UCIP Combined Medical Studies Course Guide

Professor Jason Thompson MD
SD 240702.02
Version 1.0

References:
UCIP Medical Guide Version 1.0: V Adm Thomas Magdiarz -
UCIP Medical Guide Version 2.0: Ltjg Bussard SD 209803.14
UCIP Medical Guide Version 3.0: Lt Buchannen/LtMaj Print SD 239907.13
UCIP Medical Guide Version 3.1: Dr. K`Zahra Skye SD 239910.18
UCIP Medical Guide Version 3.2: Lt Buchannen SD 240005.15
UCIP Medical Guide Version 4.0: LtCmdr Kayless SD 240002.10
UCIP Medical Guide Version 4.2: LtCmdr Betlar, MD SD 240008.05
UCIP Medical Guide Version 5.0: Cmdr Triss/Ens Sturek SD 240208.27
UCIP Medical Guide Version 5.0: Cmdr Triss SD 240306.27
UCIP Counseling Guide Version 1.01: Ensign Malika Porinia SD 240008.05
UCIP Counseling Guide Version 1.02: LtJg Roschanna Lawrence SD 240208.27
UCIP Counseling Guide Version 2.0: SInstructor K`Zahra SD 240306.27

Sources: Star Trek Encyclopedia and Technical manuals, and other various web based sources.

Starfleet Medical trains some of the finest doctors in the Quadrant, and for these doctors, an up-to-date databank of medical knowledge is vital to the diagnoses.

This version of the UCIP Combined Medical Studies Guide is intended to cover the basic knowledge required to fill a Medical Post and/or Counseling post in a UCIP Simulation. It is offered as a study guide while you are enrolled in the course, as well as a source of reference to be utilized during Sims.

Should you feel as a Medical Officer or Counselor that this manual needs to have included one of your own research entries, please submit to medcourse@academy.ucip.org and we will include it at the next rewrite. In the meantime stay true to your Hippocratic Oath and good luck!!

Course Index
I. Duties and Responsibilities
I.I. Medical Officer
I.II. Counselor
II. Medical Department Organization
II.I. EMO is also known as 'Emergency Medical Operations'
III. Vital Signs And General Diagnostics
IV. Common Equipment
V. Common Medications
VI. Common Diagnostic Aid
VII. Basic Alien Physiology
VIII. Basic Psychology: Ego Defense Mechanisms
IX. Closing

I.Duties and Responsibilities

I.I Medical Officer

Medical uniform 2366. The primary duty of any medical officer is to provide for the health and well being of his or her Ship, Crew, and Captain. As a Doctor, you are also required to render aid to anyone in need, regardless of the situation.

You have jurisdiction over any medically hazardous or medically necessary situation, making sure that it will not endanger your ship. Because of this directive, it may be necessary for you to leave the ship in order to provide care. It becomes your responsibility to enter any situation that may endanger the lives of other crewmembers, be it disease, bio-contamination, or plague.

You are responsible for the biohazard protocols on your ship, and for the monitoring of the transport bio filters.

Any medical care that is needed be it a small bruise or abrasion, or full-scale cardiac surgery becomes your responsibility.

Your duty to the Commanding Officer is as follows: Ensure that the Commanding Officer is at all times medically capable of performing his or her duties. (The Chief Medical Officer may relieve the Commanding Officer of duty. It is recommended that the CMO consult the Ship's Counselor and other senior officers before doing so).

It can be helpful to read the crew biographies so you know of their medical history, or alternatively keep a log or record to determining future treatment.

I.II Counseling Officer

The counsellor has a number of duties upon a starship:

A. Crew Member Counseling

In the unlikely event that there is nothing you can do in the present situation, a Counselor can always write a log that has them counseling a non-player character. This would not be advisable in an IRC Sim, but if you are on an E-mail ship you can use this method to make sure you meet your minimum log count. If you are to counsel a character that is played by an actual person, you should always check with them first, or wait until they come to you. It is intolerable to just take control of another person's character and give them psychological problems. In this situation you should discuss the details with the other person first, what they want the problem to be, what has caused the problems etc. You can use this duty at anytime and can be anything from marital problems and family counseling to childhood and deep emotional trauma, and everything in between.

B. Crew Member Evaluation

The Executive Officer and the Counselor normally do this, of course you have no real say in who gets promoted, that is the Commanding Officer's duty, it is an In Character (IC) plot line you could use. To do this effectively you should coordinate the story with the XO. You should *not* mention any promotions unless the CO has already announced them.

C. Crew Member Orientation

When a new group of crew members joins your ship, it is the counselors job to show them around, make them feel welcomed, and make sure they have been given everything they need. This is more then just a tour. Orientation should last for a few weeks at least, integrating them into the ship's community. You should be available to answer any questions that the new personnel have in regards to shipboard policies, each CO is different and will have different opinions on how a ship should be run, transferring crew will need as much attention as cadets will. This should be done when new crew arrives, ] during busy SIM periods it should be done in a side room on irc, or on E-mail ships at any time in your logs. During slow SIM periods it can be used to fill the time.

D. First Contact Procedures

When your ship encounters a new species for the first time, first contact procedures should be observed. The CO, XO, Chief of Security, Counselor and Chief Medical Officer should be present in full dress uniform and an official greeting on behalf of the Confederation should be offered. The main concern you will have, as counselors, will be advising the CO after observing the behavioral patterns of the species. It is also your job as Counselor to report to your CO any known information about the species' customs or beliefs (from duckblind studies), that might aid his role as a diplomat. When these procedures can not be done, i.e. the new species attacked on sight, the counselor should be on the bridge to help the CO interpret the actions of the species, if possible. This should be used rarely, and only when the CO states that the procedures are being followed. You can't just decide the ship is meeting a new species. It is the Counselor's duty to make a report about the First Contact Procedure together with the XO and the CMO. In the report the Counselor should at least describe: The behavior patterns of the species, the appearance of the species and all special abilities the species might have (Telepathic etc.) You will have to send this report to your CO (He/she will send it to the Sub fleet Commander).

E. Away Missions

In non-hostile away missions a counselor is often invited to join the team. There could be any number of reasons for this: cultural exchange; interaction with other or new cultures (Again you will have to write a report about this); advising the Officer in command of the team of your opinions and the cultural peculiarities; etc. The CO and XO are extremely busy people and they have a lot to learn before they can effectively command a ship. A lot of that is technical, it is the counselor's' job to have studied the cultures that are in Starfleet, the Confederation, and any other races they might encounter and interact with. This can be used whenever an away team is sent and it is non-hostile. Joining a hostile away team or even a non-hostile away team can only be done on the CO's permission.

F.Morale Officer

This is pretty self-explanatory. A morale officer is responsible for keeping the spirits of the crew up during times of duress. Things you could do to lift their spirits could range from personal attention to arranging a party. Keeping an eye on crew morale is a good reason to be in places such as sickbay or anywhere on the ship, the counselor can be where the action is when it happens. This is a good way of making sure you have something to write about, just remember you are not restricted to your quarters or the office. This can be used on a number of scales: a single person could be feeling depressed and you could be trying to cheer them up; the entire crew is starting to feel depressed/angry etc (due to an ongoing war etc but it would have to be extenuating circumstances before the entire crew where in need of cheering up) and you could arrange a party or something along those lines; to anywhere in between.

