Difference between revisions of "Doctoring"
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* '''Grave Fever''' is caused by a [[Vampire]] ability and must be quickly counteracted with spaceacillin to prevent the patient from rotting away. | * '''Grave Fever''' is caused by a [[Vampire]] ability and must be quickly counteracted with spaceacillin to prevent the patient from rotting away. | ||
* '''Necrotic Degeneration''' is similar to grave fever but extremely contagious. Don't approach someone who is infected unless you have protective gear and the ability to cure yourself. It is initially spread by [[Critter#Zombie|NPC zombies]], or board [[Admin|admins]]. | * '''Necrotic Degeneration''' is similar to grave fever but extremely contagious. Don't approach someone who is infected unless you have protective gear and the ability to cure yourself. It is initially spread by [[Critter#Zombie|NPC zombies]], or board [[Admin|admins]]. | ||
* '''Type D-Owns Syndrome''' occurs after eating a [[Foods#Main course|droopy cake]]. It will eventually kill the patient, so hassle [[Chemistry]] for [[Chemistry#Medical Chems|curing drugs]]. | * '''Type D-Owns Syndrome''' occurs after eating a [[Foods#Main course|droopy cake]]. It will eventually kill the patient, so hassle [[Chemistry]] for [[Chemistry#Medical Chems|curing drugs]]. | ||
Revision as of 13:27, 18 March 2014
Medical Doctors have a bad rep for never being around and being useless. Can you do better?
The Health System
All crewmembers begin at 100% health, and with 4 categories of damage- suffocation, toxin, burn, and brute. Any damage taken will add to its corresponding category and subtract from total health. As one's health declines, they will find it harder to move around. At 0% health, the patient enters critical health. They will fall in and out of consciousness with an ever increasing chance of cardiac arrest. If left untreated, they will slowly take suffocation damage until they reach 200 total damage (-100% health) and die.
Drugs
Medical doctors begin with some of these in medbay, and some can be created by botanists (though you'll really have to nag them for it). The quartermaster can also provide a medical resupply kit. Advanced drugs can be created by the scientists, assuming they haven't already burned themselves to death.
For a more complete list of medical chemicals, how to make them, and what they do, see Chemistry.
Basic
Drug | Use | Advanced version |
---|---|---|
Ephedrine | Stabilizes critical patients. Reduces the duration of stuns and increases movement speed slightly. Addictive. | Epinephrine |
Epinephrine | Stops suffocation, stabilizes critical patients. Treats cardiac problems and allergic reactions. Reduces stun/knockdown effects. Causes sickness on overdose (20+ units). | Atropine |
Salbutamol | Treats suffocation damage. Part of the standard medbot injection set. | Perfluorodecalin |
Styptic Powder | Slows down the health loss from bleeding and heals brute damage. Only apply topically (patch, dropper etc)! | Synthflesh |
Silver Sulfadiazine | Heals people with burn damage. Only apply topically (patch, dropper etc)! | Synthflesh |
Saline-glucose Solution | Slowly heals brute and burn damage, handles circulatory shock. Part of the standard medbot injection set. | |
Activated Charcoal | Treats toxin damage, absorbs other reagents in the body. Part of the standard medbot injection set. | Pentetic Acid |
Calomel | Flushes chemicals out of people's bloodstreams, but causes toxin damage in the process. | Pentetic Acid |
Potassium Iodide | Basic anti-radiation medicine. | Pentetic Acid |
Cryoxodone | All damage types; used in cryo chambers. Only works at low temperatures! | Omnizine |
Salicylic Acid | Basic painkiller. Heals small amounts of brute damage. Decently reduces the speed penalty from injuries, and reduces overheating. | Morphine |
Morphine | Sedation. Low doses significantly reduce the speed penalty from severe injuries and help with jitteriness. |
Advanced
Drug | Use |
---|---|
Atropine | More powerful version of epinephrine, useful when patient is near death. Fixes cardiac problems and rapidly flushes sarin out of the body. |
