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A Dragonriders of Pern B/C RP 

Tags: Pern, Dragons, Dragonriders, Role-Play, Fantasy 

Reply [IC RP] High Reaches Weyr
[Horse Clutch Blooding] Death Rides a Pale Horse Goto Page: [] [<<] [<] 1 2 3 ... 12 13 14 15 16 17 18 19 20 [>] [»|]

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Tsunake rolled 1 20-sided dice: 18 Total: 18 (1-20)

Tsunake
Crew

Territorial Friend

PostPosted: Fri Nov 20, 2020 1:32 pm
Weyrling's Wing
Weyrling La'hisen of Blue Othelloth
HP: 16/22
Status Effect:
XP: +1
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Quote:
18. You're doing great and feeling good! Though you wind up with a few small ashburns, and you're still feeling a little anxious, nothing has gone horribly wrong. When Thread gets close, you make your move and flame it away. When you're tapped to deliver firestone, you do so with no trouble. This isn't so bad... Not at all! You're feeling good, and that's what matters. You and your dragon surely are naturals, baby! Good job! You're certain the Weyrlingmaster's have noticed your natural skill. Gain +1 XP


Maybe the shock of pain was what they'd needed to truly focus on their task. They flew well, and Othelloth continued to char Thread into dust without anything more serious than some burns from the hot ash. La'hisen's next firestone delivery went smoothly, and that was all they could ask for.

They were made for this. And while neither dragon nor man cared much if anyone took notice, it was nice to feel as though they were finally showing their true colors.  
Tsunake rolled 1 20-sided dice: 10 Total: 10 (1-20)
PostPosted: Fri Nov 20, 2020 1:35 pm
Weyrling's Wing
Weyrling La'hisen of Blue Othelloth
HP: 16/22
Status Effect:
XP: +1
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Quote:
10. Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.]


Things continued to go well, and La'hisen's earlier anger was ebbing away. He was proud of himself and Othelloth, knowing they were now easily keeping formation and flaming down Thread with ease. As his dragon turned neatly, La'hisen felt himself suddenly and unexpectedly shift in his straps. Alarm surged through him at the shift, for there had been a dizzying moment of feeling as though he might come loose.

La'hisen? Othelloth immediately picked up on his rider's spike of distress.

Fine. He thought back, thumping his dragon's shoulder to reassure him. Still, he couldn't help the way his stomach clenched whenever they took a particularly sharp turn or dive. Shards, he'd checked everything carefully....  

Tsunake
Crew

Territorial Friend

Meepfur rolled 1 20-sided dice: 5 Total: 5 (1-20)

Meepfur
Crew

PostPosted: Fri Nov 20, 2020 3:19 pm
Weyrling's Wing
Weyrling I'zrin of brown Maestoth
HP: 14
Status Effect: -
XP: 2
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


To say that Maestoth was relishing his first battle would have been an understatement. It was, in fact, possible that he was a bit overzealous about playing hero, now that he finally had the chance. Once again, when they spotted a wingmate in danger, he interposed himself between them and the threat. He could take it!

Quote:

5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
 
Meepfur rolled 1 20-sided dice: 11 Total: 11 (1-20)
PostPosted: Fri Nov 20, 2020 3:25 pm
Weyrling's Wing
Weyrling I'zrin of brown Maestoth
HP: 6
Status Effect: -
XP: 2
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


As he busied himself with heroics, a bit of Thread wrapped itself around his tail. Blast it! Between they went, before it could do any serious damage.

Quote:

11. Ouch, ouch, ouch, and more ouch. When it rains it pours, or so the saying goes, and while some of your wingmates might be in relatively quiet airspace, the wind keeps kicking Thread into yours! While you and your dragon flame and charr the ancient enemy, it unfortunately doesn’t leave you unscathed. [*
Roll a D4 and see where the damage hits!