G.Middle Person Role

The ship Counselor can be used as a mediator between crewmembers that have some kind of problem between them that needs sorting out. There can also act as a go between when a crew member wants to discuss a problem with the XO or CO, in so much as they can arrange appointments etc. This would more likely be of a personal nature, i.e.. personality problems with the department head or complaints about the department head. All other problems should be taken to the head of the department An appointment with the XO or CO is unnecessary unless you have already done that and no action has been taken or you have been treated poorly. This is a duty that can be preformed at any time, but as with crewmember counseling it should be thoroughly discuss with the role-played characters involved.

H. Advisory Position

There are many roles that a Counselor can fulfill on a ship, and one of them is the advisory role. Whether it is for individual crewmembers in their own pursuits, or on Away missions to other species' planet, an important part of your duties, is to help people solve their problems. One of the main advisory positions on board the ship will be in your interaction with the CO or the XO in the communication between the ship and other cultures. This situation may require you to interpret and/or translate the actions and behaviors of these people.

II. Medical Department Organization

The Medical Department is centralized in a Ship, Station or Colony Sick Bay.
The Sick Bay is generally made up of a central care facility, surgery suites, a physical therapy facility, a null gravity therapy ward, a dental facility, and a biohazard containment unit. Nearby can also be found the Medical Staff's offices, a laboratory, and a nursery. The actual make up will vary depending on the size and class of the supporting facility.

The Chief Medical Officer is responsible for the physical health of the entire crew, but does more than patch up injured crew members. His/her function is to ensure that they do not get sick or injured to begin with, and to this end monitors their health and conditioning with regular check ups. Besides this s/he is available to provide medical advice to any individual who requests it.
Additionally the Chief is also responsible for all aspect of the medical deck, such as the Medical Labs, Surgical Suites and Dentistry's.
S/he also is a department head and a member of the Senior Staff and responsible for all the crewmembers in her/his department and duty rosters.

A starship or facility has numerous personnel aboard, and thus the Chief Medical Officer cannot be expected to do all the work required. The Asst. Chief Medical Officer and Medical Officers assist the Chief in all areas, such as administration, and application of medical care. All officers in the Medical Department are known as 'Doctor' regardless of their rank.

Generic sickbay layout (intrepid class).  1) Main sickbay, 2) CMO office, 3) Medical and bio genetics labs. The Head Nurse oversees all the Nurses currently aboard. Ensuring they are assigned to task and working as required in there area. Additionally the Head nurse performs the normal duties of the nurse, assisting the Duty Medical Officer in sickbay.

Nurses are trained in basic medical care, and are capable of dealing with less serious medical cases. In more serious matters the nurse assist the medical officer in the examination and administration of medical care, be this injecting required drugs, or simply assuring the injured party that they will be ok.
The Nurses also maintain the medical wards, overseeing the patients and ensuring they are receiving medication and care as instructed by the Medical Officer.

On most occasions Nurses and Medical Techs are Non-Player characters and will be played by YOU during the sim or in your logs.

Additional medical support is available via the Emergency Medical Hologram (EMH) Program. The EMH is a fully functional holographic physician that utilizes current Star Fleet medical databases to render treatment.

II.I. EMO is also known as 'Emergency Medical Operations'

At first glance, it might appear that the ship is over equipped for medical support. While the nominal mission of the medical department is to provide health care for the ship's crew and attached personnel, this is a relatively small task considering the standard long-term crew complement of around 900 individuals. However, the Medical department must also be capable of responding to a wide range of medical and emergency situations. These scenarios include emergencies on other spacecraft, planetary disasters, and bacteriologic and other exobiological threats, as well as crises involving non-humanoid patients.

One of the key provisions for emergency preparedness is the requirement that at least 40% of crew and attached personnel be cross-trained for various secondary assignments including emergency medical, triage, and other disaster response functions. Yellow and Red Alert protocols call for cross-trained personnel with non-critical primary assignments to be available for their secondary assignments as necessary.

Emergency medical facilities are designed to significantly increase the patient-load capacity of the ship's sickbay. Depending on the severity and patient load, different options are available.
Large numbers of patients can be handled by emergency conversion of one or more shuttle bays into triage and treatment centers. These emergency care facilities are equipped for full biohazard protocol, minimizing exposure risk to the ship's personnel.
Note that the use of the shuttle bay facilities for medical service will necessarily impact shuttlecraft launch and recovery operations, a factor that can be significant during evacuation scenarios. For this reason, large-scale evacuation involving shuttlecraft support generally make use of sickbay and other facilities first, before shuttle bay conversion procedures are invoked.

Fewer numbers of patients can be handled by conversion of other facilities. Guest quarters on Decks 5 and 6 are convertible to medical intensive-care use, and utility hookups to those compartments include biomedical telemetry links and medical gas connections. The ship's cargo bays, gymnasiums, and other recreational facilities can also be converted to emergency medical use. All of these compartments are stocked with medical conversion kits, which provide necessary hardware and standard medical supplies. Additionally, during non-crisis situations, one or more Holodecks can be converted to patient care use. While this is a very convenient procedure, it is also very energy-intensive and is not normally employed for long-term care or during alert situations.

Supplementing emergency medical supplies, contingency preparedness scenarios include provisions for large-scale replication of supplies and hardware. Nevertheless, because energy availability for replication may be severely limited during crisis situations, emergency plans are designed to depend primarily upon the use of stored supplies.

A typical emergency situation might be a case where a severe explosion has injured 150 crew members on a starship. The ship's medical department response might be as follows:
After the determination of the existence of the emergency situation, the Chief Medical Officer would receive a report from the Main Bridge. The CMO would consult with the Commanding Officer as well as the Security Officer to determine that the accident site is sufficiently safe for the ship's personnel to transport over. Such determination would generally be based on sensor scans of the accident site.
A survey and triage team would then be transported to the accident site. The CMO would normally lead this team, evaluating the extent of casualties and on-site requirements. Simultaneously, the medical staff on the ship would be preparing sickbay and secondary treatment areas for the imminent arrival of patients.
At the accident site, the triage team would separate patients into one of three categories:

  1. Individuals whose injuries are not immediately life-threatening and do not require immediate transport to the ship;
  2. Individuals whose injuries are severe enough to require immediate attention but can be successfully treated; and
  3. Individuals whose injuries are so severe that they are beyond help.

Individuals in the second category are prioritized for transport to the ship. The triage team does not administer any actual patient care (except for airway management) because to do so would slow triage processing to an unacceptable rate. The CMO may opt to supplement the on-site triage team with an on-site treatment team, although treatment in a controlled on-ship environment is usually preferred.