Perfluorodecalin | Treats suffocation very well, but leaves the patient unable to talk in the meantime. Slowly heals burn and brute damage. |
Synthflesh | Heals brute and burn damage very effectively. Only apply topically (patch, dropper etc)! |
Pentetic Acid | Reduces radiation, heals toxin damage, flushes all other chemicals. Causes brute damage. |
Omnizine | Heals most types of damage. Addictive. |
Haloperidol | Anti-psychotic/sedative. Rapidly removes psychoactive drugs and stimulants, can cure certain psychoses, causes brain damage. Regular darts fired by the tranquilizer rifle, available to security and the Medical Director, also contain it. |
Spaceacillin | Treats viruses. Part of the standard medbot injection set. |
Mannitol | Cures brain damage. |
Mutadone | Cures genetic defects. |
Oculine | Treats eye damage. |
Antihol | Treats drunkenness. |
Insulin | Handles hyperglycaemic coma if someone passed out from 200+ units of sugar in their bloodstream. |
Teporone | Normalizes body temperature. |
Diphenhydramine | Also known as antihistamine. This can help deal with histamine, itching powder, certain bug bites too. More planned! |
Damage
Suffocation
The patient has been exposed to an area without proper atmosphere, or strangled. Suffocation damage will heal naturally if the patient gets air again, provided the patient has not gone into critical health.
Treat with Salbutamol and/or move them to an area with air, where they will breath normally and the damage will reduce itself. If the patient has an air tank on them, make sure it's on-- and if it is on, their suffocation may be because it's empty, so take it off.
A patient in critical health can't breathe unassisted. Inject saline and/or epinephrine to stabilize them, or give CPR by using an empty hand on them with the help intent on. Make sure neither of you are wearing masks or large hats in the latter case.
Toxin
Toxin damage can come from a few sources. The primary remedy is activated charcoal (anti-toxin pills). In severe cases, calomel will rapidly flush the patient, at the cost of toxic damage. Pentetic acid is a superior alternative.
- Breathing plasma can cause toxic damage-- move the patient to a safe area if there is a gas leak.
- Certain virii can cause toxic damage, treat the virus first, then treat for toxins.
- Ingesting harmful chemicals can cause toxin damage. Treat the poisoning first, then treat for toxins.
Certain toxins warrant special considerations:
- Embalming fluid: Will decay into histamine, which can cause anaphylaxis.
- Amanitin: This poison will cause toxic damage when the last unit decays, damage based on how long it was in the patient.
- Coniine: Causes rapid asphyxiation and renders the victim incapable of speech.
- Sarin: Causes paralysis, shaking, vomiting, suffocation, toxin damage, and some burn damage. Neutralize with Atropine.
- Venom: Causes toxic and brute damage. Decays into histamine, and can gib in large doses.
Burn
Burn damage can come many sources, such as:
- Fire, acid, and electrical shocks are the most common.
- Exposure to space tiles without protective gear will cause burns.
- Explosions
- Freezing temperature will not hurt someone unless they are standing on a space tile.
- Inhaling superheated gas will fry someone's lungs from within, causing massive burn damage. Make sure you have internals on before rushing to help these patients.
- Certain weapons (such as a welder or energy weapons) will also cause burn damage.
- Eating spicy food or food injected with certain hot chemicals
- Blasts from a laser gun
If the patient is on fire, put the fire out before anything else. The "burning" sprite can be slow to update sometimes, so it can be hard to tell if you have extinguished the fire. The easiest way to extinguish a burning patient is to stand next to them and use the "spray all around you" command on the extinguisher, though this will deplete it. If you put a burning patient into cryo, they will take burn damage faster than the cryo can heal them! Once the source of the burn damage is removed, treat with burn medication or cryo.
Brute
Brute damage is probably the most common form you will see. It comes in many forms:
- Bruises from physical combat, melee weapons, bullets, etc.
