Paramedic: Difference between revisions

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|img = Gearedparamedic.png
|img = Gearedparamedic.png
|jobtitle = Paramedic
|jobtitle = Paramedic
|titles=EMT, Paramedic Trainee, Rapid Response Medic
|titles=EMT, Paramedic Trainee, Rapid Response Medic, Space Search & Rescue
|access = [[Medbay]], [[Morgue]], [[Paramedic Staging Area]], [[Maintenance]]
|access = [[Medbay]], [[Morgue]], [[Paramedic Staging Area]], [[Maintenance]]
|additional = Surgery, Cloning
|difficulty = Medium
|difficulty = Medium
|superior = [[Chief Medical Officer]]
|superior = [[Chief Medical Officer]]
|duties = Save lives, scream at people for not enabling their sensors, find bodies
|duties = Save lives, scream at people for not enabling their sensors, find bodies
|guides = [[Guide to medicine]]
|guides = [[Guide to medicine]], [[Guide to Wounds]], [[Suit_sensors|Suit Sensors]]
|quote = Yessssss, my sssssshotgun issssss named "Preventative Medicine," thank you for noticing.
|quote = Yessssss, my sssssshotgun issssss named "Preventative Medicine," thank you for noticing.
|age=20}}
|age=20}}
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|-
|-
![[File:Defib.png|32px]]<br>Defibrillator
![[File:Defib.png|32px]]<br>Defibrillator
|You find these in Medbay Storage and in your lockers. These are worn on your back and used to bring dead crewmembers back to life, assuming they haven't sat dead for too long or had their organs removed. You won't really be using these outside of the Medbay, as keeping a recently defibbed person alive takes lots of resources. The usual procedure for reviving is to check for poisons via health analyzer, check if they can be defibbed via health analyzer, defib if possible, then quickly cyro them before they die again. Defibbing has its perks. Your newly revived person will not suffer from Clone Memory Disorder, and may be able to tell security all the juicy details of who killed them!
|You find these in Medbay Storage and in your lockers. These are worn on your back and used to bring dead crewmembers back to life, assuming they haven't sat dead for too long or had their organs removed. You won't really be using these outside of the Medbay, as keeping a recently defibbed person alive takes lots of resources. The usual procedure for reviving is to check for poisons via health analyzer, check if they can be defibbed via health analyzer, defib if possible, then quickly cyro them before they die again. Defibbing has its perks. Your newly revived person will not suffer from Memory Loss Disorder, and may be able to tell security all the juicy details of who killed them!
|-
|-
![[File:Grey space suit.png|32px]][[File:Suit helmet.png|32px]]<br>Space Suit
![[File:Grey space suit.png|32px]][[File:Suit helmet.png|32px]]<br>Space Suit
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As a Paramedic, the love of your life is the suit sensor console. It is your portal into the health of every crewmember, allowing you to swoop in and save crew from certain death like an angel from the heavens, as the rest of the crew applaud and shower you in gifts of money, riches, and [[Head of Personnel|access]]!
As a Paramedic, the love of your life is the suit sensor console. It is your portal into the health of every crewmember, allowing you to swoop in and save crew from certain death like an angel from the heavens, as the rest of the crew applaud and shower you in gifts of money, riches, and [[Head of Personnel|access]]!


Of course, none of this will happen if they don't max their suit sensors.
Of course, none of this will happen if they don't max their suit sensors. Be ABSOLUTELY sure to mention at shift start that people should max their suit sensors, as the setting on each jumpsuit is usually randomized at the beginning of a shift.


All Nanotransen jumpsuits are equipped with a locator beacon and a suite of health sensing gear, enabling the jumpsuit to send back detailed information to the suit sensor console. The transmission range on these suits is pretty small, so you won't be picking up signals from off the station, and people off the station won't pick up signals from the station. Due to a few privacy complaints and a variety of lawsuits, the wearer of the jumpsuit has the choice to completely disable these sensors whenever they want.
A full detail of the suit sensor monitor can be found [[Suit sensors|here]].
 
The Crew onboard Space Station 13, despite being regaled as 'Top Notch' by Nanotransen, is very forgetful. Shift start, jumpsuit sensors will not be at their maximum. Shift Start is usually the best time to remind crew to put their sensors to maximum.
 
Suit Sensors have four distinct operating modes.
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable"
! scope="col" style="background-color:lightblue;" |Mode
! scope="col" style="background-color:lightblue;" |Example
! scope="col" style="background-color:lightblue;" |Description
|-
!Off
!
|Your jumpsuit sends no data, and you do not appear on the console.
|-
!Binary
![[File:Suitsensorsbinary.png]]
|Your jumpsuit sends the name of the equipped ID, the job of the equipped ID, and if the wearer is alive or dead.
|-
!Exact
![[File:Suitsensorsexact.png]]
|Your jumpsuit sends the name of the equipped ID, the job of the equipped ID, and the exact damage numbers for each damage type.
|-
!Tracking Beacon
![[File:Suitsensorsmax.png]]
|Your jumpsuit sends the name of the equipped ID, the job of the equipped ID, the exact damage numbers for each damage type, and the wearer's current location. Your exact location on the station is shown as a red blip if viewed on the Crew Monitor or Handheld equivalent. If in Lavaland, it'll just show 'Lavaland Wastes' unless you're in the mining base. Use your GPS or Crew Pinpointer to find people in the wastes.
|-
|}
 