Using all personnel transporters aboard the ship, a maximum of approximately one thousand individuals per hour can be evacuated to the ship. If the number of casualties is relatively small, site-to-site transport can be used to beam the patients directly to the on-board treatment area. Otherwise, patients are beamed only to the transporter rooms and then shuttled to the treatment area by gurney. This is because site-to-site transport effectively halves the capacity of the transporter system.
While on-site triage is underway, conversion of the secondary treatment areas would be prepared, using medical conversion kits. For major disasters, hospital and emergency patient care modules can be deployed, providing full-scale surgical and intensive-care facilities. If necessary, these conversions can include complete biohazard protocols.

Once patients are received onboard, treatment teams would include all available medical staff. The medical staff would be supplemented as needed by additional cross-trained personnel from other departments.

III. Vital Signs and General Diagnostics

NOTE: Some of the information below is more advanced than needed for the exam following this guide. However there are many basic things that can be useful to think about when you are writing the exam or simming.
If there is something you do not understand, your instructor will be able to clarify it for you.

Aid Protocol
As a medical officer you must have things to take care of first and things that can wait. That's the aid protocol. The first thing you should check on EVERY patient is his/her breathing and Circulation, Then you should pay attention to the bleeding and avoiding Shock and last but not least you have to take care of fractures and other wounds.
Example: I have a patient with an electrical burn and he has a laceration on the forehead. First I have to control the bleeding from the laceration and then the burn.

Pulse
The pulse is actually a pressure wave traveling along arteries caused by the contraction of the heart. The most common place to palpate the pulse is at the base of the thumb where the radial artery becomes rather superficial, or 2 cm's to the left of the neck (carotid artery). A strong easily felt pulse reflects a full blood volume. A rapid weak pulse can be the result of shock from loss of blood (on the initial state of shock); a rapid bounding pulse is present in fright or hypertension. The absence of a pulse means the artery is blocked or injured, or that the heart has stopped functioning (cardiac arrest), or that death has occurred. The pulse should be taken immediately then periodically during emergency treatment. The way to take pulse consists in using 3 fingers and press them to the artery you want to feel the pulse (carotid, for example). Wait 15 seconds, counting how many pulses you felt during that time. Multiply it for 4 and that's the pulse rate of the patient. I.e.: I felt 22 pulses in 15 seconds on my patient. Then I multiply it for 4.....My patient has 88 pulsations per minute Normal Pulse rate is:

Elder People < 60/min
Adults 60 - 100 / min
Infants 100 - 120 / min

Respiration
Normal breathing is easy without pain, the rate can vary widely, usually between 16-20/min, but some well-trained athletes may only breathe 8-10/min. Check it initially and note any changes. Rapid shallow respiration is seen in shock (on the initial state of it). Deep, gasping, labored breathing may indicate possible airway obstruction or pulmonary disease (such as rib fx, pneumo/hemotorax, etc). Watch the movements of the chest both sides of the chest should move together, without any difference.

Blood Pressure
The pressures of the circulating blood against the walls of the arteries. In the normal person the arterial system is a closed system attached to a pump completely filled with blood, changes in pressure indicate changes in volume of the blood, in the capacity of the vessels, or in the ability of the heart to pump. Systolic pressure is the level during contraction of the heart; diastolic pressure is the level during relaxation of the heart. Normal BP for everyone is 120/80 mmHg.

Temperature
Normal body temp is 98.6 F or 37°C; the skin is largely responsible for regulation of this temp by radiation of heat from skin blood vessels and evaporation of water as sweat. Changes in temp occur as a result of illness or injury. A cool, clammy (damp) skin is indicative of a general response of the sympathetic nervous system to body insult, i.e., blood loss or heat exhaustion. Exposure to cold will produce a cool dry skin. A dry hot skin may be caused by fever or by exposure to excessive heat, as in heatstroke. Of course, various bacterial infections will also cause an increase in core body temp. Temp is usually taken sublingual for 3 min in a closed mouth, or in the axilla (armpit) for 10 min, it is not as reliable as oral temp. Naturally it can also be taken rectally or just check the readout on your biobed monitors.

Skin Color
Skin color primarily depends on the presence of circulating blood in the subcutaneous vessels. In deeply pigmented people, skin color depends primarily on the pigment, then look to the fingernail beds, in the sclera (whites) of the eye, or under the tongue. The colors of medical importance are RED, WHITE, YELLOW and BLUE. A red color may be present in hypertension and certain stages of Carbon monoxide poisoning (CO), and heatstroke. A pale, white, ashen or grayish skin is indicative of insufficient circulation as seen in shock, acute heart attack, or fright. A bluish color, CYANOSIS, results from poor oxygenation of the circulating blood. Cyanosis is caused by respiratory insufficiency due to airway obstruction or inadequate lung function. It is usually first seen in the fingertips or around the mouth. Cyanosis always indicates a severe lack of O2 and it demands rapid correction of the underlying cause. Chronic illnesses may also produce color changes such as the yellow color, JAUNDICE, in liver disease.

Pupils
The pupils when normal are regular in outline, and usually the same size. Always remember to watch out for glass eyes and contact lenses. Changes in size of one or both pupils are important signs in emergency medical care. This can show us different neural/brain failures that our patient is having. A way of remembering the normal state of pupils is this small rule: "PERRL" (Pupils Equal Round Reactive to Light). Constricted pupils are often seen in drug addicts or patients with Central Nervous System disease. Dilated pupils indicate, for example, a relaxed or unconscious state; dilation usually occurs rapidly, within 30 seconds of cardiac arrest. Failure of the pupils to constrict when a light is shines into the eye occurs in disease, poisoning, drug overdose, and injury. In DEATH the pupils are widely dilated and fail to respond to light.

State of Consciousness
Normally, a person is alert and oriented to time and place. They are responsive to vocal of physical stimuli. Any change from that state is indicative of injury or illness. They may vary from mild confusion in an alcoholic or mental patient to deep coma in a head injury, poisoning or Shock. Progressive development of coma needs immediate attention; such a patient is likely bleeding into the skull and needs immediate surgery, which you can do in Sickbay. Another rule to remember in this part is "AVPU" (Alert, Verbal Stimuli, Pain stimuli, Unconsciousness). I.e.: My patient, an engineering officer, fell from the first floor of engineering. He arrives unconscious, with a big hematoma in his head and possible Cervical Fx. AVPU:

Alert: No.
Verbal Stimuli: No.
Pain Stimuli: Yeah, slow motion of his hands when stimulated.
Unconscious: Yes

Ability to move
The inability of a conscious patient to voluntarily move is paralysis. Paralysis of one side of the body is called hemiplegia, it may occur as a result of bleeding within the brain or stroke. Some drugs if used over a long term can also cause paralysis. The inability to move after an accident indicates injury to the spinal cord unless proved otherwise. Inability to move the legs while the arms remain normal indicates cord trauma below the neck.

Reaction to pain
Reaction by vocal or body movement to painful stimuli is a normal function. Loss of movement after trauma may be followed by numbness. Occasionally movement is intact yet there is a tingling in an extremity; this must be recognized as a possible spinal cord injury. Severe pain with loss of sensation may also be the result of an occlusion (blockage) in a main artery, CHECK THE PULSE, it will be absent in an occluded artery, cyanosis will also evolve, the ability to move is usually retained.

