Difference between revisions of "Medical Doctor"

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(Moving complex med stuff to its own page.)
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[[File:MedBay.png|thumb|Medbay]]
[[File:MedBay.png|thumb|Medbay]]


Wears a cool red and white suit, hangs out in [[medbay]], yells at chemis- I mean [[scientist|scientists]] for not doing their job and gets yelled at by [[geneticist|Genetics]]/[[roboticist|Robotics]] for not letting them do theirs
Wears a cool red and white suit, hangs out in [[medbay]], yells at chemis- I mean [[scientist|scientists]] for not doing their job and gets yelled at by [[geneticist|Genetics]]/[[roboticist|Robotics]] for not letting them do theirs. Doctor is a job that ranges from very boring and uneventful to manic and stressful depending on the round's conditions. You can expect to see more activity on high-population rounds, where scuffles and fights are more common, and you will be of great use saving lives during [[Wizard]] and [[Nuclear Emergency]] rounds. If things are dull, go on patrol as a paramedic, just keeping an ear open to anyone who requests you back at [[Medbay]]. Impatient patients will gladly break in and guzzle down half your resources if they think there are no doctors around, so keep your guard up.


==Setting up [[Cryo]]==
==Setting up [[Cryo]]==
* Pick up [[Wrench]]
* Pick up [[Wrench]]
* Click on [[Oxygen Canister]]
* Click on Oxygen Canister
* Drop [[Wrench]]
* Drop [[Wrench]]
* Go to [[cryostylane|Blue Beakers]], pick up ONE AT A TIME
* Go to Blue Beakers, pick up ONE AT A TIME
* Place inside each [[cryo]] tube.  
* Place inside each [[Cryo]] tube.  
* Click on white freezer box in between tubes
* Click on white freezer box in between tubes
* Set the temperature to 73.13
* Set the temperature to 73.13
* turn on, LEAVE ON.  Don't leave the tubes on until someone's in them, though.
* Turn on, LEAVE ON.  Don't leave the tubes on until someone's in them, though.


==Your Tools==
==Your Tools==
[[Hypo]]s: 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 otherwise.
Your lockers and the vending machines contain vital [[Medical Objects|equipment]] needed to save lives. Your hypos and syringes can be loaded with various chems for ease of use. You can make [[Tricordizine]] easily by mixing 10 Units [[Dylovene|Anti-Toxin]] and 10 Units [[Inaprovaline]] in an empty beaker. 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.


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 Patch]]es and [[Medical Patch|Burn Patch]]es 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. Ask the [[Roboticist]] for a spare [[flash]] if things are getting really rowdy. Consider putting valuable medical supplies in one of the medicine lockers and locking it with your ID to prevent theft, as [[Medbay]] is frequently trespassed.
 
[[Medical Patch]]es and [[Burn Patch]]es 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.
 
Consider putting Valuable medical supplies in one of the medicine lockers and locking it with your ID to prevent theft, [[Medbay]] is frequently trespassed.


[[Medical Belt]]s are a godsend if you're going to work outside of [[Medbay]]. They can hold pills, hyposprays, and syringes. 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.
[[Medical Belt]]s are a godsend if you're going to work outside of [[Medbay]]. They can hold pills, hyposprays, and syringes. 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 [[pill]]s in [[beaker]]s and withdraw medicine from the [[pill]]s, 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.
You can put [[pill]]s in [[beaker]]s to withdraw medicine in a controlled manner. 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.


[[Sleeper]]s 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.
[[Sleeper]]s 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.


==Reacting Quickly to Injury==
Medbay starts with a Head Surgeon. On any given round, there is a random chance that he will be a cardboard box or a [[Robots#Medbot|medbot]]. If he's a bot, wheel him out to the Medbay lobby to treat minor injuries.
 
[[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:
==Basic First Aid==
* Green = Ignore, they're probably drunk and blabbing to you about how they're sick.
Your [[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 damage ranges from green (fine) to blinking red (severely injured), to pulsing white (critical) and then finally gray (dead).  
* 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 [[Cryo]]. If you're too far from [[Medbay]], or it is in ruins, get ready to administer a ton of medicine. [[Inaprovaline]], 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.
[[Tricordrazine]] is good against burns and brute damage. [[Bicardine]] works again brute specifically and [[Kelotane]] against burns. Check out an injured person's health using your [[PDA]] or [[Health Analyzer]] and administer the appropriate medicine.


==Damage Types==
People who have slipped into critical condition cannot breathe in their own and require stabilization or else they will slowly accumulate suffocation damage. [[Inaprovaline]] is best, but CPR also works if you're in a safe area with normal environment. Just take off their mask and your own and target them with the help intent. A patient who is thrown into [[Cryo]] without being stabilized will take longer to heal and may die.
* Brute = [[Bicardine]] or [[Tricordizine]], either by injection or by patches (if seriously hurt)<br>
* Burn = [[Kelotane]], in [[Burn Patch]]es or [[pill]]s. Tricordazine also heals burn damage, but less efficiently than Kelotane<br>
* Toxins = [[Anti-Toxin]]s aka [[Dyvolene]]. In syringe and pill form.<br>
* 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)==
==Advanced Medicine==
*'''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.
Between Cryo, your first aid kits, and medbots, you have enough to treat most common ailments. For a more complex guide, check out [[Doctoring]].
*'''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.  Do NOT use too much of this when treating patients, as it is addictive and the addiction is uncurable.
*'''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.
*'''Cryoxadone:''' Special blue-colored medicine that is stored in a beaker and super-cooled in order to heal people. You will start with two of these, and may run out depending on usage. This is almost exclusively used in conjunction with the Cryo Chambers. If you accidently spill one of these while trying to install it, yell at Chemistry to make you more by mixing Dexalin + Water + Oxygen
*'''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.


