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	<id>http://sojourn13.space/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yanniert</id>
	<title>Sojourn - User contributions [en]</title>
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	<updated>2026-06-02T14:20:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://sojourn13.space/w/index.php?title=Foreman&amp;diff=3997</id>
		<title>Foreman</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Foreman&amp;diff=3997"/>
		<updated>2023-03-25T16:21:22Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#750C94; | Expedition Foreman&lt;br /&gt;
&amp;quot;The big bad boss.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Prospectors&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Prospector prep area, prospector locker room, Foreman&#039;s office&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
The Council&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Very Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The foreman is the leader of the expedition team and coordinates all actions by his prospectors and salvagers to ensure each successful mission. The foreman has to know a wide variety of tasks ranging from construction, medical treatment, and combat. A good foreman will delegate his tasks appropriately and should focus on keeping the team together and alive.&lt;br /&gt;
&lt;br /&gt;
== Perils of Leadership ==&lt;br /&gt;
The foreman has one of the most difficult staff positions as his team is expected to encounter hostile life forms on a consistent basis. Unlike other heads who can often times ignore or barely interact with their staff team except through radio you are expected to work closely with your team. This means keeping them from turning on each other if any friendly fire happens and putting them where they&#039;re skills are most valuable.&lt;br /&gt;
&lt;br /&gt;
==Controlling your Prospectors==&lt;br /&gt;
Seldom do those who work for the Over-boss come from altruistic roots. Your team can and will be made up of the worst society has to offer; criminals, murderers, thieves, vagabonds and vagrants just to name a few. Incidents will occur. Some of those under your command will steal from other departments, break into areas they&#039;re not supposed to be in, start fights over minute things. It will be your job to keep them in line and punish them accordingly. Just because they&#039;re Prospectors doesn&#039;t mean they are exempt from the law. &lt;br /&gt;
Remember, the Prospectors suffered through a lot to earn a place in the council and the colony by extension. Don&#039;t make the council regret this decision.&lt;br /&gt;
&lt;br /&gt;
While this line of work will attract the worst kind of people, they are never the less your people. Society has turned their back on them and the Prospectors can very well be their &amp;quot;second chance&amp;quot; that so very few people are given. If something bad happens to one of your Prospectors (and they are &amp;quot;relatively&amp;quot; innocent in the situation), defend them to the full extent of your abilities regardless of how it may affect you.&lt;br /&gt;
&lt;br /&gt;
The Prospectors wont take the orders of a spineless maggot, but to treat them unjustly is to destroy any chance of them ever respecting you. Be firm, but fair. Punish them when they break the Colony&#039;s laws but stand by them when they do not. Reprimand them when they disobey orders but reward them when they follow in your footsteps.&lt;br /&gt;
&lt;br /&gt;
Things to consider on an expedition:&lt;br /&gt;
* It&#039;s a good idea after securing an old ruin or building to create a forward operating base. This structure serves multiple purposes such as a place to stash loot, a place to do field surgery or heal, and a rallying point in case of the team is seperated.&lt;br /&gt;
* Always instruct your salvagers to dig out trash piles completely, collapse burrows, and weld cracks in the floor to secure a location and get the maximum amount of loot.&lt;br /&gt;
* Listen to what your staff says and assign them jobs appropriately. A prospector brings armor and a shield and says he isn&#039;t a good shot? Put him in the front to act as draw for hostile wild life. A salvager says he&#039;s a better medic than engineer? Assign him to the melee prospector so he can patch him up as he gets injured.&lt;br /&gt;
* Fill in on any position you have empty. Not enough prospector muscle? Gear up primarily for combat. No salvagers? Get a medkit and tool-belt. &lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Unlike other members of the colony, the prospectors very likely to require weapons and equipment that rivals security. Care must be taken to avoid this equipment from falling into the hands of untrained personnel. A good prospector will prepare for any possibility be it bad weather, cave ins, or armed hostile humanoids.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The prospector&#039;s main job function is to explore, locate any devices or artifacts of interest, make contact with any indigenous life, and generally make new discoveries while looting everything that isn&#039;t nailed down and even then stealing the nails if they&#039;re not secured properly.&lt;br /&gt;
&lt;br /&gt;
You should be familiar with [[Standard Operating Procedure]] with regards to away missions, and make sure you follow the directions of the expedition foreman if present.&lt;br /&gt;
&lt;br /&gt;
== Weaponry and You ==&lt;br /&gt;
Unlike the rest of the crew, who are not permitted to have rifles/experimental weapons, you are permitted to carry weapons to further your job as necessary, this include legal carry for long arms &amp;lt;s&amp;gt;not a grenade launcher&amp;lt;/s&amp;gt;. &amp;lt;s&amp;gt;In general however, you should only carry a weapon if you plan to use it, there is no reason to have a slung shotgun while sitting at the bar or being off duty. Note that this only applies if you&#039;re on active duty in the prospector department, being off duty or another secondary job is not a valid reason to carry a rifle&amp;lt;/s&amp;gt;. Due to the change in [[Laws|laws]], you can now carry your heavy machine gun even while drinking a beer at the bar. You should still avoid walking around with a rocket launcher.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3996</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3996"/>
		<updated>2023-03-25T15:59:56Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Surgical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it&#039;s possible to stabilize anyone no matter their condition, it just depends on what&#039;s available for you to treat them. Obviously not every situation presents ideal circumstances. Don&#039;t beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you&#039;re only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then &#039;&#039;&#039;you really shouldn&#039;t be playing medical.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don&#039;t go outright doing someone&#039;s job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they&#039;re doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] MedHUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing&#039;&#039;&#039;: -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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! Treatment for brute damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;]]: Heals 3 brute on the target limb immediately and will allow it to heal on it&#039;s own if the damage is below 50. The 3 damage that&#039;s taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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 &#039;husked,&#039; unable to be resuscitated no matter what you do. Treatment for burn damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;]]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, plasma exposure/plasma-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it&#039;s damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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. Treatment for hypoxia on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;150 oxy&#039;&#039;&#039; per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation or slime digestion 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. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being 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. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
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:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey medicine, works the same as Dylovene in it&#039;s use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
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 &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: 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 &#039;&#039;you&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Roll_of_gauze|Gauze]]&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 3 brute damage on the limb it&#039;s applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Myelamine]]&#039;&#039;&#039;: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine]]&#039;&#039;&#039;: 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.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;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&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be &#039;&#039;&#039;overdosed (45u)&#039;&#039;&#039; immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|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:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve&#039;s organ &#039;&#039;&#039;with the patient&#039;s consent.&#039;&#039;&#039;&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it&#039;s the heart).&lt;br /&gt;