Your dragon winds up with some thread wrapped around their tail, but avoid being thrown into a larger patch by sheer luck. Damage -3 HP
 

Meepfur
Crew

Meepfur rolled 1 4-sided dice: 3 Total: 3 (1-4)

Meepfur
Crew

PostPosted: Fri Nov 20, 2020 3:26 pm
D4 for Maestoth!  
Meepfur rolled 1 20-sided dice: 13 Total: 13 (1-20)
PostPosted: Fri Nov 20, 2020 3:31 pm
Weyrling's Wing
Weyrling I'zrin of brown Maestoth
HP: 6
Status Effect: -
XP: 2
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Another firestone run. Maestoth was less than thrilled, as he felt he'd really been found his rhythm and that this was an interruption, but I'zrin was relieved. Maestoth had thrown himself into Thread's path for their wingmates more than once today, and it was beginning to take its toll; the brown was well and truly blooded. Privately, I'zrin wasn't sure how many more hits his dragon could take, and he didn't want to find out the hard way.

As he fretted - and tried to keep it from his bonded - he missed his toss. That was...awkward. Fortunately, he succeeded on the second try.

Quote:

12-14. Firestone run! A weyrlings primary purpose, after all. Roll 1 D100. Evens are successful tosses that make their mark. Odds are botched tosses. It is assumed you make a successful throw afterwards but your pride is wounded. Additional flavor text is as as follows:

If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy.
 

Meepfur
Crew

Meepfur rolled 1 100-sided dice: 59 Total: 59 (1-100)

Meepfur
Crew

PostPosted: Fri Nov 20, 2020 3:32 pm
Firestone run!  
Cheri rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Fri Nov 20, 2020 5:33 pm
Weyrling's Wing
Weyrling Fe'ral of brown Zadelraheth
HP: 22 - 7 = 15 - 4 = 11 - 3 = 8 + 8 = 16
Status Effect: Boredom (double dmg next roll OR -7 HP), riding straps 1/3
XP: +1 XP
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Wingscored and exhausted, Zadelraheth winged back to the Weyr. They needed a moment's reprieve, and the healer's attention. Fe'ral was panting with exertion, and no surprise - the number of times he'd been hanging by a faulty riding strap was astonishing, and they'd definitely have to check the straps when the Fall was over. Right now, they let the healers swarm over them and tend to their wounds, the relief of numbweed palpable.


Round 1:

Day 1
1. 4. You're suddenly having a moment of panic. This is real. This is too real. You are now face-to-face with the deadly menace that has killed so many. The silver strands wind and twist and reach out for you, and you suddenly find yourself filled with doubt and worry. Can you do this? Why are you up here? What about all those that failed? How can you do this for the rest of your life -- a life that could well be cut short!?! Thankfully, while you are having a moments panic, your dragon seems to know what to do--especially when the lurch to the side and dive to flame down a few patches of Thread. While this doesn't really calm you, and you're still sweating bullets beneath that helmet, you do begin to focus more on sweeping up the Thread. [If your roll this five times or more throughout the course of the game, your Panic will get the best of you and you will panic yourself as you jump Between. You may choose to 1. die and be lost forever 2. appear from Between way off course and take Major Damage -12 HP by jumping right in a nasty clump that you weren't even supposed to be near or 3. appear from Between way off course right in your fellows airspace. Quote a weyrling and give them Major Damage -12 HP for flaming them or startling them into a patch. You in trouble now. Encouragement has no effect on this outcome or counter though you can be saved from damage.]
2. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 1 D100. Evens are successful tosses that make their mark. Odds are botched tosses. It is assumed you make a successful throw afterwards but your pride is wounded. Additional flavor text is as as follows:
If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game!
3. 7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.

If you’re a green whose adult size is 24’ or larger, blue, or brown 33’ or under, you do find yourself struggling through the stronger gusts but are able to fight it. Unfortunately, as you fight against the wind, you either find Thread blowing right into you or strain your muscles against the fight. You’re able to evade most of the damage,but it’s still a struggle. Damage: -3 HP.

If you’re a brown whose adult size is 34’ or larger or a bronze, you’ll fight against the wind but your strength and stamina allow you to pull through. You're able to play a bit of heroics and even manage to flame some Thread from one of your struggling fellows. Save Quote a wingmate and save them from damage!

Wingsecond roll: 1/2
3. Things seem relatively quiet. You do as you're told and follow the direction of your superiors. Not bad. But not a whole lot happens, either. Is this what being a leader's all about? Simply waiting...?