- Explosions
- Slipping on space lube
- Taking a trip through a waste disposal chute
If the patient is shot with a projectile, they will take "bleeding" damage until the bullet is removed-- this requires use of a surgery table, or if they are knocked out, you may place them on a normal table, and a scalpel. Two surgery tables are located near the main doors to Medbay, another is located in the Morgue, another in Robotics, and one last one located in the Test Chamber that is to the left of Chemistry. If you cannot get the bullet out of the patent, give said patent a pill of Salicylic Acid, which will boost their speed up to almost normal running speed, and heal them slightly. Brute damage can be treated with styptic powder, synthflesh, healing patches, or cryo. Medbots will treat most minor brute damage on their own.
Surgery
Two surgery tables are located near the main doors to Medbay, a third is located in the Morgue, a fourth in Robotics, and a fifth located in the Test Chamber to the left of Chemistry. There are now several problems people can run into that require immediate surgery in order to save the patient. People coming into the Medbay will expect you to be able to help with surgery, so you should familiarize yourself with it. Don't worry, it's surprisingly easy to do, just like in real life!
Bullets and foreign objects
Scenario: The patient has all his limbs, but is bleeding profusely.
Diagnosis: Your patient is most likely suffering from a case of bullet-having. Inquire if he's been in any gun fights lately to confirm your suspicion. He needs to be placed on the surgery table and hit in the stomach with a scalpel to be cured.
Scenario: The patient is delusional, screaming about monsters that eat people and that he's some kind of super hero who beat said monster, but ended up accidentally swallowing something he refers to as a headspider.
Diagnosis: Your patient is clearly insane, but he should be put on a surgery table and shanked in the stomach with a scalpel until he stops screaming about monsters. Any foreign object, including the heads of space monsters, will be removed in the process. Make sure to stop operating on him after the foreign object comes out or when it's clear that he was in fact making the whole thing up.
Limb removal
Scenario: The patient is a healthy human with four or more limbs. For reasons known only to him, he'd like to have less limbs.
Diagnosis: Limb removal is the only cure to limbs. Put the patient on a surgery table and use a scalpel, circular saw and then scalpel again to cut if off. Note that even if you neglect to do the final scalpel cut, the half-cut limb will still fall off after some time. This procedure will inflict a lot of tissue damage, start a bleeding and could put the patient into critical damage where they could die from shock. You need to have medical drugs at the ready. If you are unable to stop the bleeding from a missing limb, cauterize the wound with an open flame by either using a welder on the missing limb or setting the patient on fire. Note that setting patients on fire is very bad for their health, and if they die, it is very bad for you.
Limb replacement
Scenario: The patient is either an amputee or is already undergoing limb removal. He claims he needs his limbs in order to do his job.
Diagnosis: Your patient is a liar, no one does their job, but you should probably give him some more limbs anyway. You have three options:
- Find and re-attached the missing limb. Put the patient on the table and hit his missing limb with the new limb. Attach it with a medical stapler.
- Use the limb from a donor. Put the patient on the table and hit his missing limb with the new limb. Attach it with a medical stapler. Note that donated limbs tend to reject their new owners, which may lead to the patient beating you to death in a fit of rage while flipping you off in a very rude manner. For your own personal health, donor limbs should only be the absolute last resort.
- Use a robotic limb. Put the patient on the table, hit his missing limb with the robotic one and attach it using a staple gun.
Brain surgery
Scenario: Your patient is quite dead, or wishes to be, and you need his brain for whatever reason.
Diagnosis: Surgery is the only way. Put the patient on a surgery table, alternate between using a scalpel and a circular saw on his head until his brain rolls out.
Scenario: You are in possession of a detached brain, the Chef does not want it, the Chapel doesn't have brain-sized coffins and there is no Cyborg to put it in.
Diagnosis: The brain will need a new host, and surgery is the only way. Ask the geneticists for a dead body from someone they've already cloned or were unable to clone due to it being braindead. It should not be rotted. Remove its dead brain, and while the host body is on a surgery table, click on its head with the other brain to insert it into its skull. Take the body back to genetics and ask them to scan and clone it. If everything went right, the brain should be cloned in its new host body.