Shock
Shock can be defined by the lack of O2 in the cells. Cells use O2 and other elements (such as glucose or some proteins) as "food". When there is no oxygen to feed those cells, they die. Shock can appear because of different things. For example bleeding, big pain, spinal cord injury, allergies reaction, poisoning, etc. At the initial state of shock the body can compensate that by switching its metabolic function to an "anaerobic mechanism" which consists in "closing the entrance" of blood to the organs and tissues that can resist more without oxygen, those are the limbs (can hold for hours without O2). Then it begins to stop providing blood to more important organs and ends with the heart, making it to cease pumping (cardiac arrest). Initial signs show: Increased Pulse rate, but weak in strength, Increased Respiratory rate, Normal Blood Pressure, Pale extremities, sweating. In the unstable shock there are low oxygen levels in the body making the brain to start malfunctioning. That's why the patient won't be alert, maybe violent, not knowing who he is, or where he is. Pulse and Respirations begin to decrease until there is none and the patient dies.
Patients with shock can be resuscitated by fixing the cause of it. Such us fixing the arteries with a vascular regenerator, using Blood or Saline with the Plasma Infusion unit, obviously modifying it to send blood or saline instead of plasma.

IV. Common Equipment

This is not a complete list - it covers what we feel to be the most common. A more extensive list can be found at the academy site or: http://medical.homepage.dk/

Alpha Wave Inducer
The Alpha Wave Inducer is a device meant to induce sleep in most humanoids. It is not meant to replace natural sleep, and cannot be used frequently. Itt is an electronic version of an anesthetic. Subject enters a deep dreamless sleep during which surgical procedures can be carried out without causing pain to the subject.

Anabolic Protoplasers
These devices are used to heal internal and external body damage without the need of opening the body cavity of the patient to effect repairs. They use small forcefields, phase-modulated lasers, and anabolic accelerators to quickly heal injuries without scarring. They come in a variety of sizes for different repairs.

Smaller units are useful for fine work involving the eyes and ears, while larger units heal cuts and even broken bones.

They temporarily confer the advantage of Instant Regeneration to the area treated, but cannot replace surgery in serious injuries. For example, if used on a very deep stab wound, they could seal the damaged tissues and prevent further blood loss, but a subcutaneous hole would remain unless closed with surgery.

This device will not repair incidental damage resulting from the original injury. For example, an officer who has been stabbed may have the wound repaired in sickbay in 15 minutes, but will still have to deal with the blood loss.

Autosuture
An Autosuture is used to close wounds in patients. It has the same function as 20th-century sutures. It is similar to the Anabolic Protoplaser.

Bandages
Starfleet's Medical department has a wide variety of bandage options. Simple bandages made of sterile, inert materials that do not bind with clotting wounds are common. Derma patch is available in a spray applicator, or in larger pre-formed pieces.

Biobed, from year 2364.Biobed
This is an orthopedically-designed hospital bed which has an array of biofunction sensors that monitor all bodily systems. The bed is raised to allow the doctor to comfortably examine the patient. It has a graphic display at the head which gives the patient's current status. Restraining fields are available on some models.

Bioregenerative Field
A Bioregenerative Field is an energy field used to accelerate cellular growth. It temporarily confers the advantage of Regeneration on the patient. A sterilite unit is typically used during this procedure to keep infection from being multiplied by the Bioregenerative Field.

Cardiostimulators
This is a defibrillator that can also restart a stopped heart. Unlike current defibrillators, this device will not damage surface tissues.

Cortical Stimulator The Cortical Stimulator provides a method of resuscitation for patients. It is particularly effective for head injuries and comatose patients. It is an electronic version of Tricordrazine.

Dermal Regenerator
Hand held device that utilizes a Biogenerative field to accelerate tissue growth. The device will promote a chemical balance which supports the growth of normal skin tissue over scar tissue. Wounds of up to moderate severity can be healed Dermal Regenerator. through a dermal regenerator, but use of the device must take into account foreign material in the wound site, depth of the wound, type of tissue, and several other factors. Except for minor wounds, dermal regeneration often serves only as a stopgap for the most critical wounds, which require hospitalization.

Exoscalpel
An electronic relative of a 20th-century scalpel. It is essentially an electronic knife.

Hypospray
The Hypospray is a hand-held device used for subcutaneous and intravenous administration of carefully-controlled dosages of medication on a subject. The Hypospray injects the subject by use of a pinpoint, high-pressure, low-volume, microscopic, aerosuspension stream. It allows medication to be given through the skin or clothing without mechanical penetration. It takes one second to remove and one to replace a medicine vial. The air cartridge is good for 100 injections. It takes one second to remove and one second to replace the air cartridge. Weight is 1/2 lb.

Medical Tricorders
The Medical Tricorder is a modified TR-580 with an extra external medical probe and scanner attachment. It has the following capabilities: Biosampler Bioscanner Chemscanner Datalink Environmental Analysis Medscanner Multiscanner Radscanner.

Medical Tricorder. For its size, the Medical Tricorder can maintain and store vast amounts of data in its own memory, which it uses to help evaluate conditions on site.

The Medical Tricorder has an external hand-held sensing device. This peripheral contains over 100 sensors, and the Tricorder contains a specialized medical database that provides detailed medical diagnostic tools in the field including tomographic and micrographic imaging. A small diagnosis wand fits into the top of the peripheral and is occasionally used by the physician to provide close high-resolution scans.

Together, these sensors allow the Medical Tricorder to make very detailed diagnosis on known species. On unknown species, it is limited to telling if the life-form is sick or dying. A detailed analysis is not possible in such a situation. Effective range is about three yards.

Motor Assist Bands
An electronic strap attached to damaged limbs of patients which increase the neurological impulses provided by the patient to the damaged limb. Useful for rehabilitation.

Nanosurgeons
A suspension of nanotechnological assemblies that are typically used to survey cellular genetic damage and effect repairs.
They report to, and are monitored by, the attending physician. Nanosurgeons are useful to repair additional damage that drugs (for example) cannot affect.

Neuralstimulator
This device "jumpstarts" the Central Nervous System of patients who has suffered some form of neuro-synaptic failure. This is particularly useful to treat a patient who has suffered CNS shock from the higher settings of a Phaser.

Neural Stimulators
An instrument used to stimulate the Central Nervous System of a patient. They are frequently used to help in attempts to revive unconscious and/or comatose patients.

Neural Transducer
Medical devices that provide the same function as the Motor Assist Bands above, but are temporarily and/or permanently implanted in patients to increase transmission of neural impulses from the brain to whatever area of the body the Transducers are attached to. They are frequently used for spinal cord damage patients.

Neurolink
Allows a healthy "donor" to take over autonomic functions for a patient suffering from brain stem damage. One link is attached to the head of the "donor" and the other on the head of the patient. Upon activation, the autonomic functions of the donor control the patient's heart rate, blood pressure, respiration, etc.

