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Welcome to the wonderful and frankly ''daunting'' world of medicine! Playing medical is potentially the most dynamic job on the station with a lot of moving parts and generally higher expectation from crewmates for you to be able to do the task competently. It's easy to understand why people may wish to shy away from medical jobs, but for those who wish to put the effort in it can be extremely rewarding. This guide aims to be the jumping off point for those wishing to get started on their medical careers in Virgo, with more in-depth guides serving to expand your knowledge on the systems when you are prepared for it. The guides here will mostly be focusing on the mechanical side of things, but having good bedside manner is encouraged. | Welcome to the wonderful and frankly ''daunting'' world of medicine! Playing medical is potentially the most dynamic job on the station with a lot of moving parts and generally higher expectation from crewmates for you to be able to do the task competently. It's easy to understand why people may wish to shy away from medical jobs, but for those who wish to put the effort in it can be extremely rewarding. This guide aims to be the jumping off point for those wishing to get started on their medical careers in Virgo, with more in-depth guides serving to expand your knowledge on the systems when you are prepared for it. The guides here will mostly be focusing on the mechanical side of things, but having good bedside manner is encouraged. | ||
= Is medical right for you? = | =Is medical right for you?= | ||
Before we begin there are a few things to get out of the way. First and foremost if your only goal is to play Nurse Goodbody in a sexy uniform for your lewd scenes but don't want to actually treat patients then you should ''not'' choose medical. '''Treating patients is the primary task of the job'''. If you are only signing up to realize your personal kinks with no interest in actually doing the job then you are going to be seen as a liability and may even get you job-banned. With that said It is entirely fine to play the 'sexy nurse' as long as you're willing to perform job tasks when necessary. | Before we begin there are a few things to get out of the way. First and foremost if your only goal is to play Nurse Goodbody in a sexy uniform for your lewd scenes but don't want to actually treat patients then you should ''not'' choose medical. '''Treating patients is the primary task of the job'''. If you are only signing up to realize your personal kinks with no interest in actually doing the job then you are going to be seen as a liability and may even get you job-banned. With that said It is entirely fine to play the 'sexy nurse' as long as you're willing to perform job tasks when necessary. | ||
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With that disclaimer out of the way, let's move on to the basics. | With that disclaimer out of the way, let's move on to the basics. | ||
= Damage and Health = | =Damage and Health= | ||
Virgo is at its core a video game, so while damage is more nuanced than a simple healthbar it is still largely based on numbers. To grossly oversimplify things. healing patients is essentially removing high damage numbers and removing negative status effects. With that said it's encouraged to add in some roleplay to make things more believable and to add flavor, otherwise you are just there fixing numbers. You may even make a patient's visit to the medbay a memorable one if you're good at making it interesting. Of course the patient may also not care and just want to be healed so they can get back to sitting AFK in the bar, and that's fine too but obviously less interesting. In many cases damage is relatively forgiving in Virgo to help facilitate roleplay. Don't be afraid to talk when you need to, especially with other doctors who are trying to help. Try not to rush unless the situation requires action '''RIGHT NOW''' to prevent a lost patient! | Virgo is at its core a video game, so while damage is more nuanced than a simple healthbar it is still largely based on numbers. To grossly oversimplify things. healing patients is essentially removing high damage numbers and removing negative status effects. With that said it's encouraged to add in some roleplay to make things more believable and to add flavor, otherwise you are just there fixing numbers. You may even make a patient's visit to the medbay a memorable one if you're good at making it interesting. Of course the patient may also not care and just want to be healed so they can get back to sitting AFK in the bar, and that's fine too but obviously less interesting. In many cases damage is relatively forgiving in Virgo to help facilitate roleplay. Don't be afraid to talk when you need to, especially with other doctors who are trying to help. Try not to rush unless the situation requires action '''RIGHT NOW''' to prevent a lost patient! | ||
=== Health === | ===Health=== | ||
