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[Open Class] First Aid 101 - 3 (Moure) PASS

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Trira

PostPosted: Sun Apr 01, 2012 10:22 am
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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!
 
Trira rolled 1 20-sided dice: 1 Total: 1 (1-20)
PostPosted: Sun Apr 01, 2012 10:25 am
Moure was back again. This actually was a rather nice class, really. He didn't have to smack giant moles with a stick, just had to help heal a person. Really, it could've been much worse.

As such, Moure was in a bit happier state by the time he entered the classroom, moving to his dummy to check and see what was wrong with it this time. It's arm was bent at a wrong angle, suggesting that something inside it was broken. He could work with that.
 

Trira

Trira rolled 4 4-sided dice: 3, 4, 3, 4 Total: 14 (4-16)

Trira

PostPosted: Sun Apr 01, 2012 10:34 am
Moure looked over the arm critically, noting where it started to bend incorrectly. Quickly, Moure grabbed two boards of similar size to the arm, and some bandages. He returned to his dummy, placing the boards down on his worktable. Gently, he pulled the arm into the correct angle, setting the bone together. He felt it underneath his fingertips, tracing the bone-edges together through the 'skin' and 'muscle'. When he decided it was aligned, he grabbed the two boards, setting them on either side of the dummy's arm. Then, he wrapped the boards and arm together with the bandages, tying it tight enough to hold the the arm together but not enough to cut off any blood-flow that a normal person might have. Finally, painstakingly careful, he give the bandage-splint-cast another look over, and then flagged over Cricket.

She actually gave him a really good review, and Moure felt himself inflating slightly with pride. Finally, something he could do right. He could heal others.
 
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