|Heal the crew's injuries. Perform surgery. Keep people alive. Yell dramatically when you fail to do so.|
|Related guides: Guide to Medicine, Guide to Chemistry, Guide to Surgery, Guide to Virology|
|Alternative names: Surgeon, Trauma Surgeon|
|SGEC branch ranks: Ensign(O-1)|
|Fleet branch ranks: Sub-lieutenant(O-2), Ensign(O-1)|
|Civ branch ranks: Contractor|
|Part of the|
Head of Department |
Chief Medical Officer
The Physician is the primary Medical role and practitioner aboard the SEV Torch. Unlike the Medical Technician, who is generally concerned with retrieving patients from the field and acting as a gopher for other Medical personnel, the Physician is expected to perform intensive medicine on a regular basis, ranging from checkups with the crew to intensive surgery. They are the main workhorse for the department, and should be ready to handle all manner of medical emergencies should they arise. As such, it is important to familiarize yourself with the systems involved by reading the Related Guides linked in the sidebar; odds are that you'll need to know everything contained in them at some point or another.
Physicians are typically ranked as staff officers and answer directly to the Chief Medical Officer.
As a dedicated Medical professional, your job is basically to do whatever is necessary to keep the rest of the crew alive. Ideally, you'll be surrounded by Medical Technicians to fetch patients for you and perform triage, and a Counselor to perform any required psychiatric examinations. But, as a full and competent staff list is an extraordinary rarity on the Torch, it ultimately comes down to you to do whatever needs doing, from bandaging to dealing with viral outbreaks.
Depending on the round, this can mean sitting on your thumbs in the Infirmary and staring listlessly at the suit sensors while occasionally treating the occasional Engineer for a minor cut, or frantically sprinting back and forth between the medical bay and the latest disaster zone to shuttle critical patients into the Treatment Center, or spending long, grueling hours in the operating room. It's an unpredictable job, usually characterized by long periods of boredom followed by short bursts of frantic activity, and you need to be ready for anything.
While coordinating the activities of the Medical Technicians is usually the Chief Medical Officer's job, and watching the suit sensors is usually Medical Technician work, it's a rare Medical team that actually does its job without prompting. Don't be afraid to watch the sensors yourselves or let the Medical Technician know when there are patients that need retrieving, or when you need supplies brought to you, or when you need an extra pair of hands for a difficult case. They're there to make it possible for you to do your job. Make sure they do it.
Physicians are also responsible for mixing up the various medications required for treating patients. While not all Physicians are necessarily trained in this, it is an important skill to have, and at least one Physician per shift should volunteer to spend some time in the pharmacy so that everyone else has the supplies they need to keep the crew alive.
Patient Processing Procedure
With a full medical team and lots of patients, it can be difficult to keep track of what is happening, which patients are being treated and which doctors are treating them. If you are playing a doctor, following a specific procedure may help you and your fellow doctors handle the aftermath of a shootout or bombing.
- Analyze the patient. In the real world, the EMT would give you the patient's condition, but that's too slow on Baystation 12 and you can get the same information from the health analyzer much more quickly.
- Stop any bleeding. A good Medical Technician should have already stopped any bleeding before transporting the patient, but sometimes patients make their own way and sometimes Medical Technicians aren't very good.
- Low blood oxygenation and low blood pressure indicate low blood volume, hook them up to an IV to try to get their blood volume back to a safe level.
- Put them in the scanner. The analyzer can miss a lot of things and doesn't give details on internal injuries. Check for anything that looks like it will require surgery and if so push the scan to the displays. The scan will then be available on the displays above the operating tables. You can also print the results, which is useful if there are lots of patients that need treatment as you can free up the scanner and read the results while the next patient is being scanned.
- If the patient needs surgery, get them to surgery as soon as possible. If no surgeons are available, try to keep them alive until they can get surgery.
- Once the patient isn't actively dying, they can be moved to the Sub-Acute Ward. By keeping the Emergency Treatment Center free of patients that don't need urgent care, you make it easier to deal with the patients that do need care. Treat the patient as needed until the analyzer reports them clear.
- Finally, scan the patient in the body scanner before discharging them, this is to ensure that everything has been treated and they are safe to leave.
These steps are a guide and you will have to work outside of them sometimes. Consider the situation and make a call.
- Remember that there is an exam room with a body scanner opposite the reception desk. Patients that come in with minor complaints can normally be seen there.
- Use the health analyzer before administering any medicine, other medical personnel may try to "help" in the 10 seconds you were away so it's a good idea to make sure you aren't about to give them an overdose.
- Try to keep people that aren't doctors or patients out of the ETC. Security is the worst for this as they often try to stay next to the criminal they shot for the entire time. If you can't convince them to leave, try to get them to stay out of the way at least.
- Sedatives exist, which can be useful for unruly and aggressive patients.
As a Traitor Physician, there are a variety of interesting options open to you. After all, critical cases turn up all the time, and not all of them are salvageable. It may be the case that your hand slips at the wrong moment, and the Commanding Officer ends up in the Morgue. Or perhaps you can abuse your access to dangerous chemicals, syringe guns, and straight jackets to sedate, poison, or torture your victims. And since you're probably the one conducting any given autopsies, who's to say that there was ever a murder to begin with?