Crew members by default have 100 hit points. This number may be different depending on their species or traits. Once someone accumulates enough damage to reach 0 health they will go into critical condition, and at -100 health they will become deceased. If you have access to AR vision either by using AR glasses or a [[Nanite implant framework|NIF]] then you will be able to see a health bar above people's heads that indicates their overall health. Note that this health bar does not take into account effects such as radiation poisoning or bleeding, it is only representative of someone having accumulated one of the four primary types of damage. | Crew members by default have 100 hit points. This number may be different depending on their species or traits. Once someone accumulates enough damage to reach 0 health they will go into critical condition, and at -100 health they will become deceased. If you have access to AR vision either by using AR glasses or a [[Nanite implant framework|NIF]] then you will be able to see a health bar above people's heads that indicates their overall health. Note that this health bar does not take into account effects such as radiation poisoning or bleeding, it is only representative of someone having accumulated one of the four primary types of damage. | ||
*'''No Healthbar''': 100% Health | *'''No Healthbar''': 100% Health | ||
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*[[File:Huddead.png]]'''Deceased''': -100% Health and below | *[[File:Huddead.png]]'''Deceased''': -100% Health and below | ||
=== Damage === | ===Damage=== | ||
Most of a patient's wounds are represented as numerical damage values which comes in 4 primary types and 3 secondary types. '''<span style="color:Red">Brute''', '''<span style="color:Orange">Burn''', '''<span style="color:Green">Toxin''', and '''<span style="color:Blue">Oxygen''' encompass the four main types of damage that are easily detected on any health analyzer. '''<span style="color:purple">Organ''', '''<span style="color:lime">Radiation''', and '''<span style="color:grey">Genetic''' damage are much harder to detect and simple health analyzers might only detect that ''something'' is wrong while more advanced ones might give more details. Additionally, <span style="color:Red">brute</span> and <span style="color:Orange">burn</span> damage exists on specific body parts and <span style="color:purple">organ</span> damage effects specific organs, while other damage types exist in the body as a whole. As these damage types increase the patient's health drops in proportion. | Most of a patient's wounds are represented as numerical damage values which comes in 4 primary types and 3 secondary types. '''<span style="color:Red">Brute''', '''<span style="color:Orange">Burn''', '''<span style="color:Green">Toxin''', and '''<span style="color:Blue">Oxygen''' encompass the four main types of damage that are easily detected on any health analyzer. '''<span style="color:purple">Organ''', '''<span style="color:lime">Radiation''', and '''<span style="color:grey">Genetic''' damage are much harder to detect and simple health analyzers might only detect that ''something'' is wrong while more advanced ones might give more details. Additionally, <span style="color:Red">brute</span> and <span style="color:Orange">burn</span> damage exists on specific body parts and <span style="color:purple">organ</span> damage effects specific organs, while other damage types exist in the body as a whole. As these damage types increase the patient's health drops in proportion. | ||
=== Death === | ===Death=== | ||
Death occurs when a patient has taken enough overall damage to reduce their health to -100%. It is possible for patients to accumulate damage that sends them below -100% health, however once the patient is dead they do not become super-dead with more accumulated damage (except for husking which is a special case, but still recoverable). The main differences between a patient who is alive (above -99% damage) and dead (-100% damage or below), aside from the obvious, is that living patients are able to metabolize reagents and chemicals in their bloodstream and stomach while dead patients cannot. | Death occurs when a patient has taken enough overall damage to reduce their health to -100%. It is possible for patients to accumulate damage that sends them below -100% health, however once the patient is dead they do not become super-dead with more accumulated damage (except for husking which is a special case, but still recoverable). The main differences between a patient who is alive (above -99% damage) and dead (-100% damage or below), aside from the obvious, is that living patients are able to metabolize reagents and chemicals in their bloodstream and stomach while dead patients cannot. | ||
Once someone dies they do not become a lost cause, it is still possible to revive them! Upon death a 60 minute timer will begin, during which if their damage is raised below -100% they can be resuscitated. It is recommended to resuscitate as soon as possible, which means the patient may still be heavily injured. Be sure to have the appropriate anesthetics or painkillers available. | Once someone dies they do not become a lost cause, it is still possible to revive them! Upon death a 60 minute timer will begin, during which if their damage is raised below -100% they can be resuscitated. It is recommended to resuscitate as soon as possible, which means the patient may still be heavily injured. Be sure to have the appropriate anesthetics or painkillers available. | ||
=== Injuries and status effects === | ===Injuries and status effects=== | ||
In addition to 'regular damage' there are a myriad of injuries and "status effects" which a patient can suffer, ranging from broken bones to blindness to gangrenous infections in limbs. While these injuries do not count towards a patient's total numerical health, they can drastically influence the patient's health. Injuries are often but not always caused by taking extreme damage to part of the body. For example, a patient who has had their arm bashed repeatedly with blunt force is likely to have a broken arm, while the same injury caused by a sharp object instead may have external bleeding. A particularly nasty form of injury is caused by not properly sterilizing a wound, allowing it to become infected. Specific injuries will be elaborated on later in the guide, just remember to be vigilant and don't kick a patient out of the ward after bandaging a seemingly simple wound without scanning them, they may be suffering a more severe injury than you realize. | In addition to 'regular damage' there are a myriad of injuries and "status effects" which a patient can suffer, ranging from broken bones to blindness to gangrenous infections in limbs. While these injuries do not count towards a patient's total numerical health, they can drastically influence the patient's health. Injuries are often but not always caused by taking extreme damage to part of the body. For example, a patient who has had their arm bashed repeatedly with blunt force is likely to have a broken arm, while the same injury caused by a sharp object instead may have external bleeding. A particularly nasty form of injury is caused by not properly sterilizing a wound, allowing it to become infected. Specific injuries will be elaborated on later in the guide, just remember to be vigilant and don't kick a patient out of the ward after bandaging a seemingly simple wound without scanning them, they may be suffering a more severe injury than you realize. | ||
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- Finally, once patients are stable, you can return to any deceased patients and patch up their wounds enough to the point where resuscitation has a higher chance of success. Remember that on Virgo you have 60 minutes from the time the patient 'dies' to revive them. | - Finally, once patients are stable, you can return to any deceased patients and patch up their wounds enough to the point where resuscitation has a higher chance of success. Remember that on Virgo you have 60 minutes from the time the patient 'dies' to revive them. | ||
= Damage Types with Example Treatments = | =Damage Types with Example Treatments= | ||
This section will help you deal with most of the patients who will come to your lobby, however it is not an exhaustive list. | This section will help you deal with most of the patients who will come to your lobby, however it is not an exhaustive list. | ||
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====Dislocations==== | ====Dislocations==== | ||
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate. | Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate. | ||
=Medical Bay Equipment= | |||
The Medical deparmtnet has quite a few pieces of important equipment every doctor should learn to use. | |||
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner=== | |||
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to: | |||
*Provide information on all of the damage types. | |||
*How much blood the patient has. | |||
*Show what reagents are in the stomach/blood stream, and how much there is. | |||
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb. | |||
*Print condensed information to hand to a physician in the event the patient requires surgery. | |||
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper=== | |||
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are: | |||
*Gives estimated readout of patient's health by means of number values and colored bar graphs. | |||
*Allows the injection of: | |||
**Dylovene | |||
**Inaprovaline | |||
**Paracetamol | |||
**Dexalin | |||
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream. | |||
*Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents. | |||
**The lowest setting skips 99 of 100 life ticks. | |||
===[[File:Cryo.gif]] Cryogenics=== | |||
A true marvel of Medical are it's cryogenic tubes; once the patient is cooled below 0C, they'll slowly recover from most forms of basic injury. That said, the real magic begins when using certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient! | |||
The Cryogenic tubes are even self-regulating, and will not dump the entire contents of their beaker into a single patient; so long as the patient has ''any'' cryoxadone ''or'' clonexadone in their bloodstream, the tube will not transfer more reagents to them. Combined with the multiplication effect, this means whole system is fairly efficient and also avoids overdosing patients. | |||
====[[File:Freezer.gif]]How to Setup==== | |||
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. | |||
===[[File:Clone.gif]][[File:Resleevingpod.gif]]Resleeving Pods=== | |||
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead<s>, particularly when they get eaten</s>. See the Resleeving heading above about how to use this. |
Revision as of 22:18, 3 February 2024
Welcome to the wonderful and frankly daunting world of medicine! Playing medical is potentially the most dynamic job on the station with a lot of moving parts and generally higher expectation from crewmates for you to be able to do the task competently. It's easy to understand why people may wish to shy away from medical jobs, but for those who wish to put the effort in it can be extremely rewarding. This guide aims to be the jumping off point for those wishing to get started on their medical careers in Virgo, with more in-depth guides serving to expand your knowledge on the systems when you are prepared for it. The guides here will mostly be focusing on the mechanical side of things, but having good bedside manner is encouraged.
Is medical right for you?