**If the brain or heart (unless you&#039;re fast) is necrotic, the patient will need surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A note about necrosis&#039;&#039;&#039;: If an organ is allegedly necrotic (namely on a printout) but the patient&#039;s temperature is normal and there was no previous infection, then &#039;&#039;surprisingly&#039;&#039; the organ isn&#039;t actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones 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:&lt;br /&gt;
*&#039;&#039;&#039;[[Medical_Items#Splint|Splints]]&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*&#039;&#039;&#039;Osteodaxon&#039;&#039;&#039;: A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb&#039;s damage isn&#039;t above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
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 &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#ealth Scanner Hud|MedHUD]] can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient&#039;s job icon next to the health bar. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:Latex.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don&#039;t halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient&#039;s vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
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:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
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:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it&#039;s cryogenic tubes, allowing the use of 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&#039;s beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Surgical Polytool&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. It has the ability to perform everything the other surgical tools do together, and fits in your pocket.&lt;br /&gt;
*[[File:Boneclamp.png]]&#039;&#039;&#039;Boneclamp&#039;&#039;&#039;: Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with a surgical polytool.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u over it&#039;s non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]&#039;&#039;&#039;Pink Slime Extract&#039;&#039;&#039;: Pink slimes are essentially smarter medibots, but their extract is what we&#039;re mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of plasma will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG&#039;s cell will allow the user to use it&#039;s modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]&#039;&#039;&#039;Advanced Roller Bed&#039;&#039;&#039;: Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it&#039;s size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it&#039;s maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]&#039;&#039;&#039;Clotting Kit&#039;&#039;&#039;: A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]&#039;&#039;&#039;Vey-Med Voidsuit&#039;&#039;&#039;: A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]&#039;&#039;&#039;Virus Samples&#039;&#039;&#039;: Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CBO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and &#039;&#039;&#039;EATING THE CORPSE FALLS UNDER THIS AS WELL.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CBO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or High Council if they ask you unless it&#039;s Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3995</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3995"/>
		<updated>2023-03-25T15:58:20Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Surgical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it&#039;s possible to stabilize anyone no matter their condition, it just depends on what&#039;s available for you to treat them. Obviously not every situation presents ideal circumstances. Don&#039;t beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you&#039;re only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then &#039;&#039;&#039;you really shouldn&#039;t be playing medical.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don&#039;t go outright doing someone&#039;s job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they&#039;re doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] MedHUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing&#039;&#039;&#039;: -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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! Treatment for brute damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;]]: Heals 3 brute on the target limb immediately and will allow it to heal on it&#039;s own if the damage is below 50. The 3 damage that&#039;s taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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 &#039;husked,&#039; unable to be resuscitated no matter what you do. Treatment for burn damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;]]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, plasma exposure/plasma-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it&#039;s damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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. Treatment for hypoxia on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;150 oxy&#039;&#039;&#039; per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation or slime digestion 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. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being 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. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
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:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey medicine, works the same as Dylovene in it&#039;s use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
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 &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: 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 &#039;&#039;you&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Roll_of_gauze|Gauze]]&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 3 brute damage on the limb it&#039;s applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Myelamine]]&#039;&#039;&#039;: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine]]&#039;&#039;&#039;: 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.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;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&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be &#039;&#039;&#039;overdosed (45u)&#039;&#039;&#039; immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|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:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve&#039;s organ &#039;&#039;&#039;with the patient&#039;s consent.&#039;&#039;&#039;&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it&#039;s the heart).&lt;br /&gt;
**If the brain or heart (unless you&#039;re fast) is necrotic, the patient will need surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A note about necrosis&#039;&#039;&#039;: If an organ is allegedly necrotic (namely on a printout) but the patient&#039;s temperature is normal and there was no previous infection, then &#039;&#039;surprisingly&#039;&#039; the organ isn&#039;t actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones 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:&lt;br /&gt;
*&#039;&#039;&#039;[[Medical_Items#Splint|Splints]]&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*&#039;&#039;&#039;Osteodaxon&#039;&#039;&#039;: A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb&#039;s damage isn&#039;t above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
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 &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#ealth Scanner Hud|MedHUD]] can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient&#039;s job icon next to the health bar. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:Latex.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don&#039;t halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient&#039;s vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
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:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
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:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it&#039;s cryogenic tubes, allowing the use of 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&#039;s beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Medical Polytool&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. It has the ability to perform everything the other surgical tools do together, and fits in your pocket.&lt;br /&gt;
*[[File:Boneclamp.png]]&#039;&#039;&#039;Boneclamp&#039;&#039;&#039;: Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u over it&#039;s non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]&#039;&#039;&#039;Pink Slime Extract&#039;&#039;&#039;: Pink slimes are essentially smarter medibots, but their extract is what we&#039;re mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of plasma will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG&#039;s cell will allow the user to use it&#039;s modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]&#039;&#039;&#039;Advanced Roller Bed&#039;&#039;&#039;: Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it&#039;s size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it&#039;s maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]&#039;&#039;&#039;Clotting Kit&#039;&#039;&#039;: A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]&#039;&#039;&#039;Vey-Med Voidsuit&#039;&#039;&#039;: A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]&#039;&#039;&#039;Virus Samples&#039;&#039;&#039;: Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CBO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and &#039;&#039;&#039;EATING THE CORPSE FALLS UNDER THIS AS WELL.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CBO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or High Council if they ask you unless it&#039;s Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3994</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3994"/>
