Kyodai's Study (Training)
Nov 26, 2016 13:16:54 GMT -7
Post by Kyodai Hyuuga on Nov 26, 2016 13:16:54 GMT -7
0/5
First Aid: Healing SP 10 (+35)/125
Rank: "E" (5 Training Points at all Times)
Skill: Skill
Effect: This skill allows a character to properly tend to the sick and injured.
Special: ---
Drawback: ---
Description: While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required.
Novice: Diagnose; Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious.
Average: Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check to resuscitate a dying character.
Advanced: Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound
Expert: Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound
Master: Critical care needs 2 min. per wound
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Kyodai sat in his study under a light for decent ease of reading. He had a drink next to him for his comfort as he got started on the day's studying. He was starting off at the beginning of the textbook on healing. He had read it once before but he wanted to be sure of the facts. He had an test coming up from one of the medical nin that worked in the hospital. He took a sip and leaned back in his chair and adjusted himself to comfort as he got into the medical text book.
It started off identifying the major organs and wbere in the body they are. The brain in the head that sends and recieves electrical impulses to interpret the data it receives from the five senses. The brain seats the human's intelligence and dispite popular belief, people do use all their brain all the time. Its just the processing power of the brain that is untapped in most people. The spinal column that attaches to the skull holds a significant among of nerve bundles.
These were just some basic facts the book held. Kyodai settled in for a long read as the medical books are often long and dry. It was going to take him a bit to read through this and make sure everything is ordered right in his head. He might have great memory but medical knowledge is gonna push that ability of his to the edge. He wasn't disheartened though, it actually was great news to him. This a subject that isn't to easy for him and that is always a worry since easy meant boring to him.
First Aid: Healing SP 10 (+35)/125
Rank: "E" (5 Training Points at all Times)
Skill: Skill
Effect: This skill allows a character to properly tend to the sick and injured.
Special: ---
Drawback: ---
Description: While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required.
Novice: Diagnose; Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious.
Average: Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check to resuscitate a dying character.
Advanced: Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound
Expert: Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound
Master: Critical care needs 2 min. per wound
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Caretaker
Rank: "C"
Skill: Faith Trait
Effect: As the child of an herbalist or an assistant in a temple infirmary, the user often had to assist in tending to the sick and wounded.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on all First Aid checks, and gain an additional First Aid die roll when learning one of the skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Trained Medic
Rank: "C"
Skill: Regional Trait
Effect: User has studied medicine and chirurgery, and recognize on sight the signs of ailments and toxins.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus to all First Aid checks, and gains a +1 points per die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Skill Category 3 Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Skill Category 3 Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Rank: "C"
Skill: Faith Trait
Effect: As the child of an herbalist or an assistant in a temple infirmary, the user often had to assist in tending to the sick and wounded.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on all First Aid checks, and gain an additional First Aid die roll when learning one of the skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Trained Medic
Rank: "C"
Skill: Regional Trait
Effect: User has studied medicine and chirurgery, and recognize on sight the signs of ailments and toxins.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus to all First Aid checks, and gains a +1 points per die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Skill Category 3 Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Skill Category 3 Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Kyodai sat in his study under a light for decent ease of reading. He had a drink next to him for his comfort as he got started on the day's studying. He was starting off at the beginning of the textbook on healing. He had read it once before but he wanted to be sure of the facts. He had an test coming up from one of the medical nin that worked in the hospital. He took a sip and leaned back in his chair and adjusted himself to comfort as he got into the medical text book.
It started off identifying the major organs and wbere in the body they are. The brain in the head that sends and recieves electrical impulses to interpret the data it receives from the five senses. The brain seats the human's intelligence and dispite popular belief, people do use all their brain all the time. Its just the processing power of the brain that is untapped in most people. The spinal column that attaches to the skull holds a significant among of nerve bundles.
These were just some basic facts the book held. Kyodai settled in for a long read as the medical books are often long and dry. It was going to take him a bit to read through this and make sure everything is ordered right in his head. He might have great memory but medical knowledge is gonna push that ability of his to the edge. He wasn't disheartened though, it actually was great news to him. This a subject that isn't to easy for him and that is always a worry since easy meant boring to him.