Medical Doctor
Wears a cool red and white suit, hangs out in medbay, yells at chemis- I mean scientists for not doing their job and gets yelled at by Genetics/Robotics for not letting them do theirs
ROUGH DRAFT ON HOW TO BE A GOOD DOCTOR:
1. Knowing how to set the cryo:
- Pick up Wrench
- Click on Oxygen Canister
- Drop Wrench
- Go to Blue Beakers, pick up ONE AT A TIME
- Place inside each cryo tube.
- Click on white freezer box in between tubes
- Set the temperature to 73.13
- turn on, LEAVE ON. Don't leave the tubes on until someone's in them, though.
2. Knowing Your Tools
Hypos: Take no more than 2. 1 per doctor on busy shifts. Bicardine, Tricordizine, or Inaprovaline in these. If Bicardine and Tricordizine, set it to a lower dosage than 5 units per shot - you will waste a lot of medicine that way.
To make Tricordizine, mix 10 Units Anti-Toxin and 10 Units Inaprovaline. Don't try and mix together more than 10 units of each at a time or else BYOND shits up the process something fierce and you waste resources. It is very difficult to get more resources for medbay, so wasting resources is bad.
Medical Patches and Burn Patches administer a LOT of medicine at once, so save them for critical situations. Particularly the burn patches. Feel free to disarm and toss someone out if they're trying to ransack your medkits for the patches unless they're in serious condition.
Medical Belts are a godsend if you're going to work outside of Medbay. They can hold pills, hyposprays, and syringes (but not beakers(?)). Medbay only comes with two of these, which can't be re-ordered by QM, so if you lose these you're fresh out of luck.
You can put pills in beakers and withdraw medicine from the pills, this is most useful with burn damage since Medbay doesn't have a lot of Kelotane to go around, and throwing someone in the Cryo when they're on fire is almost as likely to kill them, set properly or not.
Sleepers prevent further degeneration of a patient's health status and allow anyone to view the occupant's health. If you have too many severly hurt patients to handle at once, stick the worst of them in Sleepers to keep them stable while you deal with the rest. Two Sleepers are inside Medbay proper, and one in the lobby outside.
3. Reacting Quickly to Injury
Prodoc Healthgoggles show you health at a glance and if you aren't wearing a pair as a doctor you deserve to be fed to the roboticist. The same goes if you're hogging them all, since there's literally no reason to do so unless you're being an ass.
IN ORDER OF LEAST TO MOST SEVERE AT-A-GLANCE:
- Green = Ignore, they're probably drunk and blabbing to you about how they're sick.
- Yellow = Probably worth a scan, maybe 1 unit of whatever the hell ails them.
- Orange = Treat with minor supplies if they're not essential staff. If you've got an orange level or below sec/hop/captain you should probably yell at him to stop so you can patch him up
- Red = Serious condition. Patch up with whatever resources you have lying around.
- Flashing Red = Why the hell haven't you healed these people yet? If they're standing up, treat with normal supplies. If not, throw them in the Cryo.
- White = Negative HP, immediately cyro. If you're too far from Medbay, or it is in ruins, get ready to administer a ton of medicine. Inappovaline, scan for damage, treat the most serious offender first. Types are Brute, Burn, Toxins, Asphyxiation, in that order.
- Grey = He's dead, Jim. Toss them to the Geneticist or the Roboticist, they'll take it from here.
You can also scan people with a Health Analyzer or, as mentioned above, your PDA. In this case, the damage will be separated in terms of type. Individual damage will add up to no less than zero. If it's more than 100, then they need immediate medical attention, in more than 200, they're already gone.
Damage Types
- Brute = Bicardine or Tricordizine, either by injection or by patches (if seriously hurt)
- Burn = Kelotane, in Burn Patches or pills. Tricordazine also heals burn damage, but less efficiently than Kelotane
- Toxins = Anti-Toxins aka Dyvolene. In syringe and pill form.