		<updated>2023-03-25T15:57:04Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* File:Sleeper.gifFile:Console.gifSleeper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it&#039;s possible to stabilize anyone no matter their condition, it just depends on what&#039;s available for you to treat them. Obviously not every situation presents ideal circumstances. Don&#039;t beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you&#039;re only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then &#039;&#039;&#039;you really shouldn&#039;t be playing medical.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don&#039;t go outright doing someone&#039;s job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they&#039;re doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] MedHUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing&#039;&#039;&#039;: -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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! Treatment for brute damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;]]: Heals 3 brute on the target limb immediately and will allow it to heal on it&#039;s own if the damage is below 50. The 3 damage that&#039;s taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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 &#039;husked,&#039; unable to be resuscitated no matter what you do. Treatment for burn damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;]]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, plasma exposure/plasma-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it&#039;s damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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. Treatment for hypoxia on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;150 oxy&#039;&#039;&#039; per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation or slime digestion 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. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being 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. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
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:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey medicine, works the same as Dylovene in it&#039;s use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
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 &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: 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 &#039;&#039;you&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Roll_of_gauze|Gauze]]&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 3 brute damage on the limb it&#039;s applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Myelamine]]&#039;&#039;&#039;: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine]]&#039;&#039;&#039;: 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.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;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&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be &#039;&#039;&#039;overdosed (45u)&#039;&#039;&#039; immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|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:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve&#039;s organ &#039;&#039;&#039;with the patient&#039;s consent.&#039;&#039;&#039;&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it&#039;s the heart).&lt;br /&gt;
**If the brain or heart (unless you&#039;re fast) is necrotic, the patient will need surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A note about necrosis&#039;&#039;&#039;: If an organ is allegedly necrotic (namely on a printout) but the patient&#039;s temperature is normal and there was no previous infection, then &#039;&#039;surprisingly&#039;&#039; the organ isn&#039;t actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones 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:&lt;br /&gt;
*&#039;&#039;&#039;[[Medical_Items#Splint|Splints]]&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*&#039;&#039;&#039;Osteodaxon&#039;&#039;&#039;: A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb&#039;s damage isn&#039;t above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
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 &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#ealth Scanner Hud|MedHUD]] can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient&#039;s job icon next to the health bar. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:Latex.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don&#039;t halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient&#039;s vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
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:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
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:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it&#039;s cryogenic tubes, allowing the use of 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&#039;s beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]&#039;&#039;&#039;Boneclamp&#039;&#039;&#039;: Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u over it&#039;s non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]&#039;&#039;&#039;Pink Slime Extract&#039;&#039;&#039;: Pink slimes are essentially smarter medibots, but their extract is what we&#039;re mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of plasma will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG&#039;s cell will allow the user to use it&#039;s modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]&#039;&#039;&#039;Advanced Roller Bed&#039;&#039;&#039;: Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it&#039;s size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it&#039;s maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]&#039;&#039;&#039;Clotting Kit&#039;&#039;&#039;: A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]&#039;&#039;&#039;Vey-Med Voidsuit&#039;&#039;&#039;: A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]&#039;&#039;&#039;Virus Samples&#039;&#039;&#039;: Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CBO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and &#039;&#039;&#039;EATING THE CORPSE FALLS UNDER THIS AS WELL.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CBO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or High Council if they ask you unless it&#039;s Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3993</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3993"/>
		<updated>2023-03-25T15:56:41Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Necessary Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it&#039;s possible to stabilize anyone no matter their condition, it just depends on what&#039;s available for you to treat them. Obviously not every situation presents ideal circumstances. Don&#039;t beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you&#039;re only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then &#039;&#039;&#039;you really shouldn&#039;t be playing medical.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don&#039;t go outright doing someone&#039;s job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they&#039;re doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] MedHUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing&#039;&#039;&#039;: -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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! Treatment for brute damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;]]: Heals 3 brute on the target limb immediately and will allow it to heal on it&#039;s own if the damage is below 50. The 3 damage that&#039;s taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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 &#039;husked,&#039; unable to be resuscitated no matter what you do. Treatment for burn damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;]]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, plasma exposure/plasma-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it&#039;s damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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. Treatment for hypoxia on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;150 oxy&#039;&#039;&#039; per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation or slime digestion 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. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being 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. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
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:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey medicine, works the same as Dylovene in it&#039;s use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