Day 2:

1. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]
2. 17. You're blooded almost immediately by a large tangle of Thread. You suppose that's why it's called a First Blooding, after all. Damage Roll a D10 to see how much damage you take. The number represents the damage i.e a 4 would mean -4 HP.

So long as you're not knocked out by Thread, you're able to keep on fighting, though the pain is much stronger than you'd thought. Thankfully, your able to persevere and continue the fight. While a few more tangles get through, you don't take any further damage, and are able to help char Thread to harmless ash.

If you rolled an 8 or higher, you may suffer a bit of trauma from the experience. Perhaps it's the pain or perhaps it's simply fear of getting hit again, but you can feel yourself holding back. What's wrong? Isn't this your sworn duty? Trauma For the duration of Threadfall your damage is lessened by 2 hit points (i.e. If you were to take 3 damage you'd only take 1) but the remaining 2 hit points must be assigned to another weyrling as you didn't sweep up all the Thread out of fear or hesitation and some of it fell through. Quote a weyrling every time you take damage and give them the remaining 2. Encouragement can temporarily ease your trauma for one turn.
3. 11. Ouch, ouch, ouch, and more ouch. When it rains it pours, or so the saying goes, and while some of your wingmates might be in relatively quiet airspace, the wind keeps kicking Thread into yours! While you and your dragon flame and charr the ancient enemy, it unfortunately doesn’t leave you unscathed. [*
Roll a D4 and see where the damage hits!
Your poor dragons face and neck are now going to be scored, along with one of their back legs. Ouch! Damage -5 HP
Your dragon’s wingsails are now sporting their first new burns and holes, and their shoulder now has a nasty gash that’s still weeping with ichor. Damage -4 HP
Your dragon winds up with some thread wrapped around their tail, but avoid being thrown into a larger patch by sheer luck. Damage -3 HP
You and your dragon are blown right into a large patch that wraps itself around you both. While you think jumping Between isn’t going to be an issue, the pain has you screaming in panic. The leathers you wear don’t seem to protect for long and you struggle to visualize where to go Between. Damage -10 HP and/or death if you choose either from wounds or getting lost Between. You may also KO yourself and fall from the sky to have an NPC gold pick you up and return you to the Weyr for treatment. You’ll be out the rest of the game though.

Wingsecond roll: 2/2
5. Now this is power! You feel like this is definitely where you belong. You're happy to follow Z'von's direction but you can feel yourself gnawing at the bit to be the one making the calls. Fighting Thread isn't a problem. Ever vigilant, you spot a weyrling in trouble and sweep in to make the save. Quote a weyrling and save them from damage!

Round 2

Day 1

1. 5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
2. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]

3. 5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.

Day 2:

1. 2. You see one of your wingmates in trouble, and manage to call out warning! They're not going to take a hit--not on your watch! Damage Save Quote a wingmate and save them from the damage they would take. +1 XP Point
2. 10. Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.]
3. 3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

Round 3:

Day 1:

1. 8. Everything seemed to be going great. You manage to flame down quite a few clumps, and are even able to show off some impressive aeriel displays. Look at how amazing you are! Unfortunately, as a new Threadfighter, you’re finding it a lot more dizzying. Your jumps Between are sloppier than they usually are at drills. If your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall
2. 9. It’s all the little stuff that is causing you problems! One minute your airspace is clear, another minute you find it full of Thread. Where is your cover!? If you’re a bronze or brown rider, you can’t help but feel that the smaller colors aren’t doing their jobs in trying to keep your dragon safe. If you’re a white, green, or blue rider, you almost start to suspect the larger color you’re covering is just using you as some meat shield and not bothering to flame like they should. Whether it’s actually true, or paranoia from all the stress, you can feel your irritation levels rise. Aren’t you supposed to be on a team and work together? Ugh! Damage -3 HP.

[If this is your 3rd time rolling this prompt throughout the game, Quote a Wingmate to take Strife. For the rest of the game, you are feeling salty. You cannot save the quoted dragon from damage of any type and if they save you from damage, it will only half what you take (rounded down). Huff. The counter resets after you take Strife. You may carry this agitation with you post-game to work out (or duke out?!) in the Barracks.]
3. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]

Day 2:
1. Healing roll: 2d6
2.
3.