- Asphyxiation = Caused by standing out in space like a git, or being in critical for an extended period of time. If they're in critical, CPR's the solution here, performed by removing your mask and the patient's mask, then clicking them with an empty hand while using the Help intent. Dexalin is the chemical solution, so if some is convenient use that as well. If they're not unconcious, get them to a section of the station with air.
Pharmacological Guide (Or, Medicines and what they do)
- Inaprovaline: Prevents suffocation damage while in your system. Give this to anyone in Critical (White heart in ProDoc Health-O-Vision, 100+ damage in a health scan) before doing anything else. Found in medical supply lockers, medicine vending machines, syringes in First Aid Kits, and Botany can extract Inaprovaline from Asomna herbs.
- Bicardine: Heals Brute damage. The most inconsistent but potentially strongest of the basic healing medicines, as one unit heals anywhere from 3 to 15 Brute. Found in beakers next to the Hyposprays in medbay, in Healing Patchs in First Aid Kits, Chemistry can make more out of Inaprovaline, and Botany can extract Bicardine from Contusine herbs.
- Kelotane: Heals Burn damage. One unit heals 6 burn damage. Found in patch and pill form in Burn First Aid kits, Chemistry can make more out of Silicon + Carbon, and Botany can extract Kelotane from Commol herbs.
- Anti-toxin: Also called Dylovene. Heals Toxin damage. One unit heals 7.5 toxin damage. Found in medical supply lockers, medicine vending machines, in pill and syringe form from Toxin First Aid Kits, and Botany can extract Dylovene from Venne herbs.
- Tricordazine: Heals Burn+Brute damage. One unit heals approximately 6 brute + 3 burn damage. Made by combining 5 or 10 units apiece of Inaprovaline and Dylovene (Anti-Toxin). Chemistry can make Tricordazine by heating Cryoxadone, and Botany can extract Tricordazine from White Weed herbs.
- Dexalin: Heals Suffocation damage. Best used in conjunction with CPR and Inaprovaline to rapidly bring someone out of critical. Found in pill form in Oxygen Deprivation First Aid Kits, and Chemistry can make more out of Plasma + Oxygen. If you have the help of a Chemist, mixing Dexalin + Iron + Carbon produces Dexalin Plus, a stronger variant of Dexalin.
- Antihol: Used to remove alcohol from a person's system. Found in bottles of Lime-Aid, and can be made by combining Ethanol + Dylovene (Anti-Toxin), either via Chemistry or extracting Ethanol-filled blood from a drunk individual.
- Alkysine: Used to cure brain damage, usually caused by cloning side-effects or from concussive trauma (AKA repeated toolboxing in the head). Found in pill form in Neurological First Aid Kits (Found in Genetics), or made by Chemistry combining Dylovene (Anti-Toxin) + Chlorine + Nitrogen.
- Hyronalin: Used to cure radiation damage, usually caused by mining accidents, prolonged genetic manipulation, proximity to the Singularity, or Prototype Nuclear Engine mishaps. Chemistry can make Hyronalin by combining Radium + Dylovene (Anti-Toxin), and Botany can extract Hyronalin from Nureous herbs. If you have the help of a Chemist, mixing Hyronalin + Hydrogen produces Arthrazine, a stronger variant of Hyronalin.
- Benzocytazine: A purgative used to remove unwanted substances from an individual, such as Changeling Neurotoxin. Causes severe toxin damage as a side effect (and will purge Anti-Toxins from the users bloodstream, so careful monitoring is required). Found in pill form in medical vending machines, and Chemistry can make it from Hydrogen + Carbon + Mercury. If you have the help of a Chemist, mixing Benzocyrazine + Water + Iron produces Tribenzocytazine, a less toxic form of Benzocytazine.
- Spaceacillin: Used to treat the rare space disease outbreak. Found in syringe form from medical vending machines.