Medbay

From NSV13
Revision as of 19:01, 19 January 2019 by imported>Farquaar (format)
Jump to navigationJump to search
Medical Area
Medbay.png
Medical Bay
The place where to when you stub your toe (after having the AI call the shuttle).
Obvious exits North to the Starboard primary, east to maintenance in Genetics, east to maintenance above Virology, north to Starboard Primary Hallway in Morgue, west to maintenance in Operating Theatre
Purpose Maintaining the health and well-being of the crew.
Access level Medical, Chemistry, Morgue, Genetics, Virology, CMO office
Noteworthy contents Chemistry, Genetics, Operating Theatre, Virology, Chief Medical Officer's Office
Clearance The Medbay's hallways are open will be opened to everyone in need of treatment. Clearance varies across the different Medbay departments.
Security level Low
Style Hospital
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


Facilities

The Medical Department consists of the following facilities:

The Medbay is a collaboration of several departments located across the hall from the Civil Sector with Research Division neighbouring next door. The general security of medbay is poor, with only a few doors to keep people out from their medicine. However, certain departments inside are generally well defended (with reinforced walls, or active employees who will use bad medicine to ward you off). Medbay is lorded over by the Chief Medical Officer, whose hypospray is usually filled with enough Chloral Hydrate to give you an extended vacation to dreamland.

Medbay is often where major identity theft, item theft, fights, revolutionary bases, and cult bases occur. Enemy forces often choose to attack medbay to disable cloning and medical care for the crew. Medbay is very valuable and well visited by everyone!

Medbay can be pretty confusing, but everything was placed in a way to maximize efficiency. To help you out, various areas are colour-coded according to what department you are looking for.

Waiting Area

This is the entrance to medbay where you wait to be helped. Or break in if all the medical doctors are busy ERPing in the bar and the CMO hasn't been seen since round start.

Treatment Center

Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. Science can upgrade the sleeper to dispense more chemicals.

Cryogenics

Cryogenics.png

There is little Cryogenics can't fix. Cryoxadone alone is able to heal everything and mixing a few other medicines can speed up recovery.

Cryo will work on patients in critical condition. Cryogenics requires some setting up, and it is recommended Medical does this at round start. Only connect the oxygen tanks and set up the freezer; don't activate the tubes until they're actually needed. Further information here.


Medbay Storage

Medbay Storage.png

Requires Surgery access. Contains: biosuits, doctor and nurse's outfits, prescription glasses, body bags, syringes, beakers, all kinds of different medkits, health hud and a syringe gun.


Stay out of these. Yes. This means you.

You know who you are.

Don't you dare hoard them to yourself.


Recovery Room

Recovery Room.png

A small, cozy recovery room with four beds, where you can lay your partner patients to recover from their surgery or whatever trauma they suffered. Contains a syringe gun, muzzle and a straight jacket.

A common protocol is usually to skip the Recovery Room (because you would anyway just steal stuff or break into the Medbay Storage) and toss patients out to recover in the Waiting Area. Such is the hospitality on Space Station 13.


Patient Rooms

Patient Room.png

These are small rooms to have a private discussion/examination/whatsoever with the patient. The rooms contain a small NanoMed -vending machine, bed, locker, table and a chair. Comes with privacy shutters to keep people from seeing inside, for whatever reason.

Medical Area
MedbayMETA.png
Medical Bay
The place where to when you stub your toe (after having the AI call the shuttle).
Obvious exits North to the Starboard primary, east to Escape Hallway from Genetics, south east to maintenance, west to maintenance around the Operating Theatre, west to maintenance from the break room.
Purpose Maintaining the health and well-being of the crew.
Access level Medical, Chemistry, Morgue, Genetics, Virology, CMO office
Noteworthy contents Chemistry, Genetics, Operating Theatre, Virology, Chief Medical Officer's Office
Clearance The Medbay's hallways are open will be opened to everyone in need of treatment. Clearance varies across the different Medbay departments.
Security level Low
Style Hospital
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


Facilities

The Medical Department consists of the following facilities:

The Medbay is a collaboration of several departments located across the hall from the Civil Sector with Research Division neighbouring next door. The general security of medbay is poor, with only a few doors to keep people out from their medicine. However, certain departments inside are generally well defended (with reinforced walls, or active employees who will use bad medicine to ward you off). Medbay is lorded over by the Chief Medical Officer, whose hypospray is usually filled with enough Chloral Hydrate to give you an extended vacation to dreamland.

Medbay is often where major identity theft, item theft, fights, revolutionary bases, and cult bases occur. Enemy forces often choose to attack medbay to disable cloning and medical care for the crew. Medbay is very valuable and well visited by everyone!

Medbay can be pretty confusing, but everything was placed in a way to maximize efficiency. To help you out, various areas are colour-coded according to what department you are looking for.

Waiting Area

This is the entrance to medbay where you wait to be helped. Or break in if all the medical doctors are busy ERPing in the bar and the CMO hasn't been seen since round start.

