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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = #ffdddd
|colour = 57A3CC
|headerfontcolor = black
|hcolour = white
|stafftype = MEDICAL
|stafftype = MEDICAL
|imagebgcolor = #ffeeee
|img = MedicalDoctor.png
|img_generic = MedicalDoctor.png
|img =
|jobtitle = Medical Doctor
|jobtitle = Medical Doctor
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]
|access = Medbay, Morgue, Operating Theatre
|difficulty = Medium
|difficulty = Medium
|superior = [[Chief Medical Officer]]
|superior = [[Chief Medical Officer]]
|duties = Keep the crew healthy, save lives.
|duties = Keep the crew healthy, save lives.
|guides = [[Guide to Medicine]], [[Surgery|Guide to Surgery]], [[Ghetto Surgery|Guide to Ghetto Surgery]]
|guides = [[Guide to Medical]], [[Surgery|Guide to Surgery]], [[Guide to Cadavers]]
}}
}}<div style="float: right;">{{JobMedical}}</div>
'''Alternate Titles:''' [[Virologist]], Surgeon, Emergency Physician


This role is an extremely important one. If you know what you're doing, as a Medical Doctor you ''will'' save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the [[in character]] experience to save them, Medical Doctors tend to make a lot of friends.
This role is an extremely important one. If you know what you're doing, as a '''Medical Doctor''' (Otherwise known as a '''Surgeon''' or a '''Nurse''') you ''will'' save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the [[A Crash Course In Roleplaying|in character]] experience to save them, Medical Doctors tend to make a lot of friends. '''Your radio key is 'm'.'''


You should know what most chemical medicines are (not how to make them, although you could use the notes in [[Chemistry]]), so look that up on the [[Guide to Chemistry]]. It doesn't hurt to know what the other medical stuff does. But if you have a chemist that can make them, he can also tell you how to administer them.
You should know what most chemical medicines are (not how to make them, although you could use the notes in [[Chemistry Lab]]), so look that up on the [[Guide to Chemistry]]. It doesn't hurt to know what the other medical stuff does. But if you have a chemist that can make them, they can also tell you how to administer them.


== Overview ==
== Overview ==
You start with an advanced first-aid kit and a health analyzer. You main work will be in [[Medbay]], where there are spares, vending machines with more supplies, and more specialized kits. There are also two syringe guns (a level 6 infraction in the presence of secuiritrons) which are fairly useless for healing people, leave them alone. You have some standard medication in the Medical Supplies room, though you should ask [[Chemistry]] for some more specialized ones.
You start with an advanced first-aid kit. Your main work will be in [[Medical Portal|Medbay]], where there are spares, vending machines with more supplies, and more specialized kits. You have some standard medication in the Medical Supplies room, though you should ask the [[Chemist]] for some more specialized ones.


As a Medical Doctor, your job is to heal people, save them from the brink of death, and bring those that do die into [[Guide_to_Genetics|Genetics]] for [[Guide_to_Genetics#Cloning|cloning]]. You can diagnose injuries with the help of a [[health analyzer]], which you helpfully spawn with. Your PDA can also do a limited health readout. Technically, you and the rest of medical are the only ones who can understand the readout. Remember that the it's simplified so that your can understand it [[OOC]].
As a Medical Doctor, your job is to heal people, save them from the brink of death, and bring those that do die into [[Genetics]] for [[Guide to Genetics#Cloning|cloning]]. You can diagnose injuries with the help of a health analyzer. Your PDA can also do a limited health readout.


In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage total less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.
In terms of your equipment, the general rule is that chemicals require time to metabolize in order to do their job, while trauma kits apply instantly, but have to target the injured area. Additonally, patients in critical state need to be treated with [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]], [[Guide to Chemistry#Epinephrine|Epinephrine]], and, in particularly bad situations, a shock from a defibrillator.


Health runs from 100% to -100%, and it's your job to make sure it doesn't hit the bottom end. Below are the main types of damages and treatments. See the [[Guide to Medicine]] for a more detailed overview.
For light injuries, the chemicals found in the sleepers are more than enough. For moderate to severe injuries, automenders, trauma kits, and cryotubes should be used, though sleepers still help. Critical patients require more complex healing, as outlined in the section below. Remember to always use the body scanner to check for internal injuries, which require surgical intervention.


=== Brute Damage ===
Consult [[Guide to Medicine]] for specific information about treatment.
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, and is easily treated.


There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects.They add to a persons brute damage, but unless particularly severe, they do not cause bleeding.
=== Critical States [[File:Health cycle.gif|50px]]===
There are three type of critical states. The first is shock; this occurs when patients is at or below 0 health (having taken at least 100 points of damage). This causes stammering, fainting, and an inability to see correctly. This can be cured by healing enough damage to bring them back up to 25 health, or by using [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]].


Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.
The second state is cardiac failure, which has a chance of occurring when a patient's shock is left untreated too long. The patient will be unable to see well, unable to breathe, and they will fall down often. When a patient's heart is failing, their condition will progressively worsen until they begin to undergo cardiac arrest. Cardiac failure can be treated with [[Guide to Chemistry#Atropine|Atropine]], [[Guide to Chemistry#Epinephrine|Epinephrine]], or [[Guide to Chemistry#Heparin|Heparin]], and is extremely unlikely to go away by itself.


If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.
The third state, cardiac arrest, is extremely lethal. It will almost immediately cause the patient to drop to the ground and rapidly take brain and respiratory damage. If left untreated, cardiac failure results in very rapid death. Treating cardiac arrest requires a defibrillator (handheld or otherwise).


Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful [[Chemist]] and extreme damage, Bicaridine.
=== Surgery [[File:OpTable.gif|50px]]===
 
==== Blood Loss ====
''See Also: [http://baystation12.net/wiki/index.php?title=Guide_to_Medicine#Blood_Loss A More Detailed Guide on Blood Loss]''
 
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.
 
Blood level can be found on the health analyser read out with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient. 
 
When choosing a blood pack, find the patient records either on the Patient Records computer in the lobby, or the "Patient Records" function on your PDA.  As a quick reminder, A, B and + are types of markers on blood, O and - indicate a lack of said markers.  Don't give someone markers they don't already have or they'll die.  If that doesn't make sense to you, [http://baystation12.net/wiki/images/a/a1/BloodTable.PNG here's a chart of compatible blood types.]
 
If you're unsure what blood type to use or the blood type of a patient, O- can be given to anyone.  There is a limited supply, so only use it if absolutely necessary.
 
===Burn Damage===
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space.
 
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don't waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).
 
Burn Damage appears as grey streaks on a person's body, or you can use the various scanners to tell location, so apply ointment in those areas (usually the chest area).
 
===Toxin Damage===
Toxin Damage is the third kind of damage and is relatively uncommon.
 
Be it from a the aptly named toxin bottle, medicine overdoses, [[Sleep toxin|sleep toxins]], or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing.
 
Inject with anti-toxin (Dylovene), or give them anti-toxin pills. This also shortens the time needed to wake someone up from Soporific (sleep toxin) or Chloral Hydrate.
 
===Suffocation Damage===
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by a another type of damage.
 
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).
 
Inaprovaline halts Suffocation damage, but only when in Critical.
 
===Uncommon Conditions===
The above are the main types of damage people will receive. Other more unique damages and treatments can be found on the [[Guide to Medicine]].
 
Genetic diseases can be cured by Ryetalyn or a Clean SE from your local [[Geneticist]]. So shake the chemist up and get a little to cure people.
 
Viruses and Diseases are in the domain of the [[Virologist]]. Scanning people with your health analyser might show an 'Unknown substance' in their blood stream, which may mean a virus, or just some chemicals. Either way, take a blood sample and pass it to your Virologist to analyze.
 
Give your infected patients Spaceacillin to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else getting infected.
 
=== Medical States ===
There are three type of medical states. The first is 'shock', which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.
 
The second is known as 'soft critical'. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.
 
The third is known as 'critical' and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.
 
=== Surgery ===
You'll have to deal with broken bones, appendicitis, and autopsies. All of which can be performed by you, and only you (IC anyway) .
You'll have to deal with broken bones, appendicitis, and autopsies. All of which can be performed by you, and only you (IC anyway) .


A guide to surgery is [[Surgery|here]].
A guide to surgery is [[Surgery|here]].


=== Overdoses ===
=== Medibots [[File:Medibot.png|50px]]===
Medicines are generally beneficial, however, more than 30 units of most medications will cause the patient to take large amounts of toxin damage. Sleepers are restricted to injecting 40 units of most chemicals, so caution should be exercised. Also note that most pills in standard medication kits are 15 units.
Medibots magically synthesize [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]], [[Guide to Chemistry#Salbutamol|Salbutamol]], and [[Guide to Chemistry#Charcoal|Charcoal]], so you don't have to fill them with beakers of other chemicals for them to be effective. Good news for you!


Notable absences from overdoses include anti-toxins (Dylovene), Soporific, Tricordrazine, and Inaprovaline.
Using your ID, you can alter its settings, and fill it with a beaker of a medicine of your choice.


==Modern Miracles==
As a traitor, you can fill it with a beaker of a dangerous chemical, or even [[Cryptographic Sequencer|emag]] it. Once emagged, the delightful little medibot buzzes around injecting everyone and everything with [[Guide to Chemistry#Pancuronium|Pancuronium]], causing quite a bit of havoc if not spotted quickly.
=== Cryogenics ===
Setting up Cryogenics is easy and simple.


Firstly, ensure the O2 canisters are connected to the ports. There's a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.
=== Intern Duty [[File:Guest Pass Terminal.png|50px]]===
Sometimes, a crewmember may be interested in volunteering at their local Medbay. You can help them by using the Guest Pass Terminal in Medbay Receptions. Print them a pass that functions for up to 30 minutes, and teach them about the under-appreciated ways of Medbay.


In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them and put them in the cryo tube. Then turn it on and wait. You can monitor the patients vitals from outside. It's usually easier to strip all their items, and will allow cryo to cool them faster. Remember to eject them when they're better.
==Useful Tips==
*If you do not know how to treat something properly, ASK! A dumb question is better than malpractice.
*Equip yourself. You should always wear a medical belt, a health scanner HUD, a labcoat, latex or nitrile gloves and a sterile mask.
*Do not neglect carrying a handheld defibrillator - it is an incredibly potent tool for saving critical patients.
*Try to carry a basic first aid kit. The advanced one you start with will usually be enough for the whole round, but the basic one is better in a pinch.
*The front desk should always be manned, and the crew monitoring computer watched.
*The medical closet has a box of autoinjectors. These injectors are one-use and contain Epinephrine. Use them to stabilize critical patients!
*Medical hyposprays allow you to instantly administer certain medicines, such as Epinephrine, and a robust doctor will use that fact to administer mixtures of chemicals that quickly help critical patients.
*Treat bleeding and suffocating patients before putting them into cryotubes, they may die inside if you don't. Critical patients are almost guaranteed to die.
*Remember to check on cryo patients regularly. People don't like being left in there forever.
*Remember to use sleepers. They can dispense valuable chemicals. But remember, you can't treat critical patients in them.
*If the chemist made healing chems, it's usually a good idea to keep a few pills or a bottle on you.
*The labcoat has two slots you can put small items into. Use it to carry spare gear.
*Infected wounds are usually caused by doctors not washing their hands before doing surgery. The infection itself can be treated with spaceacillin.
*In case of a virus, use internals, procure a biosuit, distribute the cure, and bring infected people to isolation.


=== Medibots ===
==Medical Malpractice [[File:Swordred.gif]]==
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good. Good news for you! Or maybe not when people actually start dying.
There are so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be "doctored" by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying "This crew member has been borged" or "This crew member has been cloned" and no one will bat an eye at why they are naked, and why they are there. Usually.


Using your ID, you can alter his settings, and fill him with a beaker of Tricordrazine or Alkysine.
As a surgeon, you have access to anesthetic tanks. Pretending someone needs surgery and hooking them up to anesthetic is a relatively safe way to knock out a target. If you don't mind, or can get away with a much more obvious attack, a handheld defibrillator, when subjected to an EMP or emag, becomes a truly formidable weapon, capable of instantly knocking out the target when used on harm intent.


As a traitor, you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.
Your medical access means that you can steal medicine for yourself and other antagonists, which can help a lot in extended engagements with Security. You can also stealthily clone people that have been executed, and perform surgery on those unfortunate enough to suffer internal injuries.
 
==Traitoring==
There is so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be "doctored" by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying "This man has been cyborged" or "This man has been cloned" and no one will bat an eye at why they are naked, and why they are there. Usually.


==Roleplay Tips==
==Roleplay Tips==
Line 119: Line 76:
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it's what you're there for after all.
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it's what you're there for after all.


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

Latest revision as of 08:00, 9 April 2024

MEDICAL

MedicalDoctor.png
Medical Doctor

Superiors: Chief Medical Officer
Difficulty: Medium
Guides: Guide to Medical, Guide to Surgery, Guide to Cadavers
Access: Medbay, Morgue, Operating Theatre
Duties: Keep the crew healthy, save lives.

This role is an extremely important one. If you know what you're doing, as a Medical Doctor (Otherwise known as a Surgeon or a Nurse) you will save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the in character experience to save them, Medical Doctors tend to make a lot of friends. Your radio key is 'm'.

You should know what most chemical medicines are (not how to make them, although you could use the notes in Chemistry Lab), so look that up on the Guide to Chemistry. It doesn't hurt to know what the other medical stuff does. But if you have a chemist that can make them, they can also tell you how to administer them.

Overview

You start with an advanced first-aid kit. Your main work will be in Medbay, where there are spares, vending machines with more supplies, and more specialized kits. You have some standard medication in the Medical Supplies room, though you should ask the Chemist for some more specialized ones.

As a Medical Doctor, your job is to heal people, save them from the brink of death, and bring those that do die into Genetics for cloning. You can diagnose injuries with the help of a health analyzer. Your PDA can also do a limited health readout.

In terms of your equipment, the general rule is that chemicals require time to metabolize in order to do their job, while trauma kits apply instantly, but have to target the injured area. Additonally, patients in critical state need to be treated with Saline-Glucose Solution, Epinephrine, and, in particularly bad situations, a shock from a defibrillator.

For light injuries, the chemicals found in the sleepers are more than enough. For moderate to severe injuries, automenders, trauma kits, and cryotubes should be used, though sleepers still help. Critical patients require more complex healing, as outlined in the section below. Remember to always use the body scanner to check for internal injuries, which require surgical intervention.

Consult Guide to Medicine for specific information about treatment.

Critical States Health cycle.gif

There are three type of critical states. The first is shock; this occurs when patients is at or below 0 health (having taken at least 100 points of damage). This causes stammering, fainting, and an inability to see correctly. This can be cured by healing enough damage to bring them back up to 25 health, or by using Saline-Glucose Solution.

The second state is cardiac failure, which has a chance of occurring when a patient's shock is left untreated too long. The patient will be unable to see well, unable to breathe, and they will fall down often. When a patient's heart is failing, their condition will progressively worsen until they begin to undergo cardiac arrest. Cardiac failure can be treated with Atropine, Epinephrine, or Heparin, and is extremely unlikely to go away by itself.

The third state, cardiac arrest, is extremely lethal. It will almost immediately cause the patient to drop to the ground and rapidly take brain and respiratory damage. If left untreated, cardiac failure results in very rapid death. Treating cardiac arrest requires a defibrillator (handheld or otherwise).

Surgery OpTable.gif

You'll have to deal with broken bones, appendicitis, and autopsies. All of which can be performed by you, and only you (IC anyway) .

A guide to surgery is here.

Medibots Medibot.png

Medibots magically synthesize Saline-Glucose Solution, Salbutamol, and Charcoal, so you don't have to fill them with beakers of other chemicals for them to be effective. Good news for you!

Using your ID, you can alter its settings, and fill it with a beaker of a medicine of your choice.

As a traitor, you can fill it with a beaker of a dangerous chemical, or even emag it. Once emagged, the delightful little medibot buzzes around injecting everyone and everything with Pancuronium, causing quite a bit of havoc if not spotted quickly.

Intern Duty Guest Pass Terminal.png

Sometimes, a crewmember may be interested in volunteering at their local Medbay. You can help them by using the Guest Pass Terminal in Medbay Receptions. Print them a pass that functions for up to 30 minutes, and teach them about the under-appreciated ways of Medbay.

Useful Tips

  • If you do not know how to treat something properly, ASK! A dumb question is better than malpractice.
  • Equip yourself. You should always wear a medical belt, a health scanner HUD, a labcoat, latex or nitrile gloves and a sterile mask.
  • Do not neglect carrying a handheld defibrillator - it is an incredibly potent tool for saving critical patients.
  • Try to carry a basic first aid kit. The advanced one you start with will usually be enough for the whole round, but the basic one is better in a pinch.
  • The front desk should always be manned, and the crew monitoring computer watched.
  • The medical closet has a box of autoinjectors. These injectors are one-use and contain Epinephrine. Use them to stabilize critical patients!
  • Medical hyposprays allow you to instantly administer certain medicines, such as Epinephrine, and a robust doctor will use that fact to administer mixtures of chemicals that quickly help critical patients.
  • Treat bleeding and suffocating patients before putting them into cryotubes, they may die inside if you don't. Critical patients are almost guaranteed to die.
  • Remember to check on cryo patients regularly. People don't like being left in there forever.
  • Remember to use sleepers. They can dispense valuable chemicals. But remember, you can't treat critical patients in them.
  • If the chemist made healing chems, it's usually a good idea to keep a few pills or a bottle on you.
  • The labcoat has two slots you can put small items into. Use it to carry spare gear.
  • Infected wounds are usually caused by doctors not washing their hands before doing surgery. The infection itself can be treated with spaceacillin.
  • In case of a virus, use internals, procure a biosuit, distribute the cure, and bring infected people to isolation.

Medical Malpractice Swordred.gif

There are so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be "doctored" by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying "This crew member has been borged" or "This crew member has been cloned" and no one will bat an eye at why they are naked, and why they are there. Usually.

As a surgeon, you have access to anesthetic tanks. Pretending someone needs surgery and hooking them up to anesthetic is a relatively safe way to knock out a target. If you don't mind, or can get away with a much more obvious attack, a handheld defibrillator, when subjected to an EMP or emag, becomes a truly formidable weapon, capable of instantly knocking out the target when used on harm intent.

Your medical access means that you can steal medicine for yourself and other antagonists, which can help a lot in extended engagements with Security. You can also stealthily clone people that have been executed, and perform surgery on those unfortunate enough to suffer internal injuries.

Roleplay Tips

  • You most likely have a decent knowledge of people and medicines. Use it to help people.
  • Feel free to play a nice guy, or the next House. Just make sure people get healed, it's what you're there for after all.
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