== Crew Objectives ==
== Crew Objectives ==
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==Syndicate Shenanigans==
==Syndicate Shenanigans==
As a traitor medical doctor, you get access to the syringe gun, a weapon that can fire syringes (filled with whatever you wish) into unfortunate victims. Holds 6 syringes at a time. In addition, you can use an EMag card on hyposprays to allow them to be filled with non-medicinal substances like acid (LSD), acid (face-melting), toxins (which medical supply lockers have a bottle of for just such an occasion), sleepytime drugs, or Bo Jack Daniels.
The traitor medic has the right tools for quiet assassinations and all-out rampages. [[EMAG|EMagging]] your hyposprays will let you load them with whatever you want, instantly injecting your targets with any variety of harmful chemicals. Your medical vending machine starts out with a few nice ones such as sleep toxin, and more potent drugs can be made if you're able to slip into [[Chemistry]]. Generally no one will stop to question a doctor dragging an injured crewmember or corpse, so long as it's towards medbay. You have equipment to restrain and anesthetize any downed victims, and the [[Roboticist]] next door may be happy to give you one of his spare [[Flash|flashes]]. For the more overt killer, you can use the [[Syndicate Items#Syringe Gun|Syringe Gun]], which uses syringes loaded with the harmful chem of your choice as ammo. Since a crew is often lucky to have one working doctor at a time, if you are that doctor and are rampaging, they're left with little opportunities to heal. If a plucky medbot tries to help your victims, simply emag it to turn it into a killing machine.
 
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{{JobMenu}}
{{JobMenu}}
[[Category: Jobs]] [[Category: Tutorial]]
[[Category: Jobs]]

Revision as of 22:38, 18 October 2012

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. Doctor is a job that ranges from very boring and uneventful to manic and stressful depending on the round's conditions. You can expect to see more activity on high-population rounds, where scuffles and fights are more common, and you will be of great use saving lives during Wizard and Nuclear Emergency rounds. If things are dull, go on patrol as a paramedic, just keeping an ear open to anyone who requests you back at Medbay. Impatient patients will gladly break in and guzzle down half your resources if they think there are no doctors around, so keep your guard up.

Setting up 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.

Your Tools

Your lockers and the vending machines contain vital equipment needed to save lives. Your hypos and syringes can be loaded with various chems for ease of use. You can make Tricordizine easily by mixing 10 Units Anti-Toxin and 10 Units Inaprovaline in an empty beaker. 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. Ask the Roboticist for a spare flash if things are getting really rowdy. Consider putting valuable medical supplies in one of the medicine lockers and locking it with your ID to prevent theft, as Medbay is frequently trespassed.

Medical Belts are a godsend if you're going to work outside of Medbay. They can hold pills, hyposprays, and syringes. 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 to withdraw medicine in a controlled manner. 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.

Medbay starts with a Head Surgeon. On any given round, there is a random chance that he will be a cardboard box or a medbot. If he's a bot, wheel him out to the Medbay lobby to treat minor injuries.

Basic First Aid

Your 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 damage ranges from green (fine) to blinking red (severely injured), to pulsing white (critical) and then finally gray (dead).

Tricordrazine is good against burns and brute damage. Bicardine works again brute specifically and Kelotane against burns. Check out an injured person's health using your PDA or Health Analyzer and administer the appropriate medicine.

People who have slipped into critical condition cannot breathe in their own and require stabilization or else they will slowly accumulate suffocation damage. Inaprovaline is best, but CPR also works if you're in a safe area with normal environment. Just take off their mask and your own and target them with the help intent. A patient who is thrown into Cryo without being stabilized will take longer to heal and may die.

Advanced Medicine

Between Cryo, your first aid kits, and medbots, you have enough to treat most common ailments. For a more complex guide, check out Doctoring.

Crew Objectives

As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a medical doctor, you can expect to see the following:

Do not commit a violent act all round
Never use the Harm intent, basically. Disarm actions are still kosher.

Syndicate Shenanigans

The traitor medic has the right tools for quiet assassinations and all-out rampages. EMagging your hyposprays will let you load them with whatever you want, instantly injecting your targets with any variety of harmful chemicals. Your medical vending machine starts out with a few nice ones such as sleep toxin, and more potent drugs can be made if you're able to slip into Chemistry. Generally no one will stop to question a doctor dragging an injured crewmember or corpse, so long as it's towards medbay. You have equipment to restrain and anesthetize any downed victims, and the Roboticist next door may be happy to give you one of his spare flashes. For the more overt killer, you can use the Syringe Gun, which uses syringes loaded with the harmful chem of your choice as ammo. Since a crew is often lucky to have one working doctor at a time, if you are that doctor and are rampaging, they're left with little opportunities to heal. If a plucky medbot tries to help your victims, simply emag it to turn it into a killing machine.


Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus