Starfleet: The First Era

Version 1.7
16 March 2154

created by:

Lieutenant (j.g.) Stephan Saint, MD
Chief Medical Officer
Challenger NX-04

Previous Versions of TFE Med Guide
Version Date Author(s)
1.0 22 October 2153 Ensign Stephan Saint, MD
1.1 27 October 2153 Ensign Stephan Saint, MD
1.2 03 November 2153 Ensign Stephan Saint, MD
1.3 21 December 2153 Ensign Stephan Saint, MD
1.4 04 January 2154 Ensign Stephan Saint, MD
1.5 17 February 2154 Ensign Stephan Saint, MD
1.6 07 March 2154 Ensign Stephan Saint, MD
1.7 16 March 2154 Ensign Stephan Saint, MD


  1. Contents
  2. Credits
  3. Introduction
    Guide Contents

  1. Medical Officer Duties and Responsibilities
  2. Medical Department Organization
    1. Emergency Medical Operations
  3. Vital Signs And General Diagnostics
  4. Common Equipment
  5. Common Medications
  6. Common Diagnostic Aid
  7. Basic Alien Physiology
  8. Closing

ii. Credits: UCIP Medical Course Star Trek Encyclopedia and Technical manuals, and other various web based sources.

iii. Introduction

Starfleet Medical trains some of the finest doctors in Explored Space, and for these doctors, an up-to-date databank of medical knowledge is vital to the diagnoses. This version of the TFE Medical Officer's Guide is intended to cover the basic knowledge required to fill a Medical Post in a TFE 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 that this manual needs to have included one of your own research entries, please submit to or and we will include it in the next rewrite. In the meantime stay true to your Hippocratic Oath (if you're a doctor…) and good luck!

Hippocratic Oath -- Modern Version

I swear to fulfill, to the best of my ability and judgment, this covenant:

I will respect the hard-won scientific gains of those physicians in whose steps I walk, and gladly share such knowledge as is mine with those who are to follow.

I will apply, for the benefit of the sick, all measures which are required, avoiding those twin traps of overtreatment and therapeutic nihilism.

I will remember that there is art to medicine as well as science, and that warmth, sympathy, and understanding may outweigh the surgeon's knife or the chemist's drug.

I will not be ashamed to say "I know not," nor will I fail to call in my colleagues when the skills of another are needed for a patient's recovery.

I will respect the privacy of my patients, for their problems are not disclosed to me that the world may know. Most especially must I tread with care in matters of life and death. If it is given me to save a life, all thanks. But it may also be within my power to take a life; this awesome responsibility must be faced with great humbleness and awareness of my own frailty. Above all, I must not play at God.

I will remember that I do not treat a fever chart, a cancerous growth, but a sick human being, whose illness may affect the person's family and economic stability. My responsibility includes these related problems, if I am to care adequately for the sick.

I will prevent disease whenever I can, for prevention is preferable to cure.

I will remember that I remain a member of society, with special obligations to all my fellow human beings, those sound of mind and body as well as the infirm.

If I do not violate this oath, may I enjoy life and art, respected while I live and remembered with affection thereafter. May I always act so as to preserve the finest traditions of my calling and may I long experience the joy of healing those who seek my help.

- Written in 1964 by Louis Lasagna, Academic Dean of the School of Medicine at Tufts University, and used in many medical schools today.

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1. Medical Officer Duties and Responsibilities

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. 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 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.

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2. Medical Department Organization

The Medical Department is centralized in a Ship, Station or Colony Sickbay. The Sickbay is generally made up of a central care facility, surgery suites, and a biohazard containment unit. Nearby can also be found the Medical Staff's offices, and a laboratory 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. 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 assists the Chief in all areas, such as administration, and application of medical care. All Doctors in the Medical Department are known as 'Doctor' regardless of their rank.

The Head Nurse oversees all the Nurses currently aboard. Ensuring they are assigned to task and working as required in their 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.

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2a. Emergency Medical Operations (EMO)

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 90 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 non-critical areas into triage and treatment centers. These emergency care facilities are equipped for full biohazard protocol, minimizing exposure risk to the ship's personnel. A typical emergency situation might be a case where a severe explosion has injured 50 crewmembers 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 Bridge. The CMO would consult with the Commanding Officer as well as the Armoury Officer to determine that the accident site is sufficiently safe for the ship's personnel to go 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.