 


Cheri

Vice Captain

Interstellar Pirate

Cheri rolled 1 20-sided dice: 15 Total: 15 (1-20)


Cheri

Vice Captain

Interstellar Pirate

PostPosted: Fri Nov 20, 2020 6:14 pm
Weyrling's Wing
Weyrling Fe'ral of brown Zadelraheth
HP: 22 - 7 = 15 - 4 = 11 - 3 = 8 + 8 = 16 - 4 = 12
Status Effect: riding straps 1/3
XP: +1 XP
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


A light sting of ash served as a swift reminder to avoid flying in another dragon's airspace. The wind could be fickle, and even this encounter could be avoided with prudence.


Round 1:

Day 1
1. 4. You're suddenly having a moment of panic. This is real. This is too real. You are now face-to-face with the deadly menace that has killed so many. The silver strands wind and twist and reach out for you, and you suddenly find yourself filled with doubt and worry. Can you do this? Why are you up here? What about all those that failed? How can you do this for the rest of your life -- a life that could well be cut short!?! Thankfully, while you are having a moments panic, your dragon seems to know what to do--especially when the lurch to the side and dive to flame down a few patches of Thread. While this doesn't really calm you, and you're still sweating bullets beneath that helmet, you do begin to focus more on sweeping up the Thread. [If your roll this five times or more throughout the course of the game, your Panic will get the best of you and you will panic yourself as you jump Between. You may choose to 1. die and be lost forever 2. appear from Between way off course and take Major Damage -12 HP by jumping right in a nasty clump that you weren't even supposed to be near or 3. appear from Between way off course right in your fellows airspace. Quote a weyrling and give them Major Damage -12 HP for flaming them or startling them into a patch. You in trouble now. Encouragement has no effect on this outcome or counter though you can be saved from damage.]
2. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 1 D100. Evens are successful tosses that make their mark. Odds are botched tosses. It is assumed you make a successful throw afterwards but your pride is wounded. Additional flavor text is as as follows:
If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game!
3. 7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.

If you’re a green whose adult size is 24’ or larger, blue, or brown 33’ or under, you do find yourself struggling through the stronger gusts but are able to fight it. Unfortunately, as you fight against the wind, you either find Thread blowing right into you or strain your muscles against the fight. You’re able to evade most of the damage,but it’s still a struggle. Damage: -3 HP.

If you’re a brown whose adult size is 34’ or larger or a bronze, you’ll fight against the wind but your strength and stamina allow you to pull through. You're able to play a bit of heroics and even manage to flame some Thread from one of your struggling fellows. Save Quote a wingmate and save them from damage!

Wingsecond roll: 1/2
3. Things seem relatively quiet. You do as you're told and follow the direction of your superiors. Not bad. But not a whole lot happens, either. Is this what being a leader's all about? Simply waiting...?

Day 2:

1. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]
2. 17. You're blooded almost immediately by a large tangle of Thread. You suppose that's why it's called a First Blooding, after all. Damage Roll a D10 to see how much damage you take. The number represents the damage i.e a 4 would mean -4 HP.

So long as you're not knocked out by Thread, you're able to keep on fighting, though the pain is much stronger than you'd thought. Thankfully, your able to persevere and continue the fight. While a few more tangles get through, you don't take any further damage, and are able to help char Thread to harmless ash.