Before we begin there are a few things to get out of the way. First and foremost if your only goal is to play Nurse Goodbody in a sexy uniform for your lewd scenes but don't want to actually treat patients then you should not choose medical. Treating patients is the primary task of the job. If you are only signing up to realize your personal kinks with no interest in actually doing the job then you are going to be seen as a liability and may even get you job-banned. With that said It is entirely fine to play the 'sexy nurse' as long as you're willing to perform job tasks when necessary.
It's also important to realize that in situations where medical is understaffed and you are left to deal with a crisis by yourself then it can become stressful. Even when you are off doing your scenes it is often expected for you to be able to pause said scenes at a moment's notice to deal with a situation. Ideally medical will have enough staff that it's fine for you to go off-duty and enjoy yourself, just know that ideal situations are not always guaranteed.
Additionally, do not choose medical if you are hoping to eat corpses or casualties. While Virgo does have healbelly functionality it is intended to be a scene tool, not as an alternative to actual treatment. Furthermore the resleever can be used as a 'prey printer' but this should really only occur with OOCly consenting parties and should not interfere with regular resleeving duties..
With that disclaimer out of the way, let's move on to the basics.
Damage and Health
Virgo is at its core a video game, so while damage is more nuanced than a simple healthbar it is still largely based on numbers. To grossly oversimplify things. healing patients is essentially removing high damage numbers and removing negative status effects. With that said it's encouraged to add in some roleplay to make things more believable and to add flavor, otherwise you are just there fixing numbers. You may even make a patient's visit to the medbay a memorable one if you're good at making it interesting. Of course the patient may also not care and just want to be healed so they can get back to sitting AFK in the bar, and that's fine too but obviously less interesting. In many cases damage is relatively forgiving in Virgo to help facilitate roleplay. Don't be afraid to talk when you need to, especially with other doctors who are trying to help. Try not to rush unless the situation requires action RIGHT NOW to prevent a lost patient!
Health
Crew members by default have 100 hit points. This number may be different depending on their species or traits. Once someone accumulates enough damage to reach 0 health they will go into critical condition, and at -100 health they will become deceased. If you have access to AR vision either by using AR glasses or a NIF then you will be able to see a health bar above people's heads that indicates their overall health. Note that this health bar does not take into account effects such as radiation poisoning or bleeding, it is only representative of someone having accumulated one of the four primary types of damage.
- No Healthbar: 100% Health
- Green: 99 to 78% Health
- Yellow: 71 to 42% Health
- Orange: 21 to 1% Health
- Red, Pulsing: 0 to -40% Health
- Critical, Flashing!: -50 to -85% Health
- Deceased: -100% Health and below
Damage
Most of a patient's wounds are represented as numerical damage values which comes in 4 primary types and 3 secondary types. Brute, Burn, Toxin, and Oxygen encompass the four main types of damage that are easily detected on any health analyzer. Organ, Radiation, and Genetic damage are much harder to detect and simple health analyzers might only detect that something is wrong while more advanced ones might give more details. Additionally, brute and burn damage exists on specific body parts and organ damage effects specific organs, while other damage types exist in the body as a whole. As these damage types increase the patient's health drops in proportion.
Death
Death occurs when a patient has taken enough overall damage to reduce their health to -100%. It is possible for patients to accumulate damage that sends them below -100% health, however once the patient is dead they do not become super-dead with more accumulated damage (except for husking which is a special case, but still recoverable). The main differences between a patient who is alive (above -99% damage) and dead (-100% damage or below), aside from the obvious, is that living patients are able to metabolize reagents and chemicals in their bloodstream and stomach while dead patients cannot.
Once someone dies they do not become a lost cause, it is still possible to revive them! Upon death a 60 minute timer will begin, during which if their damage is raised below -100% they can be resuscitated. It is recommended to resuscitate as soon as possible, which means the patient may still be heavily injured. Be sure to have the appropriate anesthetics or painkillers available.
Injuries and status effects
In addition to 'regular damage' there are a myriad of injuries and "status effects" which a patient can suffer, ranging from broken bones to blindness to gangrenous infections in limbs. While these injuries do not count towards a patient's total numerical health, they can drastically influence the patient's health. Injuries are often but not always caused by taking extreme damage to part of the body. For example, a patient who has had their arm bashed repeatedly with blunt force is likely to have a broken arm, while the same injury caused by a sharp object instead may have external bleeding. A particularly nasty form of injury is caused by not properly sterilizing a wound, allowing it to become infected. Specific injuries will be elaborated on later in the guide, just remember to be vigilant and don't kick a patient out of the ward after bandaging a seemingly simple wound without scanning them, they may be suffering a more severe injury than you realize.
