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Ansari's guide to general medical stuffs (WIP)


Ansari

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This guide is intended to cover chemistry and most part of medbay related to saving people. As a result, genetics and virology, which is specialist field in themselves wouldn't be covered. I will only cover what you, as a general MD/Chemist/CMO/Helpful assistants will / can do to save people.

 

Gearing up

Before you get started, all medical personnel should gear themselves up. Try to have the following on you, even if you're geneticist, psychologist or virologist. Because chance are, some/most/lots of your colleagues will be INCOMPETENT and you'll be pressed into service as a medical doctor / chemist to save people.

 

Gear list:

1x Sterile mask / Gas mask (Acquire from L3 Biohazard Closet)

1x Labcoat/Responder jacket (Give you a suit storage spot)

1x Latex gloves (Protect from disease)

1x Medical HUD (Unless you're kidan)

1x Medical belt

1x Health Analyzer

2x Syringe (In case you accidentally harm-intent one)

2x Inaprovaline bottle

2x Anti-toxin bottle (For stabilizing patient and mixing tricordrazine on spot when really needed)

3x Advanced trauma kit (Absolutely essential if you plan to work in surgery or out of medbay)

2x Advanced burn kit

1x Medical splint (This can be skipped if you're not expecting to operate in medbay)

1x Medical bedsheet, on your back, because you're medi-knight/man/woman, the hero this station (does not) deserves.

1x Backpack

1x Crowbar (Useful for opening emergency shutters)

1x White jumpsuit (Protect from disease)

1x White shoes (Protect from disease)

In emergency:

Acquire EVA hardsuit from EVA, use the oxygen tank and put it in suit storage spot. Medical have two suits and you have access to them as chemist/MD by default. Try to leave them for people who'll get out of medbay a lot, however.

 

Chemistry

Congratulations, you're now a drug dealer / pharmacist / chemist. Your job is to MAKE MEDICINES (quickly) and SAVE PEOPLE. Not taking LSD, detonating the lab and covering it in metal foam. I'll provide a list of chemical recipes here, in order you should make them (in my opinion), and the reason why will be provided later to save space.

 

A neat trick is using multitool on the dispenser (Also work for the bartender wanting to access more drinks!), it'll give you access to toxin (mostly useless) and plasma (Very useful). Before you head to make chemical, you should rush the primary tool storage / auxilary tool storage and take a multitool before anyone else, then disable the safety guards on the dispenser before getting to work. It'll make your life much easier.

 

If you mess up the recipe, splash the solution on the ground (NOT ANYONE). Unless it contains acid or radium. In that case dispose of it by putting it in the ChemMaster 3000, putting it in buffer and then ejecting the beaker.

 

 

Essential medicines:

Cryoxadone: 5u plasma, 30u oxygen, 30u water, 30u oxygen. Quantity: 9x bottle

Effect: Heal all type of conventional damage quickly while body is at low temperature <170k (Read: cryo). Does not heal clone damage (or does it slowly)

 

Clonexadone: (Make 3 extra bottle of cryoxadone), pour the cryoxadone into the large beaker, then mix 30u of sodium. This will yield you 6x clonexadone bottle, more than enough for a whole shift (Most of the time). Quantity: 6x bottle

Effect: Heal up clone damage very quickly, mix with blood to make synthmeat.

 

Alkysine: 30u Chlorine, 40u Nitrogen, 10u Potassium, 10u Silicon. Quantity: 6-9x bottle

Effect: Heal up brain damage that show up in "Brute/Burn" damage in the advanced body scanner. Very high brain damage need to be fixed with brain surgery.

 

Ryetalyn: 30u Radium, 10u potassium, 10u silicon, 10u nitrogen > Hyronalin. Bottle them and pour 30u into a beaker. Then add 30u hydrogen for Arithrazine. Then bottle them, add 30u carbon to make it into Ryetalyn. Quantity: 2x bottle (Might want more if someone is handing out hulks)

Effect: Remove all mutations, good or bad.

 

(Update: Possibly bugged in the latest versions)

 

Bicaridine: 40u carbon, 10u oxygen, 10u sugar. Quantity: 6 - 8x bottle, 10 - 12x if blob / massive fighting.

Effect: Very quick-acting brute-damage healer. It slows down bleeding greatly (to 1/10 or 1/4, I am not sure), heal internal bleeding slowly on overdose (Above 30u).

 

Kelotane: 30u carbon, 30u Silicon. Quantity: 2xbottle, more if lots of diona onboard.

Effect: Heal burn damage, slower than dermaline. But it works on diona.

 

Imidazoline: 10u potassium, 10u silicon, 10u nitrogen (For anti-toxin), 30u carbon, 30u hydrogen for 60u of Imidazoline. Quantity: 2 - 4x bottle.

Effect: Heal up eye damage

 

Other needed chemicals (Not in order, do those on request / stock as you like):

Unstable Mutagen: 30u Chlorine, 30u Phosphorus, 30u Radium

Effect: Causes mutations in human, with about a 98% chance of it being bad. Used for botany to mutate plants.

 

Thermite: 30u Oxygen, 30u Aluminum, 30u Iron

Effect: Splash 5u or more on wall, apply welder / plasma cutter. It'll melt.

 

Chloral Hydrate: 30u Ethanol, 30u Water, 90u Chlorine

Effect: Quickly take down an opponent and make them sleep, is fatal above 15u. Be cautious when using it.

 

Space lube: 20u Oxygen, 20u Silicon, 20u Water

Effect: Slip people even if they're walking, make them slide farther than water and take minor damage.

 

Dexalin Plus: 5u Plasma, 40u Oxygen, 20u Carbon, 20u Iron.

Effect: Heal up all suffocation damage instantly. 1u is enough.

 

Hyperzine: 30u Sugar, 30u Phosphorus, 30u Sulfur

Effect: Make you quicker, very useful if you're in suit. Do not overdose.

 

Synaptizine: 30u Lithium, 30u Sugar, 30u Water

Effect: Make you recover quicker from stun and paralysis and also act as an antibiotic for some disease.

 

Spaceacllin: 10u Potassium, 10u Oxygen, 10u Sugar, 10u Oxygen, 10u Sugar, 10u Carbon.

Effect: Antibiotic, slow down disease progress.

 

Polytrinic Acid: 30u Sulphuric Acid, 30u Chlorine, 30u Potassium.

Effect: Melting people's face and everything they've loved.

 

Space cleaner: 30u hydrogen, 10u Nitrogen, 40u Water.

Effect: Cleaning thing efficiently without slipping people.

 

Ethylredoxrazine: 10u Potassium, 10u Silicon, 10u Nitrogen, 30u Oxygen, 30u Carbon

Effect: Reacts with alcohol at a 1:1 ratio to create water. Help deal with drunks.

 

Tramadol: 10u Carbon, 10u Oxygen, 10u Sugar, 30u Ethanol, 30u Oxygen.

Effect: Reduce pain in the patient. (By 80)

 

Oxycodone: Make tramadol as above, make two bottle and put 30u in beaker, add 30u of Ethanol and 30u of Plasma (You can get them easily with the multitool trick)

Effect: Reduce pain in the patient, even better than Tramadol. Do not take in dose above 10u. (By 200)

 

Methylphenidate: 5u Silicon, 5u Potassium, 5u Nitrogen, 5u Silicon, 30u Hydrogen (Create 75u Meth with 10u of residue Anti-toxin)

Effect: Mind stabilizer. Remove hallucination effect. Also great for pretending you're a drug addict.

 

Lipozine: 10u Sodium, 10u Chlorine, 20u Ethanol, 20u Radium

Effect: Lower the amount of nutrition in your body, allowing you to eat more. Also remove fat mutation.

 

Crew monitoring computer

There should be a doctor seated here at all time, to press the medbay door button to let people in, and to watch over people, yell at them to turn on suit sensors and to ensure they're not injured.

 

You can discover it is a changeling round or discover the presence of changeling onboard by paying a lot of attention and seeing people in suspicious location (Read: Maintainence / Permabrig) that died WITHOUT their vital damage adding up to 200. 60 - 90% of the time it is indication of a changeling's sloppy work

 

Injuries and response

Now hopefully the chemistry department didn't all went on space drugs / LSD and fucked off, and have stocked up plenty of medications. Around this time the wounded and dead should start streaming into Medbay. Your Medical HUD should be able to determine if they're dead or not, and whether they're close to critical. Do not be deceived by their health status on HUD, however. It is only good for determining whether someone is controled by borer, infected by alien, is dead/not and whether they're close to critical / in critical. In ALL case you should run up to them and scan the with a health analyzer.

 

If you can, ask them if they feel anything moving anywhere, or feel that anything is wrong with them. It is good for determining what kind of injuries they have in the first place. After completing each procedure, put them in an advanced health scanner. It'll discover any hidden problems with them.

 

Remember, sleeper can inject inaprovaline and dylovene, which mixes into tricordrazine inside their body.

 

A list of conditions and response:

Dead: Head to cloning and clone them. It is straightforward. To make synthmeat, inject blood into cryoxadone. 5u of blood mixed with 1u of cryoxadone create 1 synthmeat. It only works if the reaction take place outside of a body. Put them in a cryo with CLONEXADONE afterward, then inject 10u of alkysine. Scan / ask them for any condition. If any, inject 5u of ryetalyn (1u is enough but you may not have a dropper with you!). Remember to eject them.

 

Critical damage, brute / burn / oxygen: Insert into cryo /b] and heal them up. Remove hardsuits, ensure it is cryoxadone that's inside the cryo beaker. Remember to eject them.

 

Critical damage, toxin: Insert into cryo, heal them up until about 30 - 50 health above critical. Quickly drag them to sleeper, put them inside and inject dylovene to remove whatever is poisoning them. Remember to eject them.

 

Non-critical damage: Put them into sleeper, inject dylovene & inaprovaline non-stop to mix tricordrazine inside their body. They'll be fine soon unless they have other conditions. (If diona, they can recover from all normal damage except for burn damage, if they're provided plenty of light. Give them kelotane your chemist should've prepared instead)

 

Pre-surgery, non-critical: Before performing a surgery, put the patient in a sleeper, mix a lot of tricordrazine inside them. If you have no time to put up anesthetic, then injecting 40u of soporific will work. If it is still there after surgery, inject dylovene to counteract it. Making someone fall asleep for no raisins is just douchey.

 

Bone fracture: Tell patient to stop moving, then put in advanced body scanner to determine location of bone fracture. Heal all external wound, then operate.

 

Internal bleeding: Immediately feeding patient 30u or more of bicaridine to slow down internal bleeding, put in sleeper, inject tricordrazine to heal up any wound and stabilize them. Scan for location of internal bleeding, operate ASAP (Even if it means stopping surgery of patient w/o internal bleeding) . Internal bleeding is the trickiest physical condition in medbay and it is fatal if not treated immediately, unlike most other condition that can be stopped or halted temporarily with cryo.

 

Internal organs damage: Operate on them and fix them up with advanced trauma kit. Use nanopaste (You will almost never get it from R&D) if the organ is mechanical. Unless the damage is severe (Or the lung is ruptured), this surgery is not very essential.

 

I'll not cover how to do surgery here, as the wiki have a much better guide on it, which can be found here: http://80.244.78.90/wiki/index.php/Surgery

 

You should always memorize internal bleeding surgery at the bare minimum.

 

To prevent infection, wash your hands (Especially if they're bloody) before doing infection. Anesthetic is NOT essential in game for surgery as a matter of fact, but it is good roleplay to always put them on. However, if the patient is in danger of losing their life (e.g. Alien / Appedenictis / Internal bleeding), SKIP washing hand and putting on anesthetic. The loss from potential infection and/or screaming in pain is much lower than the patient losing their life.

 

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In response to Ansari's above post, I will add a short guide to Genetics and how you can avoid being a medical hinderance/casualty. I will also assume you have a basic knowledge of the computer used to alter SE.

 

Gearing up

 

1x Sterile mask

1x Labcoat

1x Latex gloves

1x Medical HUD (grab it if they are available but give priority to the doctors/nurses)

1x Medical belt

1x Health Analyzer

2x Syringe (in case you accidentally harm-intent one)

2x Anti-toxin bottle (for reducing your toxin damage)

2x 30 unit Anti-toxin pills (For curing genetic side effects)

2x 30 unit Bicardine pills (For curing genetic side effects)

2x 30 unit Dexalin pills (For curing genetic side effects)

1x Crowbar (Useful for crowing open emergency shutters)

 

Genetic Side Effects

 

During injection of an SE, there is the potential to encounter a genetic side effect. These are always debilatating and should be cured as soon as possible. The side effects are on timers and if the cure is not present in your system then the effect will occur, the 30 unit pills are more than enough to see you to the timer.

 

 

  • Genetic Burn - "You start turning very red..." - You'll typically fall over, if not treated, you'll start taking burn damage all over. Cure: Dexalin.