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At the accident site, the triage team would separate patients into one of four 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;
  3. Individuals whose injuries are so severe that they are beyond help; and
  4. Individuals who are deceased

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. 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.

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3. 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.

As a medical officer you must have things to take care of first and things that can wait. That's triage. 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.

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 2 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 bpm
Adults 60 - 100 bpm
Infants 100 - 120 bpm

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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.

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 Oxygen 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.

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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 large hematoma in his cranial cavity and possible Cervical Fx.

Alert: No.
Verbal Stimuli: No.
Pain Stimuli: Yes, 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.

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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 can be defined by the lack of Oxygen in the cells. Cells use Oxygen 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 Oxygen). 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 Respiration 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.

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4. Common Equipment

NOTE: This is not a complete list - it covers what we feel to be the most common. A more extensive list is in the works.

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. It 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.

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

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. Dermapatch is available in a spray applicator, or in larger pre-formed pieces.

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 that gives the patient's current status. Restraints are available on some models.

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.

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These are the "paddles" that one sees a doctor using to restart a heart, or to correct an arrhythmia (Ventricular Fibrillation or "V-Fib" and Ventricular Tachicardia, or "V-Tac" are the most common)

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

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.

Neuro or Neural Stimulators
These devices either "jumpstart" or stimulates the Central Nervous System of patients who have 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 an energy weapon. They are frequently used to help in attempts to revive unconscious and/or comatose patients.

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

1 - Bandage assortment
1 - Cardiostimulator
2 - Hyposprays
1 - Medical Scanner
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.

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.

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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.

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.

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5. Common Medications

NOTE: This is not a complete list - it covers what we feel to be the most common. A more extensive list is in the works. Also keep in mind that a lot of modern medicines would still be in use. If there's a problem, and you need a medicine, ask your pharmacist, or just look in your medicine cabinet (but be true to what the medication is actually used for.)

Analgesics (Painkillers)

  1. Acetaminophen
  2. Tylenol
  3. Acetylsalicylic Acid... OK... OK... Aspirin
  4. Acinolyathin: Painkiller used for muscle spasms.
  5. Rexlin: This drug can be used as a tranquilizer, a painkiller and a sedative. All is depending on the dose administered.
  6. Ibuprofen: Advil (Or Motrin)


  1. 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.


  1. Amoxicillin: Artificially created penicillin
  2. Corophizine: A general-purpose antibiotic. It has minimal side effects and is non-addictive.
  3. Genericillin: A powerful general-purpose antibiotic.
  4. Medicillan: Broad based antibiotic series.
  5. Penicillin: OK… it's basically mold… but it does a lot more… it's a very powerful antibiotic.
  6. Phentetalin: Strong antibiotic.
  7. 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.

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  1. Kayolane: This drug causes immediate unconsciousness and the patient will remain asleep for 1-6 hours.
  2. Kayolene: Medical drug used as a sedative. (DO NOT confuse with Kayolane, Kayolene is much more powerful)
  3. Melorazine: This drug causes immediate unconsciousness. The patient will remain asleep for 3-8 hours.
  4. Morphazine: Puts patients into deep, dreamless sleep for 3-18 hours.
  5. Rexlin: This drug can be used as a tranquilizer, a painkiller and a sedative. All is depending on the dose administered.


  1. Cordrazine: 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.
  2. Delactovine: A common stimulant with few side effects, used to stimulate the nervous system of the patient. It is mildly addictive.
  3. Masiform D: Powerful injectable stimulant.
  4. 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.


  1. Cordrazine: 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.
  2. Leporazine: A general resuscitative.
  3. Morathial: Group of resuscitative drugs used to resuscitate an unconscious patient.
  4. 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 effective, all future uses on that patient will be less effective. This effect is permanent and cumulative.

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Burn treatment

  1. Kelotane: Medical drug used to treat radiation burns and sickness.
  2. 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

  1. Atropine: A drug used to "jump-start" a stopped heart. It is injected directly into the heart.
  2. Inaprovaline: A cardio stimulatory drug that can also be used to stabilize a weak but living patient's condition.
  3. Metrazine: Cardiac antiarrythmic medication.
  4. Chloromydride: A cardio-stimulatory drug used where Inaprovaline is ineffective or may cause allergic reactions. It is usually used in concert with cardio and neural stimulators for additional benefits.