Treatment Center

Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. Science can upgrade the sleeper to dispense more chemicals.

Cryogenics

CryoMETA.png

There is little Cryogenics can't fix. Cryoxadone alone is able to heal everything and mixing a few other medicines can speed up recovery.

Cryo will work on patients in critical condition. Cryogenics requires some setting up, and it is recommended Medical does this at round start. Only connect the oxygen tanks and set up the freezer; don't activate the tubes until they're actually needed. Further information here.


Medbay Storage

MedbaystorageMETA.png

Requires Surgery access. Contains: biosuits, doctor and nurse's outfits, prescription glasses, body bags, syringes, beakers, all kinds of different medkits, health hud and a syringe gun.

Medbay's security post is directly adjacent to this so you better keep those greedy hands to yourself, or else.


Recovery Room

Recovery Room.png

A small, cozy recovery room with four beds, where you can lay your partner patients to recover from their surgery or whatever trauma they suffered. Contains a syringe gun, muzzle and a straight jacket.

A common protocol is usually to skip the Recovery Room (because you would anyway just steal stuff or break into the Medbay Storage) and toss patients out to recover in the Waiting Area. Such is the hospitality on Space Station 13.


Patient Rooms

Patient Room.png

These are small rooms to have a private discussion/examination/whatsoever with the patient. The rooms contain a small NanoMed -vending machine, bed, locker, table and a chair. Comes with privacy shutters to keep people from seeing inside, for whatever reason.

Medical Area
MedbayPubby.png
Medical Bay
The place to go when you stub your toe (after having the AI call the shuttle).
Obvious exits North to the Aft primary, north to Aft Primary Hallway in Morgue, east to maintenance in chemistry, east to maintenance through the Operating Theatre, south to maintenance, west to maintenance through the examination room.
Purpose Maintaining the health and well-being of the crew.
Access level Medical, Chemistry, Morgue, Genetics, Virology, CMO office
Noteworthy contents Chemistry, Genetics, Operating Theatre, Virology, Chief Medical Officer's Office
Clearance The Medbay's hallways are open will be opened to everyone in need of treatment. Clearance varies across the different Medbay departments.
Security level Low
Style Hospital
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


Facilities

The Medical Department consists of the following facilities:

The Medbay is a collaboration of several departments located across the hall from the Civil Sector with Research Division neighbouring next door. The general security of medbay is poor, with only a few doors to keep people out from their medicine. However, certain departments inside are generally well defended (with reinforced walls, or active employees who will use bad medicine to ward you off). Medbay is lorded over by the Chief Medical Officer, whose hypospray is usually filled with enough Chloral Hydrate to give you an extended vacation to dreamland.

Medbay is often where major identity theft, item theft, fights, terror bombings, revolutionary bases, and cult bases occur. Enemy forces often choose to attack medbay to disable cloning and medical care for the crew. Medbay is very valuable and often visited by everyone!

Medbay can be pretty confusing, but everything was placed in a way to maximize efficiency. To help you out, various areas have colour-coded floor-tiles according to what department you are looking for.

Waiting Area

This is the entrance to medbay where you wait to be helped. Or break in if all the medical doctors are busy ERPing in the bar and the CMO hasn't been seen since round start.

Treatment Center

Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. Science can upgrade the sleeper to dispense more chemicals.

Cryogenics

CryogenicsPubby.png

There is little Cryogenics can't fix. Cryoxadone alone is able to heal everything and mixing a few other medicines can speed up recovery.

Cryo will work on patients in critical condition. Cryogenics requires some setting up, and it is recommended Medical does this at round start. Only connect the oxygen tanks and set up the freezer; don't activate the tubes until they're actually needed. Further information here.


Medbay Storage

Medbay StoragePubby.png

Requires Medbay access. Contains: Medical clothing, prescription glasses, body bags, syringes, beakers, defibrilators, all kinds of different medkits, health HUDs, medibelts and a protolathe to print out fancy gadgets researched by Science. The NanoMed Plus vending machine also has useful contents, including crew pinpointers for use by security traitors EMTs.


Stay out of these. Yes. This means you.

You know who you are.

Don't you dare hoard them to yourself.


Recovery Room

Recovery RoomPubby.png

A small, cozy recovery room with four beds, where you can lay your partner patients to recover from their surgery or whatever trauma they suffered. Contains fresh linens and blood bags. Typically only ever used for patients who require a blood transfusion.

A common protocol is usually to skip the Recovery Room (because you would anyway just steal stuff or break into the Medbay Storage) and toss patients out to recover in the Waiting Area. Such is the hospitality on Space Station 13.


Patient Rooms

Patient RoomPubby.png

These is a small room to have a private discussion/examination/whatsoever with the patient. The rooms contain a small NanoMed-vending machine, bed, locker, table and a chair. Comes with privacy shutters to keep people from seeing inside, for whatever reason.

NSVBanner299.png Locations on Hammerhead
General Service Medical Cargo Science Engineering Security Munitions Command Outside