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 &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: 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 &#039;&#039;you&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Roll_of_gauze|Gauze]]&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 3 brute damage on the limb it&#039;s applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Myelamine]]&#039;&#039;&#039;: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine]]&#039;&#039;&#039;: 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.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;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&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be &#039;&#039;&#039;overdosed (45u)&#039;&#039;&#039; immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|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:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve&#039;s organ &#039;&#039;&#039;with the patient&#039;s consent.&#039;&#039;&#039;&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it&#039;s the heart).&lt;br /&gt;
**If the brain or heart (unless you&#039;re fast) is necrotic, the patient will need surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A note about necrosis&#039;&#039;&#039;: If an organ is allegedly necrotic (namely on a printout) but the patient&#039;s temperature is normal and there was no previous infection, then &#039;&#039;surprisingly&#039;&#039; the organ isn&#039;t actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones 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:&lt;br /&gt;
*&#039;&#039;&#039;[[Medical_Items#Splint|Splints]]&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*&#039;&#039;&#039;Osteodaxon&#039;&#039;&#039;: A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb&#039;s damage isn&#039;t above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
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 &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#ealth Scanner Hud|MedHUD]] can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient&#039;s job icon next to the health bar. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:Latex.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don&#039;t halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient&#039;s vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
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:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
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:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Stasis ability, with multiple settings to decide how slow the patient&#039;s body should take damage or process reagents.&lt;br /&gt;
**The lowest setting skips 99 of 100 life ticks.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it&#039;s cryogenic tubes, allowing the use of 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&#039;s beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]&#039;&#039;&#039;Boneclamp&#039;&#039;&#039;: Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u over it&#039;s non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]&#039;&#039;&#039;Pink Slime Extract&#039;&#039;&#039;: Pink slimes are essentially smarter medibots, but their extract is what we&#039;re mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of plasma will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG&#039;s cell will allow the user to use it&#039;s modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]&#039;&#039;&#039;Advanced Roller Bed&#039;&#039;&#039;: Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it&#039;s size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it&#039;s maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]&#039;&#039;&#039;Clotting Kit&#039;&#039;&#039;: A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]&#039;&#039;&#039;Vey-Med Voidsuit&#039;&#039;&#039;: A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]&#039;&#039;&#039;Virus Samples&#039;&#039;&#039;: Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CBO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and &#039;&#039;&#039;EATING THE CORPSE FALLS UNDER THIS AS WELL.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CBO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or High Council if they ask you unless it&#039;s Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3992</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=3992"/>
		<updated>2023-03-25T15:56:08Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Diagnostics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it&#039;s possible to stabilize anyone no matter their condition, it just depends on what&#039;s available for you to treat them. Obviously not every situation presents ideal circumstances. Don&#039;t beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you&#039;re only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then &#039;&#039;&#039;you really shouldn&#039;t be playing medical.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don&#039;t go outright doing someone&#039;s job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they&#039;re doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] MedHUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing&#039;&#039;&#039;: -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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! Treatment for brute damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;]]: Heals 3 brute on the target limb immediately and will allow it to heal on it&#039;s own if the damage is below 50. The 3 damage that&#039;s taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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 &#039;husked,&#039; unable to be resuscitated no matter what you do. Treatment for burn damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;]]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, plasma exposure/plasma-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it&#039;s damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
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. Treatment for hypoxia on it&#039;s own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;150 oxy&#039;&#039;&#039; per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation or slime digestion 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. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: 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.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being 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. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: 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.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
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:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey medicine, works the same as Dylovene in it&#039;s use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
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 &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: 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 &#039;&#039;you&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Roll_of_gauze|Gauze]]&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 3 brute damage on the limb it&#039;s applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Myelamine]]&#039;&#039;&#039;: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Bicaridine]]&#039;&#039;&#039;: 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.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;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&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be &#039;&#039;&#039;overdosed (45u)&#039;&#039;&#039; immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|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:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve&#039;s organ &#039;&#039;&#039;with the patient&#039;s consent.&#039;&#039;&#039;&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it&#039;s the heart).&lt;br /&gt;
**If the brain or heart (unless you&#039;re fast) is necrotic, the patient will need surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A note about necrosis&#039;&#039;&#039;: If an organ is allegedly necrotic (namely on a printout) but the patient&#039;s temperature is normal and there was no previous infection, then &#039;&#039;surprisingly&#039;&#039; the organ isn&#039;t actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones 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:&lt;br /&gt;
*&#039;&#039;&#039;[[Medical_Items#Splint|Splints]]&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*&#039;&#039;&#039;Osteodaxon&#039;&#039;&#039;: A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb&#039;s damage isn&#039;t above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
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 &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#ealth Scanner Hud|MedHUD]] can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient&#039;s job icon next to the health bar. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. &#039;&#039;&#039;Ensure that you are not sharing the same syringe between patients.&#039;&#039;&#039; Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:Latex.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don&#039;t halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient&#039;s vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
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:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
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:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Stasis ability, with multiple settings to decide how slow the patient&#039;s body should take damage or process reagents.&lt;br /&gt;
**The lowest setting skips 99 of 100 life ticks.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it&#039;s cryogenic tubes, allowing the use of 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&#039;s beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]&#039;&#039;&#039;Boneclamp&#039;&#039;&#039;: Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u over it&#039;s non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]&#039;&#039;&#039;Pink Slime Extract&#039;&#039;&#039;: Pink slimes are essentially smarter medibots, but their extract is what we&#039;re mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of plasma will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG&#039;s cell will allow the user to use it&#039;s modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]&#039;&#039;&#039;Advanced Roller Bed&#039;&#039;&#039;: Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it&#039;s size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it&#039;s maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]&#039;&#039;&#039;Clotting Kit&#039;&#039;&#039;: A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]&#039;&#039;&#039;Vey-Med Voidsuit&#039;&#039;&#039;: A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]&#039;&#039;&#039;Virus Samples&#039;&#039;&#039;: Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CBO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and &#039;&#039;&#039;EATING THE CORPSE FALLS UNDER THIS AS WELL.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CBO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or High Council if they ask you unless it&#039;s Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3991</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3991"/>
		<updated>2023-03-25T15:54:00Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Lesser Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Pyrokinetic Spark(1) || Expend a single point of your psi essence to create a tiny flickering fire in your hand that will shine light and ignite combustible materials, can be thrown but will extinguish quickly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Construction (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Meditative Focus(2) || Expend two psi points of your psi essence to focus your mind and increase your sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (3) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as deep maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquillity(2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals all brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (7) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain psionic grace and in a non-psion they gain mind over matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3990</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3990"/>
		<updated>2023-03-25T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Greater Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Construction (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Meditative Focus(2) || Expend two psi points of your psi essence to focus your mind and increase your sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (3) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as deep maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquillity(2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals all brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (7) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain psionic grace and in a non-psion they gain mind over matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3989</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3989"/>
		<updated>2023-03-25T15:51:39Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Job Specific Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Construction (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (3) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as deep maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquillity(2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals all brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (7) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain psionic grace and in a non-psion they gain mind over matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3988</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=3988"/>
		<updated>2023-03-25T15:48:37Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Job Specific Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Construction (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (3) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as deep maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals all brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (7) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain psionic grace and in a non-psion they gain mind over matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:Yanniert&amp;diff=3984</id>
		<title>User:Yanniert</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:Yanniert&amp;diff=3984"/>
		<updated>2023-03-21T13:51:53Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: Created page with &amp;quot;Yanniert#0836 on discord. Message me about your stupid wiki ideas.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yanniert#0836 on discord. Message me about your stupid wiki ideas.&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3983</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3983"/>
		<updated>2023-03-18T22:39:13Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Artificers Guild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day-to-day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colony&#039;s armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self-reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on colony modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colony&#039;s integrity is kept in peak condition.&lt;br /&gt;
!Easy/Nightmare&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the colony running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the colony&#039;s integrity is kept. In addition to maintaining atmospherics and general colony property, guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Easy/Nightmare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department, so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition, cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition, botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasional roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand-up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a person&#039;s imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right-hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as an armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals whose behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power than the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain, but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Foreman&amp;diff=3975</id>
		<title>Foreman</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Foreman&amp;diff=3975"/>
		<updated>2023-03-15T11:11:05Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Weaponry and You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Out of date references to incorrect version of longarm law}}&lt;br /&gt;
{{ImportantJob}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#750C94; | Expedition Foreman&lt;br /&gt;
&amp;quot;The big bad boss.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Prospectors&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Prospector prep area, prospector locker room, Foreman&#039;s office&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
The Council&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Very Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The foreman is the leader of the expedition team and coordinates all actions by his prospectors and salvagers to ensure each successful mission. The foreman has to know a wide variety of tasks ranging from construction, medical treatment, and combat. A good foreman will delegate his tasks appropriately and should focus on keeping the team together and alive.&lt;br /&gt;
&lt;br /&gt;
== Perils of Leadership ==&lt;br /&gt;
The foreman has one of the most difficult staff positions as his team is expected to encounter hostile life forms on a consistent basis. Unlike other heads who can often times ignore or barely interact with their staff team except through radio you are expected to work closely with your team. This means keeping them from turning on each other if any friendly fire happens and putting them where they&#039;re skills are most valuable.&lt;br /&gt;
&lt;br /&gt;
==Controlling your Prospectors==&lt;br /&gt;
Seldom do those who work for the Over-boss come from altruistic roots. Your team can and will be made up of the worst society has to offer; criminals, murderers, thieves, vagabonds and vagrants just to name a few. Incidents will occur. Some of those under your command will steal from other departments, break into areas they&#039;re not supposed to be in, start fights over minute things. It will be your job to keep them in line and punish them accordingly. Just because they&#039;re Prospectors doesn&#039;t mean they are exempt from the law. &lt;br /&gt;
Remember, the Prospectors suffered through a lot to earn a place in the council and the colony by extension. Don&#039;t make the council regret this decision.&lt;br /&gt;
&lt;br /&gt;
While this line of work will attract the worst kind of people, they are never the less your people. Society has turned their back on them and the Prospectors can very well be their &amp;quot;second chance&amp;quot; that so very few people are given. If something bad happens to one of your Prospectors (and they are &amp;quot;relatively&amp;quot; innocent in the situation), defend them to the full extent of your abilities regardless of how it may affect you.&lt;br /&gt;
&lt;br /&gt;
The Prospectors wont take the orders of a spineless maggot, but to treat them unjustly is to destroy any chance of them ever respecting you. Be firm, but fair. Punish them when they break the Colony&#039;s laws but stand by them when they do not. Reprimand them when they disobey orders but reward them when they follow in your footsteps.&lt;br /&gt;
&lt;br /&gt;
Things to consider on an expedition:&lt;br /&gt;
* It&#039;s a good idea after securing an old ruin or building to create a forward operating base. This structure serves multiple purposes such as a place to stash loot, a place to do field surgery or heal, and a rallying point in case of the team is seperated.&lt;br /&gt;
* Always instruct your salvagers to dig out trash piles completely, collapse burrows, and weld cracks in the floor to secure a location and get the maximum amount of loot.&lt;br /&gt;
* Listen to what your staff says and assign them jobs appropriately. A prospector brings armor and a shield and says he isn&#039;t a good shot? Put him in the front to act as draw for hostile wild life. A salvager says he&#039;s a better medic than engineer? Assign him to the melee prospector so he can patch him up as he gets injured.&lt;br /&gt;
* Fill in on any position you have empty. Not enough prospector muscle? Gear up primarily for combat. No salvagers? Get a medkit and tool-belt. &lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Unlike other members of the colony, the prospectors very likely to require weapons and equipment that rivals security. Care must be taken to avoid this equipment from falling into the hands of untrained personnel. A good prospector will prepare for any possibility be it bad weather, cave ins, or armed hostile humanoids.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The prospector&#039;s main job function is to explore, locate any devices or artifacts of interest, make contact with any indigenous life, and generally make new discoveries while looting everything that isn&#039;t nailed down and even then stealing the nails if they&#039;re not secured properly.&lt;br /&gt;
&lt;br /&gt;
You should be familiar with [[Standard Operating Procedure]] with regards to away missions, and make sure you follow the directions of the expedition foreman if present.&lt;br /&gt;
&lt;br /&gt;
== Weaponry and You ==&lt;br /&gt;
Unlike the rest of the crew, who are not permitted to have rifles/experimental weapons, you are permitted to carry weapons to further your job as necessary, this include legal carry for long arms &amp;lt;s&amp;gt;not a grenade launcher&amp;lt;/s&amp;gt;. &amp;lt;s&amp;gt;In general however, you should only carry a weapon if you plan to use it, there is no reason to have a slung shotgun while sitting at the bar or being off duty. Note that this only applies if you&#039;re on active duty in the prospector department, being off duty or another secondary job is not a valid reason to carry a rifle&amp;lt;/s&amp;gt;. Due to the change in [[Laws|laws]], you can now carry your heavy machine gun even while drinking a beer at the bar. You should still avoid walking around with a rocket launcher.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Warrant_Officer&amp;diff=3879</id>
		<title>Warrant Officer</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Warrant_Officer&amp;diff=3879"/>
		<updated>2023-03-06T21:35:04Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#5766B0; | Warrant Officer&lt;br /&gt;
&amp;quot;Peace is made through law&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Marshals&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access:&lt;br /&gt;
Mostly everywhere &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
The council&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Soul Crushing&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrant Officer is in charge of the marshal forces on the colony. They command the supply specialist, rangers, and officers and make sure that they don&#039;t ruin everything.&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the security cyborgs and officers do it for you. You have more access to the colony than anyone else in security. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Officer]]s: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
&lt;br /&gt;
* [[Supply Specialist]]: They act as the armory&#039;s watch dog. Make sure he doesn&#039;t loan out too much equipment to one person, that he doesn&#039;t leave armory unchecked for too long, and he keeps it relatively stocked.&lt;br /&gt;
&lt;br /&gt;
* [[Ranger]]s: Also known as a detective, their job is to close off crime scenes and investigate evidence and people. They are firmly under your command, regardless of what they may say. They may freely come and go from the colony as they like.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out! ===&lt;br /&gt;
The first step towards keeping the colony safe is to ensure that your own officers aren&#039;t a threat. Marshals enforce the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Laws]], [[Standard Operating Procedure]], and [[Guide to Security|Standard Marshal Practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Ranger]] collects any relevant evidence. Make sure that your officers keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
Do remember that you can say custom sentences in encoded speech by ending your sentence with an @. For example, &#039;&#039;What do you mean you shot the perp to death?@&#039;&#039; would appear in game as encoded speech.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of the law, and that your department only arrests people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Warrant Officer stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the marshal department. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera console from which you can use to monitor the colony from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crew members to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves, which non-engineering personnel should not have.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Laws|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can either be executed with explicit permission from the council after a vote, kept in a secure holding cell, or put in the prison wing. These should only be done after a trial however.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As warrant officer, you coordinate your actions with the [[Blackshield Commander]], the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages colony infrastructure, you will work with the Guild to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and research can get you high-powered weapons if you need them, at a cost. And do try to keep the [[Janitor]] from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3878</id>
		<title>Supply Specialist</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3878"/>
		<updated>2023-03-06T21:34:18Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Things to Know */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#5766B0; | Supply Specialist.&lt;br /&gt;
&amp;quot;I&#039;m not a packrat, I&#039;m prepared&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Marshals&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access:&lt;br /&gt;
Security, Brig, Warden&#039;s Office, Maintenance, EVA &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Warrant Officer&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Bureaucratically Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;supply specialist&#039;&#039;&#039; is a member of the marshal staff and is responsible for the armory and supplying both the marshals and blackshield. &lt;br /&gt;
&lt;br /&gt;
==Watch Hound==&lt;br /&gt;
Half of your job is to look after the armory; make sure its stocked with extra supplies at all times. The other job is outfitting your fellow co-workers with weapons, armor, and ammunition of their reasonable request. When not passing out gear a supply specialist should be ordering or getting new supplies.&lt;br /&gt;
&lt;br /&gt;
If you have no pressing matters at hand, you should be coordinating with your fellow officers over your radio channel, checking cameras when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a roll call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make marshals run like a well-oiled machine.&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what&#039;s in the armory. You start a list of all the equipment currently in the armory and make sure to note down what equipment is loaned out and to who. Keeping track will better allow you to retrieve your equipment when its no longer needed and to discover who is responsible when equipment goes missing.&lt;br /&gt;
&lt;br /&gt;
Remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures.]]&lt;br /&gt;
&lt;br /&gt;
== Things to Know ==&lt;br /&gt;
As a supply specialist, you have full control over the entirety of the armory. Other than that, you are on the same level as [[Ranger|everyone else]] [[Officer|in Security]]. You report to the [[Warrant Officer]] just like every other officer.&lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Laws|the law]]. There aren&#039;t many people who want to be brigged for no reason, and &#039;&#039;nobody&#039;&#039; wants to be held until transfer without due cause. If necessary, you might even need to release a prisoner for being held unlawfully. Since you are less busy than a standard officer expect to be asked to update records or look over a prisoner after they&#039;ve been sentenced, which while optional, go a long way for your fellow officers if you volunteer for it.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
To help your supplying ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a stun baton. You already have a taser and a pair of sunglasses. Several portable flashers are in the armoury. These CAN and will be useful in securing the armory during attacks. Make sure no one gets your ID, and you know who the [[Warrant Officer]] is, as you need to defend your equipment from would-be thieves. Nobody other than yourself, the Warrant Officer, and the blackshield commander are allowed into the armory; walking into the armory without authorization is considered trespassing.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. One of your jobs is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a supply specialist is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the warrant officer comes. Remember, talk first, disarm second, kill if that&#039;s your only option (it never is).&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for any prisoners. Seriously. Update the security records.&lt;br /&gt;
&lt;br /&gt;
Do remember that you can say custom sentences in encoded speech by ending your sentence with an @. For example, &#039;&#039;My ass hurts from sitting on this stupid fucking chair all shift@&#039;&#039; would appear in game as encoded speech.&lt;br /&gt;
&lt;br /&gt;
==How to be a Weapons Dealer==&lt;br /&gt;
One thing a supply specialist may do is sell weaponry from the armory to colonists, provided they can legally carry and use said weapon. Equipment given to marshal and blackshield members is done so free of charge and on a loan basis as they don&#039;t get to keep them unless they purchase it. For regular crew, you may only loan weapons during code red or delta, otherwise, you can sell a colonist a weapon at prices you determine. Attached to the armory is a small shop where you can give equipment out to your fellow security members and sell firearms to crew, inside the shop are display cases filled with various pistols, holsters, and ammunition. The money earned from this venture should be used to buy more weapons and armor for the armory.&lt;br /&gt;
&lt;br /&gt;
In practice, a supply specialist should sell a few pistols to buy more powerful or interesting rifles from cargo, research, or the prospectors. Additionally, selling weaponry and ammo to the colonists allows them to protect themselves if they leave the colonies safety. But you shouldn&#039;t let being an arms dealer distract you from your primary duties. You also have the right to refuse to sell to anyone for any reason, be it prior crimes or convictions. Be sure to always check someones records prior to handing over any powerful guns or munitions. You should also remind anyone who purchases a rifle who is not allowed to openly carry one to return it to a personal locker immediately as carrying it is considered contraband while within the colony walls.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Ranger&amp;diff=3877</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Ranger&amp;diff=3877"/>
		<updated>2023-03-06T21:33:40Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* The Lone Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated references to incorrect gear}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#5766B0; | Ranger&lt;br /&gt;
&amp;quot;I&#039;m a chain smoking loose cannon...&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Marshals&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access:&lt;br /&gt;
Security, Detective&#039;s Office, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Warrant Officer&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ranger&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then arrest them usually with the back up of [[Officer]]s or [[Trooper]]s.&lt;br /&gt;
&lt;br /&gt;
==The Lone Ranger==&lt;br /&gt;
&#039;&#039;&#039;You are not a standard officer, you&#039;re a forensics expert and investigator primarily and should focus on that.&#039;&#039;&#039; You shouldn&#039;t be wasting your time over arresting a [[Colonist]] for petty vandalism or other minor crimes. Medium and severe crimes are the only times you should be bothered with making arrests, you should also get assistance from regular officers when doing so.&lt;br /&gt;
&lt;br /&gt;
See [[Guide_to_Security#Standard_Procedure|standard security procedures]] for more about evidence collecting.&lt;br /&gt;
&lt;br /&gt;
As a Ranger, your primary duty is to go to crime scenes and find out who committed them. You do this with your forensic scanner and with the help of Medical autopsies.&lt;br /&gt;
&lt;br /&gt;
Your forensic scanner is located in your backpack. Go to the crime scene, then scan all the surfaces - you should also scan (and collect using evidence bags) any evidence you see, as well as the bodies of any dead victims. Send the body off the medical for an autopsy and have the results sent to you. This should help identify the cause of death and the murder weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to ALWAYS, ALWAYS, ALWAYS wear your gloves, or you will record your own prints when you are handling fingerprint cards. This will at best slow identification down, and at worst get you thrown into the brig for the very crime you were investigating and/or being incompetent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, head back to your office. Put your Scanner into the &#039;High-Res Forensic Scanning Computer&#039;. This will consolidate any partial prints and match them in a single dossier file. It will also show the identity of any fibers on the evidence you scanned.&lt;br /&gt;
&lt;br /&gt;
From this point you may have one of three things on the dossier. An incomplete print, a partial print or a full print. If you have a partial or full print, grab the largest string you can get and search the records for a match.&lt;br /&gt;
&lt;br /&gt;
If you have no prints, try to work on fibers. Some departments have unique clothing, but often criminals will use this to try and fool you. Fibers aren&#039;t fool-proof, but they can give you good leads. Remember that latex gloves still leave material and also have a chance of leaving fingerprints.&lt;br /&gt;
&lt;br /&gt;
If you have multiple hits, you&#039;re going to have to do some more investigating and possibly some interviews.&lt;br /&gt;
&lt;br /&gt;
If you get a single hit, you&#039;ve got your guy. Make sure to set him to arrest and bring him in for questioning.&lt;br /&gt;
&lt;br /&gt;
Make sure you write down what crimes they actually committed in the appropriate boxes, and that you tell the rest of security over the radio (:s) about the need for arrest, otherwise nothing will get done.&lt;br /&gt;
&lt;br /&gt;
Do remember that you can say custom sentences in encoded speech by ending your sentence with an @. For example, &#039;&#039;We got this guy&#039;s prints all over the scene, arrest him before he runs@&#039;&#039; would appear in game as encoded speech.&lt;br /&gt;
&lt;br /&gt;
== Proper Proceedings ==&lt;br /&gt;
Have your printed dossiers with you or on file at all times - these dossiers act as the evidence against the criminal. They are important evidence when dealing with a tribunal.&lt;br /&gt;
&lt;br /&gt;
Technically, the above represents the entirety of the Ranger&#039;s job. Despite this, you will rarely be called upon to investigate a crime, since the victim is usually able to cry out for help and the perpetrator is quickly identified. Luckily, there are some other things that the Ranger can do instead:&lt;br /&gt;
&lt;br /&gt;
* Patrol for any crimes, and call other security to the scene. Then you can do the forensics.&lt;br /&gt;
* Be a general assistant to the marshals.&lt;br /&gt;
* Use the camera terminal in your office to scan the station. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
* Update the security records. This is meant to be done by officers, but you&#039;ll be hard pressed to see them actually doing that.&lt;br /&gt;
* Unlike other officers you can freely come and go from the colony. If you want to scout out the surroundings or check for illicit activities outside you can.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Here is a list of stuff that the Ranger either spawns with, or is in his office:&lt;br /&gt;
&lt;br /&gt;
* Cigarettes and Zippo lighter - Not actually necessary.&lt;br /&gt;
* A coat and hat - Not only do these make you look cool, but they act as armor.&lt;br /&gt;
* The forensics gloves - As stated above, NEVER take these off if you are planning on being an actual detective and doing your damn job, or you will get your own prints on the fingerprint cards and mess up the evidence. Unique so that you don&#039;t get framed by fibers either.&lt;br /&gt;
* A security radio headset - This gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.&lt;br /&gt;
* Your forensics scanner - Found in your backpack. Use this to scan for fingerprints and blood. Load it into your High-Res scanner to retrieve data.&lt;br /&gt;
* A .50 revolver.&lt;br /&gt;
* Spare ammo for the revolver - You may want to put these in your box. Make more at the autolathes if you run out.&lt;br /&gt;