Cranial Medications

  1. Lexorin: A neurotransmitter inhibitor. 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.
  2. Acetylchloline: Is a biochemical substance, a neurotransmitter that promotes the propagation of electrical impulses from one nerve cell to another in carbon-based life.
  3. 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.
  4. Dylamadon: This is a powerful neuroinhibitor used for painless euthanasia.

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Radiation Treatment

  1. Kelotane: Medical drug used to treat radiation burns and sickness.
  2. 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:

  1. Dexalin: Medication used to treat oxygen deprivation.
  2. Tri-Ox Compound: This drug helps to provide oxygen to blood in thin atmospheres, or in cases of oxygen starvation.

Critical Care Medications

  1. Neodextraline Solution: Liquid medication administered intravenmously for the treatment of severe dehydration.
  2. Polynurient Solution: Restorative formula given to patients suffering from malnutrition.

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Other Medications

  1. Anti-intoxicant: Neutralizes any intoxicants (ethanol, etc) in your system, and will continue to neutralize any intoxicants you take in for up to six hours.
  2. Chlorpheniramine: An antihistamine (yeah, it's found in Alka-Seltzer)
  3. Diphenhydramine: Benadryl
  4. Epinephrine: Artificially created adrenaline. Used to combat anaphylactic reactions, and to stimulate a patient's systems.
  5. Immunosuppressant: Any of several drugs designed to limit immune response in humanoids, thus reducing organ rejection.
  6. 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 they shouldn't have.
  7. Memory-Beta: This drug stimulates the user's memory. It allows the user to attempt to remember something that has been forgotten
  8. Narcotics: Psychoactive drug or chemical substance that has the effect of producing delusional or hallucinogenic.
  9. 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.
  10. Neurovine: This drug is an antidote for nerve poison.
  11. Phenylpropanolamine: A decongestant
  12. Suspend: Slows down all biological functions. This is similar to the Stasis Field. In Sickbays, a Stasis Field is used.
  13. Vertrazine: Combats vertigo. Only one dose will have effect in a 24-hour period. It has no side effects.
  14. Viridium Six: A slow acting cumulative poison.
  15. Chicken Soup: When all else fails…

Non-Standard Treatments

  1. Osmotic Eel: Alien life form that will cauterize a wound.
  2. Regulan Blood worms: These creatures are very useful for filtering toxins from humanoids.

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6. 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.

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

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. (NO HUMAN HAS SEEN A CASE OF THIS YET)

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.

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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.

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.

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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.

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. Victim's 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 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 neurological system.

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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 Adaptation: 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 hemoglobin with nitrogen. The resultant anoxia produced disorientation, hallucination and lack of judgment in the victims. This phenomenon is similar to temporal narcosis.

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

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

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.

Tahiti Syndrome: Is a term for human longing for a peaceful, idyllic natural setting when suffering from the stresses of modern Starship life.

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.

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

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7. Basic Alien Physiology


One of the major races populating Explored Space is the Vulcans. 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 specialties like the nerve pinch. 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 second 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 beats/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, is the only time a Vulcan will not have complete control of their body This is natural 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. For additional information:

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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.

Cybernetic Life-forms

Little is known about these strange beings, other than the fact that they are cybernetic, and appeared to originate in the Delta Quadrant. They "assimilate" other species, implanting them with nanotechnology that creates cybernetic implants, effectively taking over the host.

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Physically, they are blue-skinned humanoid bipeds with white hair and knobby antenna on the crown of their heads. They lack visible ears. Andorians are the only species known to the Federation that display characteristic of both mammals and insectoid species. Like standard mammalian humanoids, the Andorians are warm-blooded, bear their young live, have an internal skeleton to which the body's musculature is anchored. However, they also feature a limited exoskeleton, which lends added strength and protection of the limbs and torso.

The Andorian retina is composed entirely of intensity sensitive rods and is incapable of discerning color. Color is, however, added to Andorian vision by the dual antennae, which in addition housing auditory receptors feature a complex matrix of light-sensitive cones. These cones cover the spectrum of color visible to Terran eyes, as well as limited infrared wavelengths. Because of the correlation of four independent light receptive organs, Andorian vision can be correctly described as "quadrosonic" resulting in superior depth perception.

Andorian auditory capacities are also highly developed, allowing Andorians to hear a wider range of frequencies than is possible for most humanoid species. 8ecause of their monodirectional antennae, the Andorian-people usually listen with the heed down end slightly tilted. The antennae face forward and cannot rotate, causing Andorians to hear better from the front and sides than the rear. Each of the two antennae stalks are susceptible to damage and injury. Any hit will cause intense pain to an Andorian. If one stalk is destroyed, the Andorian can still "see" but at a loss of what was before. If both stalks are destroyed, the Andorian becomes deaf and colorblind. Andorian are all ambidextrous.


Humanoid species that only requires sleep six days a year, although for some, two will suffice. Mating among this species is very complicated, yet most Denobulans don't like to be touched.


Well, if they haven't been genetically tampered with, they're very similar to humans (with the exception of their mottled green skin)

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Caitians are actually quite similar to Humans. The two species share more physiological similarities then one would expect. So for comparative reasons, we will use Humans as a template to view Caitians off of. First off, they both have the same basic heights. Between 5'4" and 6'3" on average, and are both bipedal. Caitians have a variation on their lower legs however. The Caitian lower leg has a joint between the knee and ankle to allow a "pounce" position. It is remarkably similar to the leg structure of a Terran feline. Caitians also have shorter feet then Humans and have four short toes on each. The rest of the skeletal physiology is identical to the Human skeletal physiology. Right down to the hands. They are not blunt as one would expect in a feline, but they are of the same dimensions as the Human hand. The internal organs of a Caitian are similarly placed to humans as well, but the Caitian appendix (or structure like the Human appendix) is functional. Most Caitians do have a tail, much to their discomfort since they are a remnant of earlier times when they needed balance on all fours. It is slowly dying away however and some Caitians have very short, almost non-existent tails. On top of all this, Caitians are covered in a coat of fur. It is generally thick enough to provide full coverage, but the individual hairs themselves are of a medium length. A Caitian will normally have around 2.5 Billion individual hair follicles over their entire body Luckily it stays a certain length and is very hard to loose (to their own relief, Caitians don't shed). The only exception to this is the more Human-like hair on the tops of their heads. It grows without end much like a mane, but more so like most other species. They trim and style it much the same as Humans. Their overall facial structure reflects a feline appearance with slitted pupils in the eyes, a small sometimes-pronounced muzzle, and longer sharper teeth on both sides of their jaws. Caitians weigh about 30% less then an equally sized human. This is due to a lighter bone structure. Caitian bones are not hollow, but filled with a much lower concentration of marrow. They are also about 10% thinner then a human bone. This is compensated by a thicker muscular weave to protect the bone from breaking. But when all is weighed and averaged, they are still around 30% lighter. This gives them the ability (combined with being able to "spring" from a pounce position) to be very long jumpers. From a run, a Caitian could long-jump 25 feet without even trying. From a dead stop and a crouch, they could jump up about to the middle of a good-sized Earth Maple tree.


Humanoid, bi-pedal, two arms. Distinguished by a gray wrinkled complexion.

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Orion physiology (with few exceptions) is remarkably similar to Humans. The gravitational forces in the Rigel system have made the Orions physically stronger and faster than Humans but their general physiology both internally and externally is for the most part the same.

The intense radiation and gravity in the Rigel system has creates some long standing and accepted genetic variance in some Orion females. This variance deemed "Mutation X", causes the affected Orion to be born with Sky green skin as well as activates the subjects more primal latent introns. These mutations are physically stronger and somewhat mentally weaker than a "normal" Orion female. Another side effect of the mutation is an increased production of powerful pheromones associated with ovulation. These pheromones are extremely potent, especially when encountered by Human males who for some unknown reason are exceptionally susceptible to them. Thus the interspecies legend of Human males being unable to resist Orion females.

The Genetic drive for Orions to expand and search for knowledge has manifested itself in today's society as a kinship with technology. The majority Orion citizens have gone through genetic enhancements of their physical and mental abilities. Genetic enhancement is mandatory in the Orion Military and it is common to encounter Orions with above average physical and mental abilities. The varying genetic enhancements in the Orion species failed to destroy or repress the mutated X chromosome. Many unforeseen side effects in a small percentage of the species wide genetic alterations surfaced throughout the years, all were considered beneficial mutations.


There are five distinct species of Xindi: Xindi-Primate, Xindi-Reptilian, Xindi-Arboreal (sometimes called "Xindi-Sloth"), Xindi-Aquatic and Xindi-Insectoid. A sixth species, the Xindi-Avians, are now extinct.

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8. Closing

This concludes the TFE 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 scanner - but with time I am sure you will appreciate the more detail you can get.

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