet in temperature, activating the healing properties of the Cryoxodone.

Next, you need to hook the nearby Oxygen canisters into the pipe network to make sure the patient doesn't drown inside the cell when it is flooded with Cryoxodone laced water. Grab the nearby Medical Wrench and simply click on the tanks to tie them in to the pipe network. As with Cryoxodone, these canisters will need to be replaced with too much use, as their contents will empty out.

Your Cryogenics Cells are now prepped and ready for use!

For proper usage, be sure to have a patient strip down to their underwear (or do this for them, if they are unable) to facilitate faster lowering of internal temperature. From there, have the person enter the cell (or drag them on to it if they are incapacitated), close the cell, and turn it on. The cell will begin the treatment, and it will auto-eject the patient when they have recovered. You can also monitor the progression of their treatment by interacting with the closed cell - if their health is improving, all is well, but if that is not the case then you need to pop them out and reassess your treatment method.

NOTE: CRYOGENIC TREATMENT WILL NOT HEAL ALL RACES. PRETERNIS WILL BE UNAFFECTED BY IT, AND SLIMEPEOPLE WILL BE HARMED BY THE FREEZING TEMPERATURE!


Emergency Triage

If your patient is in critical condition, you have to work fast. Immediately apply epinephrine to prevent the patient from dying to Suffocation, then place medical gauze on any bleeding wounds, and take them to Medical if you aren't there already. Depending on the severity of their critical state, it is up to your discretion whether the Sleeper Pods or Cryogenics is where they need to go, though Cryogenics is recommended in these situations. If neither the Sleepers nor Cryogenics are available due to a power outage or something of that nature, you have to use what you have on-hand. If you have another person with you, have them begin CPR while you use your First Aid Kit to apply Ointment or Bruise Packs to stabilize the individual.


The Spark of Life

If triage was unsuccessful and you now have a patient that has died recently, you may be able to use a defibrillator to revive them on the spot. Two defibrillators are available in the lockers in Medical Storage, two more are available in the Paramedic's Office, and a more portable version is available in the locker of the Chief Medical Officer.

To use a normal defibrillator, remove your backpack or satchel, and put the defibrillator on your back. Click it to grab the paddles off of it, then empty your other hand and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. Note: if patients are wearing thick suits, such as a fire suit or a hardsuit, the shock will not pass through it, so make sure to strip off any protective outwear they may have on before attempting a defibrillation.

In order to successfully revive a patient, several criteria must be met:


1. The patient must not be dead for more than two minutes.

2. The patient must not have over 180 Brute or Burn damage. 179 Brute Damage and 179 Burn Damage is fine, so long as it doesn't exceed more than 180 of a single type.

3. The patient must not be a suicide. (Examining the body will inform you of this condition)

4. The patient must not be catatonic. (Examining the body will inform you of this condition)

5. The patient must be in their body. (Their ghost will get a message when their body begins being defibrillated).


If all these factors are met, then the patient will be brought back from death! However, this does not mean that death is no longer a concern. Instead, your patient will likely still be deep in critical condition, as a successful revival only removes a small amount of each damage type. They must quickly receive medical attention to be kept alive. Additionally, while the individual is dead, scan them with your Health Analyzer or your PDA to check how they died. If they have poison in their body, they will still have them there post revival, as chemicals remain in bodies after death, but do not metabolize.


Medibots and You

Medibots are a product of Robotics, and can make your job much easier if applied correctly.

Using your ID, you can alter a medibots settings, giving them patrol routes, making them stand still, or replacing the chemical that they will automatically try to flit around and inject people with. It is recommended to give them something more powerful, such as Guide_to_chemistry#Omnizine (while being careful about the dosing threshold values) and then sticking them in the Medical lobby, as this will provide a potent stationary healing machine for those that walk in.


Tips

  • You can use a health analyzer on a body to see the time of death.
  • Bruise packs and ointments are not 5-use items, but 5-item stacks of 1-use items.
  • Raw carrots heal small amounts of eye damage.
  • Wearing earmuffs will slowly heal ear damage.
  • Wearing a blindfold will slowly heal eye damage.
  • You can clone people that have been turned into an alien, by extracting the alien's brain and shoving it into a human body.
  • You can drag&drop people onto the Cryogenics Cells or the Sleeper Pods. This will also close the tube/sleeper right away.
  • A fully upgraded Cloner negates clone damage and mental deficiencies. It can also clone suicides and husks.
  • The sleepers in medbay will show any chemical in the patient’s body, not just the chemicals you can inject them with.
  • Showers (wrenched to be cold) work just as well as cryo, as long as you have Cryoxodone in your system.


Hello, I'm Dr. Death

Being a Traitor Medical Doctor provides a fascinating opportunity. When people are injured, they are taken to MEdical to be "doctored" by you and other people. Once there, they are under your control - you can then shoot them up with poisons, give them debilitating brain injuries, or go for malpractice to simply end them. You can hide victims by putting little notes on Morgue trays saying "This man has been borged" or "This man has been cloned" and no one will bat an eye at why they are naked, and why they are there, and often the chaplain will cremate them, or the chef will take some meat.

Tips for Traitoring

  • The stethoscope can be used to break into the safe, located in the Vault.
  • You can replace the Cryoxodone in the Cryogenic Cells with acid, so instead of healing people it will melt them to death.
  • Syringe guns are one of the most potentially lethal weapons on the station. A simple 15 unit Guide_to_chemistry#Lexorin or Plasma syringe will kill unless the victim receives medical care. If you have more time, you can also create interesting poison mixes that crit in less than 10 seconds, or add something that stuns to the mix. Anyone with a thick suit will block syringes, unless you are using Piercing Syringes.
  • You can hide items in the department linen box.
  • Debibs make very very potent but very slow stunning machines when emagged.


To Conclude

You are a Doctor. Your job is to help people - sometimes forcibly - and dealing with the fallout from the numerous violent calamities that inevitably descend on the station. You serve both as go-between for the station at large and the more specialized Medical departments. Medical is a challenging and thankless place to work. People will only acknowledge your existence when they have need of your services, and even then they will shove their way past you to put themselves in a Sleeper Pod and demand attention. Additionally, individuals will often seek Medical's supplies, such as soap, space cleaner bottles, and syringe guns. You're a likely target in an attack on the station, as wiping out the ability to heal and clone significantly cripples the station. People will often grab supplies from the Medical vending machines and leave without a word, only stopping to yell profanities at you when you try and stop them. It can be discouraging and crushing work, especially when a rush of injured people all pour in at once and do nothing but scream at you to help them first, or when a viral outbreak occurs and your department is swamped by rioting plagued people. But being a Medical Doctor can be full of rewards, such as seeing someone who came in the doors nearly dead walk out unassisted in perfect health thanks to your intervention, or getting a heartfelt thank you from the Botanist after you stitch his legs back on.

If you seek respect in this job, you have to go out of your way to earn it. Prove yourself to be a cut above the rest. For many, you are the thin line between life and death, so remember the gravity of your position, and apply yourself as best you can.

Jobs on Yogstation

Jobstemp.png

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