Osteotractors
These are medical tractor fields used to set and immobilize a broken bone prior to treatment with a Protoplaser. They act as a temporary cast during treatment.

Physician's Medikit
The Physician's Medikit is a small, strap-on case designed to carry emergency medical supplies. A Full Standard kit would include:

Medikit 2367 1 - Anabolic Protoplaser
1 - Bandage assortment
1 - Cardiostimulator
2 - Hyposprays
1 - Medical Tricorder
1 - Neural Stimulator
1 - Respirator
1 - Sampling kit

and the following medications:
5 - Vials of Delactovine (Stimulant)
5 - Vials of Tricordrazine (Stimulant)
3 - Vials of Rexalin (Painkiller)
4 - Vials of Hyronalyn (Radiation)
3 - Vials of Phetetalin (antibiotic)

All doses of any drug type are contained in vials that must be inserted into the Hypospray. The standard kit may be altered to suit missions or situations, but must be altered before the mission begins. For example, if the doctor knows that he is going into a combat zone, he may replace the 3 vials of Rexalin with more Hyronalyn or Phetetalin.

Physiostimulators
Used to increase metabolic functions in patients that show a decrease of those functions.

Plasma Infusion Unit
An instrument used for transfusions of blood, blood plasma, and/or electrolytes into patients that need them. It is used the same way blood transfusions in the 20th-century. The Plasma Infusion Unit also provides filtration of the material to be delivered.

Protodynoplaser
A device used to help in patient condition stabilization.

Scalpels
There are three varieties to choose from: traditional cutting blades with a monomolecular edge, laser scalpels that cauterize as they cut, and nanotech scalpels that separate tissues along cellular lines without damage. Each has different uses.

Laser scalpels help the surgeon because of bloodlessness, but can dazzle anyone unwary enough to look into the beam, even though the scalpel can only cut within its focal length.

Monomolecular blades require no power supply and quickly slice through most matter with minimal effort.

Finally, Nanotech scalpels cause minimal disruption of tissue but operate slowly.

There is current research in an experimental scalpel that utilizes Transporter technology.

Sickbay Overhead Sensor Cluster
This is a circular arrangement of sensors located above the primary Bio-Bed in sickbay. It augments the sensors of the Bio-Bed, and also provides an emergency containment field to prevent contamination.

Stasis Field Generator
This device is used in emergencies when a patient cannot be stabilized and requires treatment that is not immediately available. It significantly slows all biological activity within the perimeter of the field, placing the patient in a sort of suspended animation. The patient will not be aware of any passage of time while under the influence of a stasis unit, since the biochemical activity of the patient's brain is effectively halted.

Surgical Support Frame
Surgical bed 2371 Surgical Support Frames attach to Bio-Beds providing aid and assistance during surgery and emergency life support. Littered with biosensors, the SSF has a large display of the surgical area.

V. Common Medications

This is not a complete list - it covers what we feel to be the most common. A more extensive list (A-V) can be found at the academy site or: http://medical.homepage.dk/

Analgesics (Painkillers):


Acinolyathin
Painkiller used for muscle spasms.

Rexlin
This drug can be used as a tranquilizer, a pain killer and a sedative. All is depending on the dose administered.

Anesthetics:


Anesthezine
This is an inhalant that can be used as a general anesthetic, but is more often used by Security as an intruder control measure. Better anesthetics exist for surgical purposes, but it may be used in emergency cases.

Antibiotics:


Corophizine
A general purpose antibiotic. It has minimal side effects and is non-addictive.

Genericillin
A powerful general purpose antibiotic.

Medicillan
Broad based antibiotic series.

Phentetalin
Strong antibiotic.

Tryptophan-Lysine distillates
These are more powerful antibiotics. They add to the effective health of the patient, but at the cost of a slightly Fatigued state that lasts until the treatments end.

Sedatives:


Kayolane
This drug causes immediate unconsciousness and the patient will remain asleep for 1-6 hours.

Kayolene
Medical drug used as a sedative.

Melorazine
This drug causes immediate unconsciousness. The patient will remain asleep for 3-8 hours.

Morphazine
Puts patients into deep, dreamless sleep for 3-18 hours.

Rexlin
This drug can be used as a tranquilizer, a pain killer and a sedative. All is depending on the dose administered.

Stimulants:


Cordrazine
Cordrazine is a powerful and addictive stimulant used to treat serious electrical burns, and also known to revive a stunned or unconscious patient. Overdose Treatment: Kayolene can be administered to sedate the patient, till the overdose diffuses out of the bodies system naturally (6 hrs). Overdose can be diagnosed from episodes of delusional paranoia. The drug is addictive.

Delactovine
A common stimulant with few side effects, used to stimulate the nervous system of the patient. It is mildly addictive.

Masiform D
Powerful injectable stimulant.

Stokaline
A mild stimulant that will revive an unconscious or stunned patient. It has no major side effects and is non-addictive. However, patients quickly develop a tolerance to it. Each time Stokaline is not effective, all future uses on that patient will be less. This effect is permanent and cumulative.

Tricordrazine
A refined version of Cordrazine that lacks the delusional paranoia side effects, but will not revive as well. It is still addictive.

Resuscitatives:


Cordrazine
Cordrazine is a powerful and addictive stimulant used to treat serious electrical burns, and also known to revive a stunned or unconscious patient. Overdose Treatment: Kayolene can be administered to sedate the patient, till the overdose diffuses out of the bodies system naturally (6 hrs). Overdose can be diagnosed from episodes of delusional paranoia. The drug is addictive.

Leporazine
A general resuscitative.

Morathial
Group of resuscitative drugs used to resuscitate an unconscious patient.

Borathium
An experimental rybotherapy medication developed by Dr. Toby Russell as a potential replacement for leporazine and morathial.

Stokaline
A mild stimulant that will revive an unconscious or stunned patient. It has no major side effects and is non-addictive. However, patients quickly develop a tolerance to it. Each time Stokaline is not effective, all future uses on that patient will be less. This effect is permanent and cumulative.

Burn treatment:


Kelotane
Medical drug used to treat radiation burns and sickness.

Cordrazine
Cordrazine is a powerful and addictive stimulant used to treat serious electrical burns, and also known to revive a stunned or unconscious patient. Overdose Treatment: Kayolene can be administered to sedate the patient, till the overdose diffuses out of the bodies system naturally (6 hrs). Overdose can be diagnosed from episodes of delusional paranoia. The drug is addictive.

Cardiac Medications:


Inaprovaline
A cardio stimulatory drug that can also be used to stabilize a weak but living patient's condition.

Metrazine
Cardiac antiarrythmic medication.

Benjisidrine
Is a drug prescribed for Vulcans with heart conditions.

Chloromydride
A cardio-stimulatory drug used where Inaprovaline is ineffective or may cause allergic reactions. It is usually used in concert with cardial and neural stimulators for additional benefits.

