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...
After this, please roll 4, 4-sided Dice. Take into account their total and any repeating numbers
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!
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 are finished rolling both sets of dice and rping out the results. That means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
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.
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 START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.