Other Ailments
Viruses
There are many different types of viruses on the station, each with its own effects and possible cures. Using a medical analyzer on someone who is infected will display a report in red text, containing the name of the virus, its stage, and possible cure. Wear gloves and a medical mask to offer some minor protection against disease and load up on spaceacillin.
- Food poisoning is the most common virus you will encounter, caused by eating bad food. The patient need only sleep it off. Stuff them in a sleeper or let them sleep in the recovery area.
- Robotic Transformation is caused by eating roburgers or exposure to nanites. If untreated, the patient will explode and become a cyborg. Treat with electric shocks.
- Kuru is caused by eating brain burgers or exposure to prions. There is no known cure, so scan them at Genetics before they die.
- Grave Fever is caused by a Vampire ability and must be quickly counteracted with spaceacillin to prevent the patient from rotting away.
- Necrotic Degeneration is similar to grave fever but extremely contagious. Don't approach someone who is infected unless you have protective gear and the ability to cure yourself. It is initially spread by NPC zombies, or board admins.
- Type D-Owns Syndrome occurs after eating a droopy cake. It will eventually kill the patient, so hassle Chemistry for curing drugs.
Other viruses do not appear outside of admin intervention or random event. For the "full" list (Read; Not at all a full list), check out the Virus page.
Addiction
Addiction functions similar to a non-contagious disease. You will receive an indication using a health scanner that also displays what stage it's in. The patient will know they are addicted because they are receiving constant messages to use whatever chem they are addicted to. Common addiction sources are methamphetamine and nicotine. With each progressive stage of withdrawal, the symptoms become worse-- stunning, vomiting, shaking, and so on. An addict can be treated either with hair of the dog for temporary relief, or they'll just have to tough it out. If they have the chemical in their system, try flushing it out as if it were a poison. If the patient consents, keep them in the secure area of Medbay with the beds until they overcome the addiction. This is more for their safety, as they are very weak and open to mugging/assault during withdrawal. If the addict is still shaking after they're no longer reliant, you can optionally inject them with 5 units of Haloperidol. It might cause some brain damage, but it will stop the shaking and addiction effects. If they do actually have brain damage because of it, a mannitol pill will probably fix that.
Radiation
Radiation will cause toxic damage as long as it's in someone's system. Radiation can come from certain poisons, a Blowout, Mining accidents, or being shot with a rad-bow. Potassium Iodide or Pentetic Acid will remove the radiation, but if those are unavailable, the patient will have to wait for the radiation to subside on its own. Radiation can be monitored using the Geneticist's GeneTek Console, or using a Health Analyzer by observing the point until toxin damage stops accumulating.
Genetic Defects
Quite often caused by large amounts of radiation that got in the victim's body for some reason, these defects can cause a great amount of damage to anyone being ailed by them. Common symptoms include: Speaking oddly, becoming very short, blindness, quickly gaining a surplus of excess fat, tourettes, and even permanent radiation sickness, which can cause even more defects to appear within the patent. Thankfully, these can all be cured by simply giving the patent a pill of Mutadone, which will quickly and safely eradicate any and all genetic mutations from them.
Anaphylaxis
The patient is full of histamine, causing brute, toxic, and suffocation damage. Epinephrine and especially Diphenhydramine will treat it.
Concussion
The analyzer will report that the subject has suffered minor/major brain damage, and looking at the patient may reveal they have a stupid expression on their face. A concussion can be treated with Mannitol, but if the brain damage is genetic in nature, some Mutadone will be required to fix it.
Cardiac arrest
Cardiac arrest is a major emergency that if left untreated will rapidly lead to the death of your patient. Causes include an untreated cardiac emergency and certain poisons. Treatment consists of defibrillation, coupled with treatment of other underlying conditions. If these go untreated, the patient will simply go into cardiac arrest again. If a defibrillator is unavailable, one should find other sources of electric shock. A Security Officer will be happy to assist in these cases. If electric shock is unavailable, atropine and CPR may be effective.