Cranial Medications:


Lexorin
A neurotransmitterinhibitor. This drug temporarily diminishes intelegence, but each dose also makes psychic and psionic intrusions harder. Lexorin can also calm excited or agitated patients. In greater dosages than 3 in 24 hours, the patient also begins to lose manual dexterity, as the Central Nervous System begins to lose control of voluntary functions. Lexorin is mildly addictive, and causes the patient to feel overconfident and happy.

Acetylchloline
Is a biochemical substance, a neurotransmitter that promotes the propagation of electrical impulses from one nerve cell to another in carbon-based life.

Crediline
This drug makes the user more likely to believe anything that they are told. Its use has been superseded by more effective memory blockers.

Dylamadon
This is a powerful neuroinhibitor used for painless euthanasia.

Memory Blockers
These are used to permanently block specific memories in a patient. This is useful if a patient has seen something unpleasant, or has been exposed to information that may violate the Prime Directive.

Memory-Beta
This drug stimulates the user's memory. It allows the user to attempt to remember something that has been forgotten

Radiation treatment:


Kelotane
Medical drug used to treat radiation burns and sickness.

Hyronalyn
This medication protects and treats against radiation sickness. One dose halves the effective amount of radiation received, and a second dose further halves that, and so on. Each dosage beyond the first risks Hyronalyn poisoning, which could lead to permanent damage. Can be administered ship wide, through the environmental control systems as an airborne solution.

Respiratory Medications:


Dexalin
Medication used to treat oxygen deprivation.

Tri-Ox Compound
This drug helps to provide oxygen to blood in thin atmospheres, or in cases of oxygen starvation.

Critical Care Medications:


neodextraline solution
Liquid medication administered intravenmously for the treatment of severe dehydration.

polynurient solution
Restorative formula given to patients suffering from malnutrition.

Simulated Deaths:


Neural paralyzer
Medication that can cause a cessation of heartbeat and breathing in a humanoid patient, creating the appearance of death. If such a patient receives medical treatment in time, a full recovery is possible.

Poisons:


nogatch hemlock
Poison; no antidote exists.

Viridium Six
A slow acting cumulative poison.

Narcotics:


Cryptobiolin
One of several chemicals used by the Angosians during the Tarsian War to improve their soldiers, making them more effective in combat. Unfortunately the effects of many of these drugs were irreversible.

psychoactive drug
Chemical substance that has the effect of producing delusional or hallucinogenic.

Other Medications:


Benzocyatzine
Medication to treat low isoboramine levels in Trills.

Immunosuppressant
Any of several drugs designed to limit immune response in humanoids, thus reducing organ rejection.

Makara Herbs
Bajoran herbs, used during pregnancy, maintain progesterone levels. Can be act as counteragent against sedatives.

Neurovine
This drug is an antidote for nerve poison.

Purge
This drug cleanses the user's systems of foreign biochemicals, and neutralizes active drugs (including recreational drugs and alcohol) within minutes (The Most used drug no doubt!).

Suspend
Slows down all biological functions. This is similar to the Stasis Field. In sickbays, a Stasis Field is used.

Takaria Herbs
Bajoran herbal medication against swollen body parts.

Vertrazine
Combats vertigo. Only one dose will have effect in a 24-hour period. It has no side effects.

*TCS If all else fails, try Tom's Chicken Soup =). (Taken from PCS-Pulaski's Chicken Soup).

VI. Common Diagnostic Aid

Accelerated Critical Neural Pathway Formation
Procedure involving increasing growth of the neural networks in the cerebral cortex.

Actinide
Is a radioactive compound often found in uranium ore. Other forms of that are common will be plasma fires.

Altarian Encephalitis
Retrovirus that integrates itself into the hosts DNA, lying dormant for years and can activate at any time without warning. Symptoms include a pyrexic and comatose state, long term memory loss and a gradual synaptic degradation.

Aphasia
Is a dysfunction of certain brain centers affecting the ability to communicate in a coherent manner. Different forms of aphasia exist.

Aphasia Virus
Was created by Bajoran a scientist, intended to be used as a terrorist weapon against the Cardassians. The microbe would have been delivered through an aphasia device planted in a food replicator by the Bajoran underground. Once contracted, the virus would find its way to temporal lobes and disrupt normal communication processes, causing unusual disabilities that eventually will cause death.

Andronian Encephalitis
Influenza like disease transmitted by airborne particles. Can be deadly if left uncontrolled.

Barclay's Protomorphic Syndrome
Resultant from the activation of dormant T- Cells upon the redundant DNA codes of every humanoid. As a result patients de- evolve, via a spread of the altered DNA through the immune system.

Berthold Rays
Are a deadly radiation that causes disintegration of carbon-based animal tissue, including humanoid tissue.

Bendii Syndrome
Rare illness that affects Vulcans over 200 yrs of age. Symptoms include gradual loss of emotional control, bursts of emotion and anger( which may be telepathically transferred to others). Diagnosis is achieved by taking a tissue sample of the hypothalamus.

Biomolecular Replication
Replication of cells on the molecular level making complete new organs with it.

Cardiac Induction
Emergency medical resuscitative treatment for cardiac conditions.

Cardiac Replacement
Surgical procedure where a diseased or damaged heart is replaced by an artificial heart.

Cartalian Fever
Deadly virus disease.

Correllium Fever
Is a disease that broke out on planet Nahmi IV (2366).

CPK Enzymatic Therapy
Treatment for limiting the extent of spinal injury.

CPK Levels
Medical test used to detect creatinine phosphokinase (CPK) which is an indicator of muscular damage, particularly in relation to diagnosing cardiac damage.

Delta Radiation
Is a form of hazardous energy, severe delta-rays emitted from a star, can interfere with ships sensors as well.

Direct Reticular Stimulation
Medical treatment, whereby electrical energy is directly applied via a neural stimulator to the nervous system, in an attempt revive neural activity in a patient.

DNA Reference Scan
Medical test used to assess a patients identify, by matching DNA samples, from a previous sample.

DNA Resquencing
A procedure in which a subject is genetically engineered for specific traits. It is illegal, except to correct severe birth defects.

Dorek Syndrome
A rare, incurable, fatal disease which strikes, one out of every five million Ferengi.

Electrophoretic Analysis
Standardized medical test used to analyze cellular components, to determine their origin.

Endorphins
Naturally occurring neuro chemical consisting of opiate peptides, similar to morphine that act upon the nervous system to affect feelings of pain and/or pleasure.

Eosomophilia
Is an abnormally high count of cerium eosinophils, a type of white blood cell in humanoids.

Glial Cells
Are more specifically known as Neuroglia; tissue that forms the supporting elements of the nervous systems which play an important role in reacting to injury or infection. One can use weak electrical charges as bio-coded messages, placed under the fingernails. If scratched onto another person, the bio-coded message would then be transferred to the victim's neuroglia cells and straight to their brain, where this information can be stored. However, the side effects can become irritable.

Holodiction
Psychological condition, recognized by the patient's addiction to holodeck simulation.

Hexagen Therapy
A treatment for Yarim-Fel syndrome.

Histamine
Biochemical substance derived from the breakdown of naturally occurring substance histodine. It is responsible for a majority of humanoid allergic reactions, and has also been recognized as a symptom of Iresine Syndrome, when histamine levels are said to be depressed.