Triage
It is sometimes the case that you have to treat more than one patient simultaneously. Ideally patients can each be assigned a doctor assuming that the medbay is well-staffed, however remember that ideal situations are hardly the norm and there will eventually come a time when you alone have to deal with two or more patients alone. In these situations you will need to triage patients, which essentially means prioritizing who gets treated first. Triage can be a complicated topic but there are general rules of thumb to follow that will get you through most emergencies without losing patients. Remember: the goal is to stabilize as many patients as possible before fixing them up all the way. Stabilizing a patient simply means that their condition is not worsening and can be treated later.
- First, patients who are the closest to death should be higher priority than those who have only minor wounds. However, patients who are already deceased should be lower priority if resuscitation fails on them, you want to prevent further deaths before coming back to these patients.
- Next, you should try to identify if any patients have severe injuries that require immediate attention. For example, a lightly wounded patient who is suffering internal bleeding is likely a higher priority to one who is heavily injured but is not hemorrhaging.
- Finally, once patients are stable, you can return to any deceased patients and patch up their wounds enough to the point where resuscitation has a higher chance of success. Remember that on Virgo you have 60 minutes from the time the patient 'dies' to revive them.
Damage Types with Example Treatments
This section will help you deal with most of the patients who will come to your lobby, however it is not an exhaustive list.
For the diagnostics sections, everything can be diagnosed using the Body Scanner so it will be omitted from the diagnostics section. Generally speaking it is easiest to throw a patient into the body scanner to reveal anything that might be ailing them. When possible, alternative forms of diagnostics are provided in the event that a body scanner is not available.
The purple chemical 'Tricordrazine' heals very small amounts of brute, burn, toxin, and oxy damage, has no overdose limit, and is safe for all species. It's so safe that medical bots will inject any injured crew members it sees with this. If you are in a hurry and you haven't yet diagnosed a problem with a patient it is generally safe to give them a full syringe of Tricordrazine. As you get more experienced you won't need to, but the option is there.
The cyan chemical 'Inaprovaline' is very good at stabilizing patients, specially those who are suffering from hypoxia. A syringe of Inaprovaline is a great way to help stabilize a patient, and is the chemical inside 'stabilizer' hypo syringes.
Common wound types
Brute
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require Surgery, or the limb may even become dismembered!
- Diagnostics: Diagnosing a patient with brute damage is fairly easy. A simple visual examination will reveal any exposed bruises or trauma, but clothing will obscure injuries underneath. Passively grabbing a patient and then examining parts of their body with the help intent (by targeting body parts then clicking the grabbed patient) will allow you to detect fractures beneath the skin. Patients will often be able to simply tell you if they have a fracture if they are conscious.
- Advanced Trauma Kits: Commonly abbreviated to ATK, these heal 7 brute on the target limb immediately and will allow it to heal on it's own if the damage is below 50. The 7 damage that's taken off works even if the patient is dead, which may be useful if a defibrillator is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.
- Roll of Gauze: These are simple bandages found in standard first aid kits and nanomeds available to all crew members. Useful for untrained crew to treat minor cuts and bruises and to bandage bleeding wounds before professional help arrives. Not as effective as a trauma kit but more readily available, ointment must be used in addition to disinfect the wound.
- Bicaridine: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized via injection in liquid form, but can be taken orally via liquid or pills. Overdoses at 30u. Does not disinfect wounds.
- Surgery: In addition to hemorrhages and fractures, surgery is able to alleviate excessive brute damage using a biopsy scanner followed by advanced trauma kits on the affected area. This is useful since a patient with excessive brute damage in an area with a fracture may need the brute damage to be healed before the fracture will set properly, and bicaridine only works if a patient is 'alive'.
Burn
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked,' unable to be resuscitated no matter what you do until a dehusking surgery is performed.
- Diagnostics: Like brute damage, burns can be visually identified fairly easily, but again clothing will obscure wounds beneath them. If the patient has received an exceptional amount of damage their body will be a grey 'husk' and will require special dehusking surgery.
- Advanced Burn Kits: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds. Note that burn kits and ointment will both disinfect the wounds, chemical remedies will heal the wounds but will not disinfect them.