  • Bone Snap - "Your limbs start shivering uncontrollably" - You'll fall over then get up after a short time, if not treated you'll take some brute damage and a random bone will break. Cure Bicaridine.

Monkey - "You have drool running down from your mouth" - If not proper treated, you will be converted into a monkey; reconverting to a human will kill the subject. Cure Anti-toxin.

Confusion - "You have drool running down from your mouth" - Causes you to run around randomly, making travel to any destination next to impossible. Cure Anti-toxin.

 

 

SE Alteration

 

The SE system has 55 blocks subdivided into 3 sub-blocks each with a Hexadecimal value from 0 to F. SE blocks 1 to 54 contain powers, disabilities or nothing, the 55th block determines if the subject is an animal or sentient being.

 

To begin with, you should gear up and then proceed to obtain a test subject. Your most readily available source are the cubes located in your lab. Grab one, unwrap it and then get it wet. Your test subject will appear and you can get started.

 

First, save the test subjects SE to the third slot and label it as a 'Clean SE Animal' or something similar. Then proceed to alter its 54th block 1st sub-block until it is '7' or below. This will ensure the test subject is a sentient being. Proceed to glance over blocks 1 to 54 and ensure the 1st sub-block is 3 or less. This ensures no random mutations occured in the SE. Save this SE in slot 3 as 'Clean SE Human' or something similar and insert a disk and save it.

 

Now starts the process of modifying blocks 1 to 54. If you have a partner, decide who is starting where so you both are not working on the same blocks. Your target is to get the blocks sub-blocks to read D A C or higher. This will ensure that if a power is available, you will activate it. Powers can activate as low as B E A however and genetic disabilities will always activate above 8 0 2.

 

When testing a block, ensure you use a 'block injector' and select the appropriate block. This will only modify that select block rather than the whole 55 blocks each person has. I typically use myself as the test subject for each block injection, overwriting disabilities from the 'Clean SE Human' blocks when required. This runs the risk of genetic mutations mentioned above and causes toxin damage, both are managable. A slightly less time efficient approach is to inject the block injector into a human test subject and check for the effects.

 

A list of available powers and disabilities is available on the wiki here:

 

http://80.244.78.90/wiki/index.php/Guide_to_Genetics

 

Conduct

 

Just a quick note on conduct as the geneticist.

 

First, do not inject your partner without permission. It doesn't matter if you found Hulk and want to share it with them, either ask them or place it on the table behind them. Practicing this in the reverse will also avoid someone turning you into a monkey.

 

Secondly, do not offer out your SE with all the powers without the CMO or Captains approval. Without it, Security are likely to lynch you.

 

Thirdly, if you get no breathing, contact all the Vox on station and provide them with the Block SE injector. It will allow them to ditch the tanks and it will most likely net you some nice Karma.

 

Fourthly, if your test subject has died and you want a new one, make sure to overwrite it as an animal so Cargo don't freak out and call security. You're likely to get brigged.

 

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Great Guide! A few things that should be added however are the Pain Suppressants and Stabilizing Medications

 

Inaprovaline:10u Oxygen, 10u Sugar, 10u Carbon

Effect: Universal Stabilizer, Minor Pain Suppressant, Stops Worsening of Health Status When 0% or lower. Stops progression of Suffocation/Toxin Damage

 

Tramadol:10u Inaprovaline, 10u Ethanol, 10u Oxygen

Effect: Moderate Painkiller, Removes patient from shock(paincrit)

 

Oxycodone: 10u Ethanol, 10u Tramadol, 10u Plasma

Effect:An effective and very addictive painkiller. Even better than Tramadol for patients in shock (results in 1 unit instead of 3).

 

Methylphenidate: 10u MindBreaker Toxin, 10u Hydrogen

Effect:Removes Chemical Overdosing Side effects, Removes Space drug Side Effects, Removes Hallucinations.

 

Furthermore other medications can be used in cryobaths. Alyskine Cryopods are extremely effective at treating brain damage. Generally medications work better at colder temps.

 

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  • 4 weeks later...

 

A useful note on internal bleeding: If patient is at 60% blood level, Inaprovaline becomes useless. You'll need Dexaline to deal with suffocation damage and stabilise patient.

And probably an IV drop with the adequate blood inserted as well, else he will probably die anyways.

 

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