Hyperacceleration
Is a biochemical condition that plagues people due to radiation permeating water supplies. Hyper-acceleration of biological processes caused an individual to experience one second as if it were an entire hour. Outsiders who were accelerated quickly burned out, dying in a very short period of time due to cell damage. To a normal, none accelerated person sounds very much like an insect.

Hyperonic Radiation
Is a hazardous form of energy present in the atmospheres of some planets- fatal to humans.

Hytritium
A highly unstable substance used to neutralize poisonous tricyanate. Pure hytritium is too unstable to convey by transporter.

Iresine Syndrome
Is a very rare neurological disorder in humanoids characterized by a peculiar electropathic signature in the thalamus, and a severely decreased histamine count. Victims first disorder would fall suddenly into a coma for approx 72 hours. Diagnosis could be confused by the presence of any of 22 different substances that left electropathic residue resembling that of this disorder.

Iverson's Disease
Chronic disease, causing fatal degradation of muscular functions in humans. No cure exists.

Metorapan Treatments
Treatment that regenerates bone tissue in fracture patients.

Myocardial Enzyme Balance
Medical test used in surgical procedures to test cardiac enzyme levels.

Neural Depletion
Is complete loss of electrochemical energy of a human brain, resulting in the death of a victim. Some species actually derive this energy to digest.

Neural Imaging Scan
Medical scan to test a patient's visual cortex.

Neural Pathway Induction
Medical procedure to treat severe neural pathway damage.

Neural Metaphasic Shock
Potentially fatal failure of the neuralogical system.

Neural Polaric Induction
Serious operation to repolarize neural sheaths. Depolarization will cause heightened neural activity, reported causing visions by patients. A patient has 50 percent chance to loss his vision.

Neuromuscular Adaption
A biomedical treatment intended to help members of low-gravity species adapt to higher gravity.

Nitrogen Narcosis
Is a hazard of deep-sea diving. It is a cause of the replacement of oxygen in oxyhaemoglobin with nitrogen. The resultant anoxia produced disorientation, hallucination and lack of judgment in the victims. This phenomenon is similar to temporal narcosis.

ORB Shadow
Psychedelic reaction to a neuro peptide excess that may follow months to years after an Orb encounter. Associated with Bajoran theology of the Orbs.

Orkett's Syndrome
Childhood hematopathogenic common throughout Bajoran refugee. Among the symptoms was an alteration of erythrocytic marker factors. Thousands of Bajoran children died. The preferred treatment often involved bone marrow transplantation procedures. The disease was common enough to be well-documented.

Replicative Fading
Loss of genetic information occurring when an organism is repeatedly cloned.

Resonance Tissue Scan
Medical diagnostic scan used to screen for infection.

Rugelan Fever
A disease which causes a deep coma in Trills.

Sero-Amino Readout
A medical test to detect serotonin levels.

Serotonin
Enzyme that is a central neurotransmitter in humanoid nervous systems.

Somatophysical Failure
In humanoid physiology, is the collapse of all bodily systems. I'm afraid, to my knowledge, there is little one can do besides Cordrazine and hope. In nearly all cases, the subject dies.

Synaptic Induction
Medical technique used for neurotherapy for patients suffering from traumatic memory loss.

Synaptic Reconstruction
Is surgery which neutralizes the synaptic pathways responsible for deviant behavior. What it basically comes down to is "correcting" a persons "psychotic personality" through the means of surgery. This should not be performed on board a UCIP starship, only particular starbases spread out across the quadrant are equipped for such a procedure.

Tahiti Syndrome
Is a term for human longing for a peaceful, idyllic natural setting when suffering from the stresses of modern Starship life. This is common's experienced by Starship Captain - send them into a holodeck every now and then :-).

Transporter Psychosis
Is a rare medical disorder caused by a breakdown of neurochemical molecules during transport. Transporter psychosis was first diagnosed in 2209 by researchers. The condition affected the higher brain functions, as well as autonomic systems and body motor functions. Victims were found to suffer from paranoid delusions, multi-infarct dementia. tactile and visual hallucinations, and psychogenic hysteria. Peripheral symptoms included sleepless, accelerated heart rate, myopia, muscular spasms, and dehydration. This problem was eliminated with the development of the multiplex pattern buffer, found in UCIP transporters to Larosian Virus - Mild disorder, commonly recognized by a subjects amorous behavior and other out of the normal behavior.

Tricyanate
Is a purple crystalline substance that occurs naturally on some planets. Toxic to humans, can be found in water supplies as well.

Tetralubisol
Is a highly volatile liquid lubricant used aboard starships. It can be a poison when ingested.

Thalamus
Is a portion of the humanoid brain, deep with the cerebral hemispheres. The thalamus relays bodily sensations to the cortex for interpretation.

Triolic Waves
Are by-products of an energy source employed by some planets stratosphere (lower atmosphere). The energy source has deleterious effects on most living tissues, except for life-forms with microcentrum cell membranes.

Trilithium Rsin
Is a highly toxic waste by-products created when the dilithium is exposed to intense matter/antimatter reactions in a starships warp engine core.

Tuvan Syndrome
A degenerative, incurable neurological disease which affects mainly Vulcans, Romulans, and Riggelians. In the very early stages, the patient's eyelids are slightly displaced, facial muscles are weakened, and respiration is irregular. Loss of motor skills occurs in 10-15 years; life expectancy is 20-25 years. In less then 5 percent of the cases, the disease can accelerate without warning.

PSI 2000 Virus
A water-based disease organism originally found on planet PSI 2000 in 2266. This virus affects people by causing suppression of their inhibitions, and ultimately their deaths.

Yarim-Fel Syndrome
A terminal illness affecting Cardassians; it attacks the digestive tract, circulatory and respiratory systems, and cartilaginous tissues. It can be treated with hexagen therapy or neuro-regeneration procedures. There is no cure.

VII. Basic Alien Physiology

Vulcans
One of the major races populating the Federation is the Vulcans. Being both founding members of the Federation and comprising nearly one third of the entire population, Vulcans are one of the most studied races, physical and cultural. Here we are going to take a short look into the physiology of the Vulcan race.

Vulcan is far like Earth. It is hot and dry, lower level of oxygen in the atmosphere and having a higher gravity than Earth, to mention the most noticeable. Following Darwin's theory, with time Vulcans grew accustomed to this harsh environment. This gives Vulcans a great physical strength and endurance compared with most humanoids.
It is worth mentioning that when special like the second eyelid, when it was first evolved; the clans and tribes bread those characteristics, and "traded" it for good living places, ruler ship of settlements or water resources. The same goes for other specialities like the nerve pinch.
Seeing genetic characteristics as a valuable influence on power and authority, some characteristics died out - one of the most dramatic was the ability to kill with the mind.