- Ointment: A disinfecting salve readily available to all crew members via first aid kits and nanomends. Not as effective as burn kits but can help prevent infections if proper medical treatment isn't readily available.
- Kelotane: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u. DANGEROUS TO PROMETHEANS
- Dermaline: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).
- KeloDerm: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u. Since this contains Kelotane it is still dangerous to give this to a promethean.
- Surgery: Excessive burn damage can be healed in surgery by using a biopsy scanner followed by a burn kit. Chemicals are only metabolized by living patients so this is sometimes necessary to treat a patient to be above the resuscitation threshold.
Toxin
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels.
- Diagnosis: Typically toxins are a result of something poisonous within a patient's bloodstream or digestive tract. Conscious patients may complain of nausea or vomiting. If a patient is complaining of a bad itch then there's a possibility that they have an infected wound. If a patient is wearing clothing contaminated with phoron the clothing should be run through a washing machine or shower to remove the contamination.
- Dylovene: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it's damage is below 10. There is technically an overdose threshold, but Dylovene is the treatment for a Dylovene overdose.
- Carthatoline: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea and vomiting in the patient. Can treat liver damage. No overdose.
- Arithrazine: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.
- Sleeper: The presence of toxin damage is often the result of poison in the body, so while treating the toxin damage can help, you should seek to remove the poison from the patient if it's still present. Putting the patient in a sleeper will allow you to pump their stomach, which is useful if they are overdosing on pills for example, or run blood dialysis, which will remove non-blood reagents from the patient's blood, including poison and potentially beneficial medicine. Dialysis will also make the patient lose some blood so if their blood level is low be cautious.
- Surgery: Toxin damage can be pumped out of the body via surgery. The patient's chest must be opened, including the ribcage, at which point the bioregenerator will suck out toxin damage with each use.
- Vomiting: Vomiting is the body's natural way to remove toxins, but it's not very effective and very uncomfortable. This should never be considered a proper treatment, and treatments that cause it should only be considered in emergencies. Even a patient who refuses to take injections as part of treatment can still be given Dylovene orally via liquid or pill.
Oxygen (Hypoxia)
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage.
- Diagnosis: The patient will have shortness of breath or be completely unable to breathe at all. Patients who can breathe but not talk may instead have a damaged larynx. Patients who have severe blood loss may also appear pale. Abnormal breathing and heartbeat can be detected using a stethoscope on the patient's chest.
- CPR: Cardiopulmonary Resuscitation, or CPR, should be performed as soon as possible by trained crew members until professional medical help can arrive. Trained crew members can do this by passively grabbing the patient who is lying on their back and then using the help intent on their chest.
- Inaprovaline: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.
- Dexalin and Dexalin Plus: Dexalin is a blue colored medicine which heals 15 oxy per unit and overdoses at 30u. Dexalin Plus is a superior medicine which heals a whopping 150 oxy damage per unit and overdoses at 15 units. Dexalin Plus can be utilized in pill form to slow its metabolization, but the amount healed per unit reduces to 75 when taken this way.
- Surgery: While hypoxia cannot be directly 'fixed' with surgery, a common cause of it is popped lungs from not wearing internals in a vacuum. Operating on the lungs will allow them to function normally once more.
- Blood Transfusion: If the patient has lost a significant amount of blood then no amount of medication will get them back on their feet; a blood transfusion is in order. Medical scanners will not only tell you the type of blood a patient has but also the primary metallic 'basis' (most commonly iron). Giving them a pill with their blood metal will help them regenerate blood on their own, even better if you add nutrients to the pill. You can additionally hook them up to an IV drip by loading a medical stand with compatible blood (Type O- is the universal donor if you've forgotten) and click-dragging the stand onto the patient. Remember to click-drag the medical stand onto the patient once more to remove the IV drip or you'll yank it out of them by accident, which is unpleasant to say the least. The drip feed can also be modified by right-clicking the stand and setting the flow rate.
Organ
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:
- Peridaxon: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.
- Alkysine: A yellow medicine specifically for brain damage which heals 30 organ damage per unit to the brain. Overdoses at 30u.
- Imidazoline: A pale lavender medicine specifically for healing the eyes which heals 5 organ damage per unit to the eyes. Overdoses at 30u.
- Dylovene: A green medicine meant for healing toxins but can heal liver damage for 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.
- Carthatoline: A grey medicine, specifically for healing the liver, but can heal it at any damage. No overdose, but makes the patient nauseous and can cause vomiting.