 
The jumpsuit doesn't know what your face looks like, so the name of whatever ID is inside its ID slot will appear on the suit sensor network. If there is no ID equipped, it will show as Unknown(). If this happens, don't panic! Some jobs require you to remove your ID to use certain machines, such as signal techs, and Security has a bad habit of not giving their perma prisoners prisoner IDs as they should.
== Standard Loadout ==
== Standard Loadout ==
A Paramedic needs to be prepared to heal all types of damage, so bringing lots of meds is a must. This loadout will serve you well, but modify it for whatever threats you face!
A Paramedic needs to be prepared to heal all types of damage, so bringing lots of meds is a must. This loadout will serve you well, but modify it for whatever threats you face!
* '''Clothing''' - Backpack, Medical belt, standard paramedic jacket, jumpsuit and nitrile gloves. Hat optional.
* '''Clothing''' - Backpack, Medical belt, standard paramedic jacket, jumpsuit and nitrile gloves. Hat optional.
* '''Belt Slot''' - Medical belt. Fill with sutures, mesh, bandages, and Epipens. Always keep a Health Analyzer in the right-most slot. You can pull items out of and put items into the belt with Shift-E, so having a Health Analyzer in the rightmost slot lets you whip it out fast to check the damage in an instant!
* '''Belt Slot''' - Medical belt. Fill with sutures, mesh, bandages, and Epipens. Always keep a Health Analyzer in the right-most slot. You can pull items out of and put items into the belt with Shift-E, so having a Health Analyzer in the rightmost slot lets you whip it out fast to check the damage in an instant! A hypospray from the vendor with chemical vials filled with libital and aiuri can also be a big help.
* '''Jacket''' - Keep your emergency oxygen tank for your internals here.  
* '''Jacket''' - Keep your emergency oxygen tank for your internals here.  
* '''Pockets''' - Flashlight and Handheld Crew Monitor. Maint is dark, don't go without light! And the Handheld Crew Monitor will not update if its inside a belt or bag.
* '''Pockets''' - Flashlight and Handheld Crew Monitor. Maint is dark, don't go without light! And the Handheld Crew Monitor will not update if its inside a belt or bag.
* '''Backpack''' - This can be a duffle bag, Satchel, or normal backpack. Keep a Brute medkit, a Burn medkit, and a Toxin medkit here. You can replace the Charcoal syringes in the toxin medkit with syringes from the Oxygen Deprivation medkit to round out your healing ability for damage types. Your backpack will also hold your crew pinpointer. Each medkit has an EpiPen to treat patients in crit, and a spare health analyzer. You can replace these with additional supplies if you want.  
* '''Backpack''' - This can be a duffle bag, Satchel, or normal backpack. Keep a Brute medkit, a Burn medkit, and a Toxin medkit here. You can replace the Charcoal syringes in the toxin medkit with syringes from the Oxygen Deprivation medkit to round out your healing ability for damage types. Your backpack will also hold your crew pinpointer. Each medkit has an EpiPen to treat patients in crit, and a spare health analyzer. You can replace these with additional supplies if you want.  
If you need to refill your medkits with patches, use the NanoMed that's on the side of Medbay Storage. Its seldom used and carries 5 of each patch type. And, of course, if the [[Chemist]] makes some better meds, use those!
If you need to refill your medkits with patches, use the NanoMed that's on the side of Medbay Storage. Its seldom used and carries 5 of each patch type. And, of course, if the [[Chemist]] makes some better meds, use those!
==Tips==
*Epinephrine pens are very robust, keep a few on you. Not only do they slowly heal people in crit, they also can stop bleeding and organ decay. If someone is bleeding all over the place, or just died, jab them with the pen.
*Bluespace Bodybags can hold several people, check your departmental lathe every so often to see if you can print one.
*You can use morphine in small amounts to reduce the slowdown from your hardsuit, just don't take too much or you'll fall asleep!
*If you use the vitals monitor and put it in your pocket, you can still view the screen.
==I'll Max Those Sensors Myself==
==I'll Max Those Sensors Myself==
As a traitor paramedic, you're most prominent tools are your profession and it's importance. You're mobile and can often run around maintenance and carry tools without arousing any suspicion. Most [[HoP|HoPs]] will give you additional access into departments for the sake of rescuing others (this is general consensus, so if HoP gets stingy, try appealing to the [[Captain]]. You even get a dedicated bulky EVA suit, so you can spacewalk on demand, just make sure no [[assistant|delinquents]] break in and take it.
As a traitor paramedic, you're most prominent tools are your profession and it's importance. You're mobile and can often run around maintenance and carry tools without arousing any suspicion. Most [[HoP|HoPs]] will give you additional access into departments for the sake of rescuing others (this is general consensus, so if HoP gets stingy, try appealing to the [[Captain]]. You even get a dedicated bulky EVA suit, so you can spacewalk on demand, just make sure no [[assistant|delinquents]] break in and take it.
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