As mentioned before Vulcans have adapted to the environment of Vulcan, and because of the tense radiation, dry weather and dusty surface Vulcans have developed a sound eyelid as protection. The same goes for the pointed ears; experiments have shown that Vulcans ears intensify sound in the dry, thin air of Vulcan. This naturally gives them a better hearing when in a normal class M-planet environment. Also the internal body is specialized. Their lungs are bigger and more efficient, and in turn the heart is placed where the human liver is placed. Their heartbeat with 232 stokes/min and by turn is stronger than a human one. Another difference if you ever are going to see a bleeding Vulcan is that their blood isn't coloured by he Iron in the hemoglobin, its copper based and will be green instead of red. Vulcans internal are even more complex and we're just going to mention that when and if a Vulcan do get hurt they will centralize most of their body resources to heal that part as quickly as possible. This, and during Ponn farr is the only times Vulcans is not having complete control of their body.

Now Ponn farr is not a strictly a physiological thing. It's an expression of the Vulcan way of living (living with suppressing emotions). Once every seventh year every Vulcan male must mate. In this they have no choice but to let go of their logic and return to their ancestor's passion. Now a day however Ponn farr and be lived out more civil with help of medications. However Ponn farr is one of the most personal things, and one should be careful engaging in talks about it without knowing the person very well.

This is natual not all there is to know about Vulcan physiology, there's much more - not to mention Vulcans Psychic abilities. I'll close this with a small reminder to always give a Vulcan their personal space, and only touch them if you share intimacy or it is required.

Klingons
The Klingon body incorporates multiple redundancies for nearly all vital bodily functions. This characteristic, known as "brak'lul", gives Klingon warriors enormous resiliency in battle. There are a number of distinguishing features, however. The most notable is that Klingons have a large bony ridged patterned forehead, with a central ridge that begins at the tip if the nose and follows the centerline of the body over the top of the head, and down to the base of the spine.
Internally, there are a number of differences between Klingons and Humans, including a large number of secondary backups for biological systems. Even the neuronal sheathing of the Klingon has redundant layers, which make not only for faster reflexes and movements, but contribute to the resistance of the Klingon physique to beam stunners. They have a large, 8 chambered heart, two livers, 23 ribs, double lines neural pia matter, a backup synaptic system, and even a small, auxiliary brain at the base of their spinal column, protected by the pelvic girdle. Klingons have no tear ducts, and their blood is a lavender-colored fluid.

Koblaid
Humanoid race which needs deuridium to stabilize their cell structure, prolonging their lives. Little else is known to UCIP medical records at this time.

Spores
Spores are symbiotic organisms that infest people, thriving on Berthold rays, offering (actually) protection from deadly radiation. The spores provide perfect health and extraordinary contentment to the host, but at the cost of intellectual stagnation. Believe it or not, to get rid of them, tell the patient to get a negative and angry as possible. It drives the out. If it fails, use a ultrasonic signal; this will annoy the heck out of them :-)

Ullians
Humanoid race of telepaths, characterized by skin involutions in the temporal area of their skulls. Though Ullians are able to read the minds of many other species, they themselves are unreadable to certain other telepathic species, particularly Betazoids.

Trill
Trills are species living in the alpha quadrant, and are a member of the UFP. Their home-word is shared by two species, the very vulnerable symbionts living in huge subterranean pools and the humanoid hosts, who populate the surface. The Trills are not too different from humans, but have some very unique characteristics: They have a quite large space in the lower torso, for holding a symbiont, which is the main difference from most humanoid races. These symbiots if joined with a host share the nervous system and the mind with it and can not be removed in a few days after the joining, or the host will perish. Once the symbiot is taken out of a body it should be joined with another Trill host as soon as possible, since it is very vulnerable on it's on, thus it is unable to survive a longer period without a host. It is highly advised not to join a symbiont with any other know species, since the host and the symbiont has a minimal chance of survival. The hosts live about as long as humans, but the symbionts can live up to 1000 years.
The hosts are humanoids, but have a narrow band of patches running form the hairline down the whole body, coming to front side on the torso and to the sides of the legs. Trills have always cold hands, so this is not a sign of any illness.

Ferengi
Careful where you look, you will find they have an unusual four-lobed brain. Betazoids cannot read Ferengi minds because of this.

Betazoid
Race of humanoid telepaths from the UCIP planet Betazed. The normal gestation {carrying of young in the womb between conception and birth} of a betazoid is ten months.

Gomtuu
An ancient, space-borne organisms, the last of a species of living spacecraft that lived in symbiotic relationships with their crews. Gomtuu is a social being, and with no fellow creatures remaining and with no crew to care for, it becomes lonely.

Talarians
Humanoid race characterized by a distinctive hairless enlargement of the coronal area of the skull. Talarian society was rigid patriarchal and encouraged warrior like customs. Careful how you treat them, it could be taken wrongly.

Coalescent Organism
Rare microscopic life-form that could absorb other organisms and become those organisms, down to the cellular level.

Borg
A cybernetic life form, assimilated from other species. They exist in a collective hive, and assimilate any and all biological and technological forms.

Bajoran
Race of humanoids from the UCIP planet Bajor. The normal gestation {carrying of young in the womb between conception and birth} of a Bajoran is less than five months. They vascularize quickly, during pregnancy mother and baby are linked together by a complex network of blood vessels. One of the most common side effects of pregnancy is sneezing.

VIII. Basic Psychology: Ego Defense Mechanisms

This guide is not an attempt to give an overview of psychology, as it would require many months to complete such a course. In the interest of aiding realism for counselors, the ego defense mechanisms, these behaviors categorized by Dr. Anna Freud, are given below to help Counselors understand why their patients are acting in a certain way in responce to stress or hardship. In essence, the mind has many implements to prevent the person's consciousness from bearing the full brunt of a given negative emotion or many such emotions. These tools protect the mind and are actually healthy, if not used to excess.

A. Compensation - Compensation consists of using one behavior or action to compensate for being unable to accomplish another behavior or action

B. Denial - An ego defense mechanism that subconsciously relieves ego conflict by refusing to perceive and accept the unpleasant aspect of reality.

C. Displacement - Displacement consists of redirection emotions from a dangerous object to a safe object, in order to release them.

D. Projection - A mechanism where one's own unacceptable or unwanted thoughts are attributed to others.

E. Regression - The reversion of a person to an earlier life stage, in order to avoid unacceptable impulses.

F. Repression - The process of pushing one's thoughts into the unconscious and preventing painful or undesirable thoughts from entering the consciousness.

G. Disassociation - The separation or detachment of a feeling that would accompany a situation.

IX. Closing

This concludes the UCIP Medical guide. Keep in mind that this is not your only source for reference. Accompanying this guide is two other documents, the Medical lecture, and the Medical Reference - who includes medication and equipment not mention in this guide.

Being a medical officer, is somewhat a special role. It is not always you will be directly involved in the main plot and you will often need to entertain yourself. This does not mean it is a bad role to play. The real treat of being a medical officer is that you have lots of chances to interact with other characters, and if you know what you are doing - you will get to play one of the most satisfying roles you can.

This guide is quite technical. The main thing during a sim or when writing logs is of course the simming itself, and you can get far with just a hypo and a tricorder - but with time I am sure you will appreciate the more detail you can get.


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