- Surgery: Depending on the specific organ that is damaged surgery is a viable option to heal it. Refer to the specific surgery section for instructions.
Radiation
Damage dealt by exposure to the Supermatter, doing EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage.
- Hyronalin: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.
- Arithrazine: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.
- Toxins: A patient exposed to radiation, especially if left untreated for a long period of time, is likely to also accumulate toxin damage which needs to be treated. If it's particularly severe then they may even accumulate genetic damage.
Genetic
Damage dealt by either radiation, slime digestion, or from popping out of an unupgraded growing vat makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage.
- Cryoxadone: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.
- Clonexadone: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.
- Cryo-Mix: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.
- Rezadone: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.
Other wounds and injuries
Some wounds and injuries do not neatly fit into the categories above.
Allergic Reactions
Even in this far-flung future, certain individuals may experience violent reactions to various substances such as fruit, nuts, shellfish, and dairy products. If a patient is exhibiting confusion and blurred or inhibited vision accompanied by toxin and suffocation damage, they are likely experiencing an allergic reaction. In many cases these reactions can easily be fatal, so it is important to act quickly to save lives.
Treatment for allergic reactions is as follows;
- Identify the allergen if possible and determine whether any is still present in their bloodstream, digestive system, or nearest analogues. Advanced medical scanners will provide more detail, so if you have one, use it. Allergens ought to be listed in the character's Medical Records; if not, add them to the record and remind the patient to update their permanent record as well once they're coherent.
- If the allergen is still present, administer Inaprovaline. This will rapidly arrest the reaction and prevent further damage for as long as the Inaprovaline is present; larger doses of Inaprovaline may be necessary to suppress the reaction whilst larger quantities of allergen are metabolized.
- If the allergen trigger is a mixed alcoholic drink, for example if the patient is allergic to fruit juices and drank a Screwdriver (vodka + orange juice), you can (optionally) administer Ethylredoxrazine to actively remove the allergen.
- Then (or if no allergen is present) administer Dexalin and Dylovene, optionally using Carthatoline for more severe cases. You may also wish to provide painkillers, as lingering pain is a common side-effect of allergic reactions. Adranol can be helpful for treating confusion and blurred vision, though these effects should fade fairly quickly on their own.
- You may try to remove allergens quicker using the sleeper's stomach pump and dialysis features.
- Finally, check for any physical injuries the patient may have sustained. Immediate reactions can cause patients to collapse, potentially causing bruising, head trauma, or other similar injuries if they collide with anything on the way down.
This only covers the most common type of reaction; some patients may rarely exhibit other effects (such as differing damage types) that will need to be treated as well. Note these guidelines do not apply to certain exotic reactions, such as Unathi becoming sluggish from exposure to sugars.
Note: Thanks to the wonders of modern medicine, it is impossible for anyone to be allergic to the vast majority of broad-spectrum medicines. Some may be less effective due to biochemical differences, but if a patient tries to tell you they're allergic to inaprovaline or dylovene then they're almost certainly lying.
Blood Loss
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is your top priority, and should be treated as a critical injury.
Notable blood level "breakpoints" for the vast majority of species are 85%, 75%, 60%, and 40%. Above 85% is considered "safe"; 85-75% will cause patients to experience sustained low-level hypoxia. 75-60%, hypoxia will rapidly build to a moderate amount and then steadily accumulate, between 60-40% hypoxia will quickly build, and below 40% the patient will experience massive spikes of hypoxia and toxic buildup; typically enough to prove fatal without expert care. Inaprovaline can be administered to halve the rate at which hypoxia will build up at any stage and limit the degree to which it can build in the 85-60% range.
Treatment to stop bleeding is listed below:
- For external bleeding cases:
- Pressure: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If you are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.
- Gauze: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.
- Advanced Trauma Kit: ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 7 brute damage on the limb it's applied to.
- For internal bleeding (IB) cases:
- Cryogenics: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding and stop it from getting worse. This is a temporary solution.
- Bicaridine and Inaprovaline: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.
- Surgery: The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.
- Myelamine: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat. These can be obtained from the cargo department and come in purple aid kits.
- Bicaridine: Overdosing Bicaridine (30u+) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.
