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[Open Class] First Aid 101 - 1 (Moure) PASS

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Trira

PostPosted: Sat Mar 31, 2012 6:29 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!
 
Trira rolled 1 20-sided dice: 7 Total: 7 (1-20)
PostPosted: Sat Mar 31, 2012 6:31 pm
Considering the fact that the only way Moure knew how to heal something was to stitch it up, he probably needed to learn some other methods.

As such, he made his way to the FearHealing Classroom, giving the Nurse a nod before moving on to the dummies. Now, what was it that he'd be healing to cure...? The surface of the dummy seemed unnaturally warm. A fever, then? How did one go about curing a fever?
 

Trira

Trira rolled 4 4-sided dice: 3, 4, 4, 1 Total: 12 (4-16)

Trira

PostPosted: Sat Mar 31, 2012 6:33 pm
Moure looked to the supplies. Now, how did you fix a normal person fever?

Moure started by getting a small bucket of cool water and a hand-sized towel, and moved back to his dummy. If it was warm, it needed to be cooled down, right? He soaked the towel and then rung it out over the little bucket, and then laid it across the forehead of the dummy. It seemed to be working...? Moure grabbed a small blanket and draped it across the dummy as well. The temperature of the dummy finally started to fix itself. Moure gave it a small smile and then took the bucket and rag back to it's area, accidently bumping an edge in the process. Some water slopped out. Moure grimaced, seeing Cricket's unhappy reaction. "Sorry, sorry." He took his damp rag and mopped up what he'd spilled. Then, he put the blanket back where it needed to go. He'd passed the class, though, despite his spill.

(Moure can now heal surface wounds (RP flavor version.))
 
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