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[OPEN Class]First Aid - Amphi 3 - Passed(Learned Ability)

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Pixie Nyxie

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PostPosted: Tue Jan 10, 2012 11:56 pm
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NAME OF CLASS: First Aid 101
PROFESSOR NAME: Professor Cricket

General information: A general overview on basic illnesses a student might run into, as well as symptoms and quick fixes to things like breaks and deep cuts while on the go!

Each student is given a dummy to work on, though they may choose to partner up in fixing it.

Mechanics:
Roll 1 20-sided dice, what you roll is what your student gets to work with...

Dice Rolls and What they Mean!
1-4 - Broken Bone
4-8 - Fever
9-12 - Heat Stroke
13-16 - Hypothermia
17-20 - Lack of Bodily Function (such as breathing, pulse, etc) - this is unnaturally so.


After this, please roll 4, 4-sided Dice. Take into account their total and any repeating numbers

Total Results and their Meaning

1-6 - You do a rather poor job patching up your dummy, you might not want to try and heal anybody anytime soon!
7-12 - You do an average job, nothing extraordinary, but passable!
12-16 - Extra good work! Your student can now heal surface wounds!, but not repair HP! This means things like cuts and bleeding that might hinder another character can be patched up!


What Repeating Numbers Mean

No Repeating Numbers - You used just the right amount of supplies, good for you! Not wasteful at all.
Repeating 1s or 2s - You didn't use enough supplies, that's rather lazy and Cricket obviously disapproves of it.
Repeating 3s or 4s - You used too many supplies and that's wasteful! Naughty! Cricket might make you earn your supply rights back in a future class!


If you work as a group, split up the dice between yourselves as evenly as possible. So if you're paired up, each person rolls a 10 sided dice and you add up the results to get your dummy!

Then you split up your 4 sided dice to work on fixing it up!


Bonus Mechanics:
For every 3 times you attempt this course, your student may add +1 to their 4d4 dice roll's total to improve how well they patched up the dummy.



YOU LOSE/FINISH THIS CLASS WHEN...

- You are finished rolling both sets of dice and rping out the results. That means you have to make ANOTHER rp to try again!
 
Pixie Nyxie rolled 1 20-sided dice: 3 Total: 3 (1-20)
PostPosted: Tue Jan 10, 2012 11:59 pm
Today felt like it would be the day. The final day. She was here to pass this class and to start her abilities in the healing nature.

It figured that the Mermaid would take a more gentle natured FEAR ability but she didn't mind. Sometimes, it took more then being a fighter. It took healing. She nodded to Cricket again before grabbing the dummy. Taking a deep breath, she set it down to see what she would be attempting today.

The dummie's arm was marked with multiple points where there was a clean break. A small chunk of bone stuck out as she looked over the effects of the bone. Taking a deep breath she got up to get supplies.

User Image

Status: Broken Bone - Arm
Effect: ---
Overall: Broken Bone - Arm
 

Pixie Nyxie

Adorable Waffles

14,125 Points
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Pixie Nyxie rolled 4 4-sided dice: 4, 4, 2, 3 Total: 13 (4-16)

Pixie Nyxie

Adorable Waffles

14,125 Points
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PostPosted: Wed Jan 11, 2012 12:22 am
Gather as much supplies as she could, Amphi headed to her dummy before taking a breath.

She pressed the bone back in gently, setting it with her FEAR that wove around it setting the bone back into place before wrapping the broken arm in bandages.

Moving quick, she set to forming a makeshift cast, using wood and more bandages before infusing more FEAR.

By the end of the Trial, she had a lot of left over supplies but she had the dummy fully healed...or much more better.

Cricket game over, looked the dummy over and nodded.

"Congratulations Amphi. You have learned First aid." Cricket nodded again before sniffing, "First to little of supplies and now too much? Please be more careful in your attempts Mermaid."

YES SHE HAD SUCCEDED!
User Image

Status: Broken Bone - Arm
Effect: Too much supplies but HEALED
Overall: Broken Bone - Healed!
 
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