Once the bleeding has ceased, you will have to help the patient raise their blood count. Replacing lost blood is essential, as low levels will cause weakness, unconsciousness, and potentially death. The following are some methods to assist with that:
- Dexalin/Dexalin Plus: Will assist in oxygenating the blood, helping to prevent potential brain damage.
- Iron or other reagent: A simple reagent that must be ingested in order to work. Patients or their medical records can typically tell you which reagent to use. If neither can tell you, scan the patient with a medical scanner. Next to their blood type a 'basis' will be listed. Most commonly this will be iron, but in some species it may be copper or even some other reagent. Replenishes 8u of blood per unit for the vast majority of species.
- Nutriment: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.
- Protein: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.
- 20 Iron, 20 Nutriment, 20 Protein: Three of the above reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents. Just make sure to replace the iron with the appropriate reagent. If you use iron, Skrell are allergic to it (Animal Protein) and it has a diminished effect on Zorren and other species that don't have iron-based blood.
- IV Drip with compatible blood: Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood. Just be sure to use compatible blood. If you're unsure, you can't go wrong with O- blood.
Infection
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:
- L1 (Mild): Pain messages and the start of fever.
- L2 (Acute): More pain messages, infection becomes more prevalent and visible.
- L3 (GANGRENE): Beginning of lethal toxins, organ death, and necrosis.
The following are some symptoms of infection based on where it's located:
- Meningitis (Brain)
- L1: Stiff neck
- L2: Severe headache (+1 confusion at random intervals)
- Conjunctivitis (Eyes)
- L1: Itchy eyes
- L2: Blurred vision (+10 eye_blurry at random intervals)
- Endocarditis (Heart)
- L1: Chest tightness
- L2: Chest pain (+25 halloss)
- Pyelonephritis (Kidneys)
- L1: Lower back pain
- L2: Malaise
- Pyogenic Abscess (Liver)
- L1: Right side abdomen pain
- L2: Poor blood filtration (toxins buildup)
- Pneumonia (Lungs)
- L1: Coughing
- L2: Shortness of breath (+30 oxyloss)
- Staph Infection (All external limbs)
- L1: Pain notificiation
- L2: Sharp pain temporarily disables limb
L2 infections and lower require only 15u of Spaceacillin and monitoring. L3 infections require that Spaceacillin be overdosed (45u) immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. Corophizine can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:
- Limb gangrene:
- Conduct necrotic limb repair.
- Organ necrosis:
- Use the bio printer to print a replacement organ. Alternatively request a replacement synthetic organ from Research. In desperation, you may grow a sleeve of the patient and harvest the sleeve's organ with the patient's consent.
- Remove the organ via surgery and replace it with the replacement counterpart (good luck if it's the heart).
- If the brain or heart (unless you're fast) is necrotic, the patient will need to be resleeved.
A note about necrosis: If an organ is allegedly necrotic (namely on a printout) but the patient's temperature is normal and there was no previous infection, then surprisingly the organ isn't actually necrotic at all.
Fractures
Bone fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:
- Splints: A half-cast that keeps the fractured bone in place and prevents it from moving. This is a temporary remedy, and requires the following to actually treat...
- Surgery: By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.
- Osteodaxon: A rare medicine requiring some magic to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.
Dislocations
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.
Medical Bay Equipment
The Medical deparmtnet has quite a few pieces of important equipment every doctor should learn to use.
Body Scanner
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:
- Provide information on all of the damage types.
- How much blood the patient has.
- Show what reagents are in the stomach/blood stream, and how much there is.
- Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.
- Print condensed information to hand to a physician in the event the patient requires surgery.
Sleeper
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:
- Gives estimated readout of patient's health by means of number values and colored bar graphs.
- Allows the injection of:
- Dylovene
- Inaprovaline
- Paracetamol
- Dexalin
- Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.
- Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.
- The lowest setting skips 99 of 100 life ticks.
Cryogenics
A true marvel of Medical are it's cryogenic tubes; once the patient is cooled below 0C, they'll slowly recover from most forms of basic injury. That said, the real magic begins when using certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!
The Cryogenic tubes are even self-regulating, and will not dump the entire contents of their beaker into a single patient; so long as the patient has any cryoxadone or clonexadone in their bloodstream, the tube will not transfer more reagents to them. Combined with the multiplication effect, this means whole system is fairly efficient and also avoids overdosing patients.
How to Setup
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.
Resleeving Pods
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead, particularly when they get eaten. See the Resleeving heading above about how to use this.