![]() |
![]() |
![]() |
![]() |
MEDICAL LESSON 3: Procedures Technology vs. Drama As was mentioned before, there is (virtually) no reason with technology being what it is today, for anyone to be permanently injured or to die from anything short of old age, EXCEPT FOR THE SAKE OF DRAMA. There ARE still cases of unexplained deaths (such as sudden infant death syndrome), people being allergic to medications or implants, and accidents (such as fire, earthquake, or point blank disruptor blast to the chest). These things can and do happen to NPCs (especially Security Officers) to keep the story exciting, but they should rarely happen to player characters, and then ONLY WITH THE PERMISSION OF THE PLAYER. Even if something DOES happen to a PC, there is usually SOME sort of "compensation". (Like Geordie's visor, that lets him "see" better than ever.) Something like that should first be okayed by your Captain, though. Timing is Everything In the world of Star Trek medical, nothing takes long, EXCEPT (again) to further the story. Plastic surgery takes just minutes, while something like a heart transplant may take up to an hour. You will probably wind up telling your patient to take it easy for a while, but he probably won't listen. You COULD order them to rest, but in this type of gaming it's not really recommended. Most people like to stay active, and after all, we're all here for fun. Staff As stated in the Star Trek: TNG Tech Manual, "Normal medical department staffing (on a major starship) is 4 staff physicians (of which at least one must have training in emergency medical) 3 medical technicians, and 12RNs." Add to this list the Emergency Medical Holographic Program and 8-12 additional research and laboratory personnel, and there you have it. Also be aware that approximately 40% of all crew should be cross-trained for various secondary medical functions and are available in case of emergency (and if they're not, you need to train them. Or did I already mention that?) For exact numbers, check with your Captain. "Normally" 1st and 2nd shifts will be manned by 1 Dr., 2 RNs and a Med Tech. Your red alert stations are sickbay (CMO, AMO, and ACNS) and the bridge (CNS). Triage There are going to be times when, despite the impressive technology and massive staff you are equipped with, you are going to have more patients than people to treat them. That's when you need to perform triage. Triage is where you separate your patients into three separate categories: 1.) Those whose injuries are not immediately life threatening and do not need immediate medical attention 2.) Those whose injuries are severe are immediately life threatening but can still be successfully treated 3.) Those who are beyond your help. These are tough decisions to make, but that's why you get the big bucks. BACK LESSON 4: Technologies Personal Most medical personnel will have their own personal medkits. These should be carried with you at all times when on an away mission and some captains may want you to carry them with you while on their ship. It is up to you whether or not to carry them with you while on leave. These kits will normally consist of a medical tricorder (which is like a normal tricorder with an added component: it houses a separate a small unit called a "medical peripheral" or "MP" device. It is the same approximate size and shape of the "Feinbergers" used on TOS and serve about the same function), a hypospray, a cortical stimulator, a difib module, a sample kit (for COLLECTING samples, not dispersing them), a (small) bone knitter, a wound debreeder/sterilizer (for cleaning open open wounds) a dermal regenerator (used instead of bandages, more sterile), and a small selection of generic drugs (usually a stimulant, an anesthetic, a pain reliever, and an antibiotic). These items can be changed for specific missions. (Remember too that your tricorder can uplink to the ships computer.) Shipboard Onboard a starship, in addition to your medkit, you will, or course, have access to biobeds. You will also have access to the Surgical Support Frame (SSF) or Clamshell as it is sometimes called (for use in any surgical operations) and replicators to make most any medication you might have need of. There are also small devices installed in the ceilings to create a low level force field to reduce the chance of contamination. All Federation starships will be equipped with these features. MOST starships, even if they are NOT equipped with the larger holodecks or even the smaller holosuites, will at LEAST have one holosuite reserved for use by the medical department in case of emergency. That way, you can "create" any equipment you might need. You may or may not have an Emergency Holographic Medical Program. Ask your Captain. (If you don't, it's a simple upgrade at any Starbase, even if you don't have a holosuite. Planetary Most Planetary Medical Facilities (at least those inside the Federation) will have all of the above technology available, and then some. (And usually more) PLUS they will (usually) have more staff available, including specialists. Medical Technobabble This is where the Star Trek: The Next Generation Technical Manual, The Star Trek Encyclopedia, a medical dictionary or an English-Latin dictionary can come in handy. If you don't have access to any of these, start putting syllables together until you come up with something that sounds good to you. (Nurse, quickly, hand me the gyroscopic orthomorphic monofiliment redeevolutionizer ) Try it. It's fun. Besides, it's only a game. The official Startrek.com website has a list of many medical and science terms and technologies should you wish to search them. BACK |