* A tape recorder - For documenting interviews with suspects. Remember, it can record anything said around you from you hand, suit storage, or pockets, holding up to 3 hours of conversations!  Pretty cool, huh?&lt;br /&gt;
* A hand labeler - For labeling evidence.&lt;br /&gt;
* A camera - This is supposed to be for taking pictures of evidence, but it&#039;s obsolete in the face of the forensics scanner.&lt;br /&gt;
* A pair of sunglasses, for looking shady and protecting your eyes from bright lights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Officer&amp;diff=3876</id>
		<title>Officer</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Officer&amp;diff=3876"/>
		<updated>2023-03-06T21:32:48Z</updated>

		<summary type="html">&lt;p&gt;Yanniert: /* Keeping the Peace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = oudated/incorrect equipment references.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#5766B0; | Officer&lt;br /&gt;
&amp;quot;You&#039;re under arrest!&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Marshals&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access:&lt;br /&gt;
Security, EVA, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Warrant Officer&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are the main force behind the marshals on the station. They are responsible for dealing with security complaints and arresting those who break the [[Laws|law]].&lt;br /&gt;
&lt;br /&gt;
==Know Your Place==&lt;br /&gt;
* This colony is not a democracy. You take orders from the [[Warrant Officer]], who takes his orders from the Council, who takes their orders from their respective faction owners. Follow the orders you are provided, and try to not ask too many questions.&lt;br /&gt;
* You are effectively the police. The factions have agreed upon a set of laws that they are all beholden to. [[Laws|The law]] is harsh. You are individuals working for the Nadezdha Marshals. You aren&#039;t highly trained super-soldiers, but you also aren&#039;t mall-cops with slightly bigger guns. Obey the hierarchy and watch everyone with &amp;lt;s&amp;gt;utter suspicion&amp;lt;/s&amp;gt; careful eyes. &lt;br /&gt;
* Your essential job function is to prevent the colony from falling apart in chaos. If possible.&lt;br /&gt;
* Remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures]] and [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
==Keeping the Peace==&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Jobs|employees]] that each company has chosen to advance its interests. &lt;br /&gt;
&lt;br /&gt;
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your headset using the private channel (:s) that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The [[Roboticist#Securitrons|robots]] or [[Cyborg]]s will hopefully detain the suspects, but someone will still have to fetch them. Then return to your patrol.&lt;br /&gt;
&lt;br /&gt;
Have your stun baton put away in your security belt. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can&#039;t escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call a [[Ranger]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel (again, :s) of the situation and charges. If you do not do so, other officers or the WO will release your prisoners thinking they&#039;ve been unlawfully detained.&lt;br /&gt;
&lt;br /&gt;
This is an ideal situation, however. Usually, you&#039;ll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad officer and encouraging the colony crewmen to get you demoted.&lt;br /&gt;
&lt;br /&gt;
If things become violent or you are outmatched, immediately call for backup as efficiently as possible. &amp;quot;&amp;lt;Such and such&amp;gt; the &amp;lt;job title&amp;gt; is &amp;lt;crime committed&amp;gt; at &amp;lt;the location&amp;gt;&amp;quot;, is hard to spit out while under attack. Try a shorter format, such as &amp;quot;JANITOR MAIN HALLWAY ATTACKING ME HELP&amp;quot;. There will be time for clarification when you are out of harm&#039;s way. The key to good security work is keeping the other security forces informed.&lt;br /&gt;
&lt;br /&gt;
Do remember that you can say custom sentences in encoded speech by ending your sentence with an @. For example, &#039;&#039;Go stand in the doorway so he doesn&#039;t run out@&#039;&#039; would appear in game as encoded speech.&lt;br /&gt;
&lt;br /&gt;
== The Brig ==&lt;br /&gt;
For more detailed instructions, see [[Guide_to_Security#Standard_Procedure|Standard Security Procedures]]. For a summary read below.&lt;br /&gt;
&lt;br /&gt;
As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.&lt;br /&gt;
&lt;br /&gt;
1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner&#039;s charges are. Evidence goes in the evidence lockers, hazardous chemicals should be stored to later be disposed of, and all other materials go in the brig locker with the prisoner. The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offenses.&lt;br /&gt;
&lt;br /&gt;
2. Set the time and then once the doors have locked, remove the prisoner&#039;s handcuffs. The doors will not close and lock if a time has not been set in. [[Laws|Consult the law books for proper sentencing.]] If the prisoner makes to escape, flash them with the brig&#039;s flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under standard law. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous.&lt;br /&gt;
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you a moment to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
4. You or another officer must be there when the prisoner&#039;s time is up to return their gear and escort them out of the brig. Failure to do this may, in some cases, result in your dismissal.&lt;br /&gt;
&lt;br /&gt;
== Marshal HQ ==&lt;br /&gt;
This is where you do your set up at.  Also, you can arrest people with Beepsky (or any [[Roboticist|securitron]]) here, but &#039;&#039;&#039;do not delete security records!&#039;&#039;&#039;. If people ask nicely for your equipment just tell them to ask the [[Supply Specialist]] instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.&lt;br /&gt;
	&lt;br /&gt;
The first step when you arrive in your position is to find an unused marshal locker in the main office. If it has all been claimed, ask the Supply Specialist for additional resources.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
This job is one of the few jobs that will also gain access to guns as a standard required load out. You&#039;re expected and encouraged to wear your standard armor, be it just the chest piece and optionally a helmet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Gloves&#039;&#039;&#039; - Your weapon of choice. It &amp;lt;s&amp;gt;deals HALLOSS damage, similar to tasers&amp;lt;/s&amp;gt; knocks them down for long enough to handcuff them. Use the help intent to avoid dealing brute damage to the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy Guns/Tasers&#039;&#039;&#039; - Place the taser in your backpack. Replace your gloves with this in case you need the extra range and the [[AI]]/[[Warrant Officer]]/[[Supply Specialist]] refuses to open the armory for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flashes&#039;&#039;&#039; - A good backup if your stun baton runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It&#039;s usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your [[backpack]]&#039;s [[box]]. Has the added benefit of stunning out of control cyborgs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flashbang/Pepper Grenade&#039;&#039;&#039; - Sometimes preferred by some officers instead of flashes. These will blind and deafen or put them in so much pain they pass out within a reasonable radius when thrown. To throw, simply move the grenade to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as they will deafen and blind you if you are not wearing sunglasses. They are also useful to help you escape a small group assailants. Keep this in your pocket and throw it if you decide you really need to. It&#039;ll temporarily deafen you, which hurts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunglasses&#039;&#039;&#039; - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handcuffs/Zipties&#039;&#039;&#039; - Throw these in your pockets or your outfit pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You&#039;ll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however. Handcuffs take longer to apply but take longer to break out of, zipties are faster for both officer and perp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flashlight&#039;&#039;&#039; - Maintenance is dark, and having the shining beacon of justice certainly helps light the way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; When you are done with your locker, close it and lock it. If you&#039;re heading out after your shift, put your extra gear in your locker, &#039;&#039;DON&#039;T&#039;&#039; lock it, but right click and select Reset Lock. This clears your claim to the locker, and your replacement will have a nice set of used gear, all ready to go!&lt;br /&gt;
&lt;br /&gt;
=== Recharging ===&lt;br /&gt;
Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[Roboticist]]. Then take your flashlight and energy gun or taser, pop them in the recharger, and wait for the light to change from green to yellow. Having a charged taser is sometimes the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Stun gloves require their battery cells to be changed, and do not work in a recharger. Hold them in a hand and drag it to your other hand, with the empty hand selected.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Yanniert</name></author>
	</entry>
</feed>