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==== Answering Medical Distress Calls ==== | ==== Answering Medical Distress Calls ==== | ||
Once all of your preparations are done, this is going to be your most plentiful activity during your shift, bar-none. Whether someone calls out over radio that they need medical assistance, or you receive an alert via the Medical Radio Channel, you will be called on to help out various patients throughout the shift. You are expected to, barring it being a separate emergency, drop whatever it is you are doing then quickly and efficiently answer these calls. That is what you are being paid for. You may need to triage a wound, chase a floating corpse through vacuum, shove someone in a cryotube with cryogenic chemicals, or any number of other things to treat them. You aren't expected to be be perfect, but you are expected to do the best you can to save as many lives as possible. The Aurora Sector is dangerous. You are what's keeping people healthy and whole in spite of this fact. | Once all of your preparations are done, this is going to be your most plentiful activity during your shift, bar-none. Whether someone calls out over radio that they need medical assistance, or you receive an alert via the Medical Radio Channel, you will be called on to help out various patients throughout the shift. You are expected to, barring it being a separate emergency, drop whatever it is you are doing then quickly and efficiently answer these calls. That is what you are being paid for. You may need to triage a wound, chase a floating corpse through vacuum, shove someone in a cryotube with cryogenic chemicals, or any number of other things to treat them. You aren't expected to be be perfect, but you are expected to do the best you can to save as many lives as possible. The Aurora Sector is dangerous. You are what's keeping people healthy and whole in spite of this fact. | ||
Proper call-handling is also important. If you wish to take a call, please call out "Responding." via the Medical Radio Channel. If another person is handling the call, ask if they need help, and only intervene if they require assistance. | |||
If you revive someone from death, it will send an alert to the Medical Radio Channel that they are in Critical Condition. It is good practice to alert others to the fact that this alert is due to a revive, and not a new emergency. | |||
==== Engaging Threats ==== | ==== Engaging Threats ==== | ||
Sometimes, to secure a patient, you may need to engage hostiles in deadly combat. You are provided a side-arm and in some cases a long-arm (shotgun or rifle) for these handling threats. Space critters are Kill-On-Sight if they have harmed a patient. Hostile Sophonts who cannot be reasoned with are to be disposed of as humanely as possible to secure patients. If a hostile force has harmed a resident of the Aurora Sector, and they are able to be spoken to and can speak back, you are expected to attempt to reason with them to secure the patient. If you are unable to reason with a hostile force but they are responsive, it is your duty to try and contact Sector Law Enforcement or engage with Mercenaries to subdue the hostiles. The patient's health is your foremost priority. Beyond what is necessary, leave the handling of hostiles to others. | Sometimes, to secure a patient, you may need to engage hostiles in deadly combat. You are provided a side-arm and in some cases a long-arm (shotgun or rifle) for these handling threats. Space critters are Kill-On-Sight if they have harmed a patient. Hostile Sophonts who cannot be reasoned with are to be disposed of as humanely as possible to secure patients. If a hostile force has harmed a resident of the Aurora Sector, and they are able to be spoken to and can speak back, you are expected to attempt to reason with them to secure the patient. If you are unable to reason with a hostile force but they are responsive, it is your duty to try and contact Sector Law Enforcement or engage with Mercenaries to subdue the hostiles. The patient's health is your foremost priority. Beyond what is necessary, leave the handling of hostiles to others. | ||
(('''Note: Outside of flavoring it should be clear: Do not attempt to fight faction-based hostile player antagonists as a Medic. That is not your job, and it harms the functional neutrality of Medics as a role. Leave the combat duty to those who are suited for it.''')) | (('''Note: Outside of flavoring it should be clear: Do not attempt to fight faction-based hostile player antagonists as a Medic. That is not your job, and it harms the functional neutrality of Medics as a role. Only respond to faction-based hostile player antagonists with force if they aggress physically upon''' '''''you specifically''''' '''first. Leave the combat duty to those who are suited for it.''')) | ||
==== Salvage ==== | ==== Salvage ==== | ||
| Line 37: | Line 41: | ||
=== A Note on Dangerous Activities === | === A Note on Dangerous Activities === | ||
As a Medic, you should not be engaging with bluespace threats such as Unidentified Vessels, unless called on to provide on-site triage for Mercenary crews. Similar can be said for bluespace asteroids, known as 'VGroids'. To be clear: '''You are a Medic, not a Mercenary. Leave the fighting to others.''' | As a Medic, you should not be engaging with bluespace threats such as Unidentified Vessels, unless called on to provide on-site triage for Mercenary crews. Similar can be said for bluespace asteroids, known as 'VGroids'. To be clear: '''You are a Medic, not a Mercenary. Leave the fighting to others.''' | ||
=== Equipment Handling === | |||
Like all Sector Employees, Medics are issued several pieces of equipment. Things of note are their IDs, licenses, vouchers, and firearms. Do not leave these unattended or unsecured. They should be in your inventory, locked away on your ship, or secured within the central station clinic. | |||
=== Bonuses === | |||
The Medical Department typically sees a decently-sized budget by End of Shift. Command Staff are advised, when able, to utilize these funds to reward well-performing Medics. Do not drain the budget completely unless the shift is coming to a close. | |||
{{Guides Menu}} | {{Guides Menu}} | ||
Latest revision as of 21:09, 14 November 2025
Medical Standard Operating Procedures
Alright. Welcome to Medical. Before anything else, you are a medical professional. It is your job to make sure the residents of the sector are in good physical and sometimes mental health, first and foremost. You are not a mercenary, or a police officer, or a soldier. Your job is triage and repair. Remember that as your top priority, and you will be fine.
Tasks
There are a few things you can be expected to do every shift. You are expected to engage in these before anything else, because it will make your life - and the lives of your patients - easier.
Medical Supplies
Every Medic is different. They have different preferences as to how they may conduct treatment, and each one is viable and respectable, even if some methods are more efficient in some circumstances over others.
Some examples of methods include, but are not limited to:
- Topicals
- Chemicals (Standard or Cryogenic)
- Surgery
In most cases, a mix of methodology will be required to treat patients. Medics are expected to understand the basics necessary to conduct treatment, and should prepare their medical supplies before doing anything else. Even if some horrible medical emergency has occurred, prepare some medical supplies before heading to it, or you will arrive under-prepared and ill-suited to handle the situation. For preparing chemicals and topicals, the central station's Medical Clinic wing has supplies available. Use them.
Ship Preparations
You, as a Medic, have been provided a Medic Ship Voucher which can be used to provide yourself a ship, for free, at the Medical Shipyard. Please purchase a ship capable of fulfilling your needs as a Medic. If you are the only one on staff, preferably something fast and agile. You will likely be mobile, and need to engage situations with speed and tact. Make sure you purchase extra fuel, before setting out. A Medic who runs out of fuel is a Medic who cannot answer calls.
Ammunition
Being blunt, the Aurora Sector is dangerous. You will need to be prepared to deal with threats of various kinds throughout the shift, and that preparation pays off. Your final preparations should include the acquisition of a bulk amount of ammunition, or a means to produce it. There are vendors on The Alley which can sell you boxes of ammunition, or a Mercenary TechFab. Given you receive an hourly salary, the Colonial Government assumes it reasonable you purchase these resources for yourself. However, if a Director of Care is available, you may ask for recompense from the Sector's Medical Budget.
Answering Medical Distress Calls
Once all of your preparations are done, this is going to be your most plentiful activity during your shift, bar-none. Whether someone calls out over radio that they need medical assistance, or you receive an alert via the Medical Radio Channel, you will be called on to help out various patients throughout the shift. You are expected to, barring it being a separate emergency, drop whatever it is you are doing then quickly and efficiently answer these calls. That is what you are being paid for. You may need to triage a wound, chase a floating corpse through vacuum, shove someone in a cryotube with cryogenic chemicals, or any number of other things to treat them. You aren't expected to be be perfect, but you are expected to do the best you can to save as many lives as possible. The Aurora Sector is dangerous. You are what's keeping people healthy and whole in spite of this fact.
Proper call-handling is also important. If you wish to take a call, please call out "Responding." via the Medical Radio Channel. If another person is handling the call, ask if they need help, and only intervene if they require assistance.
If you revive someone from death, it will send an alert to the Medical Radio Channel that they are in Critical Condition. It is good practice to alert others to the fact that this alert is due to a revive, and not a new emergency.
Engaging Threats
Sometimes, to secure a patient, you may need to engage hostiles in deadly combat. You are provided a side-arm and in some cases a long-arm (shotgun or rifle) for these handling threats. Space critters are Kill-On-Sight if they have harmed a patient. Hostile Sophonts who cannot be reasoned with are to be disposed of as humanely as possible to secure patients. If a hostile force has harmed a resident of the Aurora Sector, and they are able to be spoken to and can speak back, you are expected to attempt to reason with them to secure the patient. If you are unable to reason with a hostile force but they are responsive, it is your duty to try and contact Sector Law Enforcement or engage with Mercenaries to subdue the hostiles. The patient's health is your foremost priority. Beyond what is necessary, leave the handling of hostiles to others.
((Note: Outside of flavoring it should be clear: Do not attempt to fight faction-based hostile player antagonists as a Medic. That is not your job, and it harms the functional neutrality of Medics as a role. Only respond to faction-based hostile player antagonists with force if they aggress physically upon you specifically first. Leave the combat duty to those who are suited for it.))
Salvage
This is the lowest priority for Medical Staff, but it may become necessary. If nothing else is going on, you may need to search various wrecks or derelicts for supplies to keep yourself operational. The things you would primarily be looking for are materials and reagents.
Director of Care
The Director of Care is the head of the Medical Department in the Aurora Sector. Their word is to be followed by all Sector-employed Medics. If you are collecting a paycheck, you answer to them. The DoC is expected to be highly-knowledgeable about most Medical topics, if not an outright expert. While in an emergency, the Director can deploy to the field and is more than equipped to do so, they are typically expected to man the central station's Medical Clinic or be operating a more complete mobile hospital ship. Examples of such ships would include the Vitalis or the Caladrius. The Director of Care also has access to the departmental budget, and can use these funds to pay for various expenses for the Medical Department such as materials, vendor restocks, or reagents.
A Note on Dangerous Activities
As a Medic, you should not be engaging with bluespace threats such as Unidentified Vessels, unless called on to provide on-site triage for Mercenary crews. Similar can be said for bluespace asteroids, known as 'VGroids'. To be clear: You are a Medic, not a Mercenary. Leave the fighting to others.
Equipment Handling
Like all Sector Employees, Medics are issued several pieces of equipment. Things of note are their IDs, licenses, vouchers, and firearms. Do not leave these unattended or unsecured. They should be in your inventory, locked away on your ship, or secured within the central station clinic.
Bonuses
The Medical Department typically sees a decently-sized budget by End of Shift. Command Staff are advised, when able, to utilize these funds to reward well-performing Medics. Do not drain the budget completely unless the shift is coming to a close.
| Game Mechanics | |
|---|---|
| SLE | Space Law · SLESOP |
| Medical | MedicSOP |
| Corporate | CorpoRepSOP |
| Crime | Smuggling · Pirate Guide |