If you rolled an 8 or higher, you may suffer a bit of trauma from the experience. Perhaps it's the pain or perhaps it's simply fear of getting hit again, but you can feel yourself holding back. What's wrong? Isn't this your sworn duty? Trauma For the duration of Threadfall your damage is lessened by 2 hit points (i.e. If you were to take 3 damage you'd only take 1) but the remaining 2 hit points must be assigned to another weyrling as you didn't sweep up all the Thread out of fear or hesitation and some of it fell through. Quote a weyrling every time you take damage and give them the remaining 2. Encouragement can temporarily ease your trauma for one turn.
3. 11. Ouch, ouch, ouch, and more ouch. When it rains it pours, or so the saying goes, and while some of your wingmates might be in relatively quiet airspace, the wind keeps kicking Thread into yours! While you and your dragon flame and charr the ancient enemy, it unfortunately doesn’t leave you unscathed. [*
Roll a D4 and see where the damage hits!
Your poor dragons face and neck are now going to be scored, along with one of their back legs. Ouch! Damage -5 HP
Your dragon’s wingsails are now sporting their first new burns and holes, and their shoulder now has a nasty gash that’s still weeping with ichor. Damage -4 HP
Your dragon winds up with some thread wrapped around their tail, but avoid being thrown into a larger patch by sheer luck. Damage -3 HP
You and your dragon are blown right into a large patch that wraps itself around you both. While you think jumping Between isn’t going to be an issue, the pain has you screaming in panic. The leathers you wear don’t seem to protect for long and you struggle to visualize where to go Between. Damage -10 HP and/or death if you choose either from wounds or getting lost Between. You may also KO yourself and fall from the sky to have an NPC gold pick you up and return you to the Weyr for treatment. You’ll be out the rest of the game though.

Wingsecond roll: 2/2
5. Now this is power! You feel like this is definitely where you belong. You're happy to follow Z'von's direction but you can feel yourself gnawing at the bit to be the one making the calls. Fighting Thread isn't a problem. Ever vigilant, you spot a weyrling in trouble and sweep in to make the save. Quote a weyrling and save them from damage!

Round 2

Day 1

1. 5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
2. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]

3. 5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.

Day 2:

1. 2. You see one of your wingmates in trouble, and manage to call out warning! They're not going to take a hit--not on your watch! Damage Save Quote a wingmate and save them from the damage they would take. +1 XP Point
2. 10. Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.]
3. 3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

Round 3:

Day 1:

1. 8. Everything seemed to be going great. You manage to flame down quite a few clumps, and are even able to show off some impressive aeriel displays. Look at how amazing you are! Unfortunately, as a new Threadfighter, you’re finding it a lot more dizzying. Your jumps Between are sloppier than they usually are at drills. If your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall
2. 9. It’s all the little stuff that is causing you problems! One minute your airspace is clear, another minute you find it full of Thread. Where is your cover!? If you’re a bronze or brown rider, you can’t help but feel that the smaller colors aren’t doing their jobs in trying to keep your dragon safe. If you’re a white, green, or blue rider, you almost start to suspect the larger color you’re covering is just using you as some meat shield and not bothering to flame like they should. Whether it’s actually true, or paranoia from all the stress, you can feel your irritation levels rise. Aren’t you supposed to be on a team and work together? Ugh! Damage -3 HP.

[If this is your 3rd time rolling this prompt throughout the game, Quote a Wingmate to take Strife. For the rest of the game, you are feeling salty. You cannot save the quoted dragon from damage of any type and if they save you from damage, it will only half what you take (rounded down). Huff. The counter resets after you take Strife. You may carry this agitation with you post-game to work out (or duke out?!) in the Barracks.]
3. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]

Day 2:
1. Healing roll: 2d6
2. 15. As you're wheeling and diving and cutting through the thread, you make some impressive moves. Your dragon takes some ash damage but it's light, and a reminder to try to avoid flying directly into the burning flames. Damage -2 HP
3.


 
Cheri rolled 1 20-sided dice: 8 Total: 8 (1-20)
PostPosted: Fri Nov 20, 2020 6:23 pm
Weyrling's Wing
Weyrling Fe'ral of brown Zadelraheth
HP: 22 - 7 = 15 - 4 = 11 - 3 = 8 + 8 = 16 - 4 = 12 -5 = 7
Status Effect: riding straps 1/3
XP: +1 XP
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Shardit! They had appeared from between a little too close to Zadelraheth's sister, Cartujanth. Wincing, Fe'ral tried to guide his dragon out of the green's way, but it was too late to avoid putting her in harm's way. The Thread was near at hand, and they had taken up her airspace.

Spockat
Take -5 dmg.



Round 1:

Day 1
1. 4. You're suddenly having a moment of panic. This is real. This is too real. You are now face-to-face with the deadly menace that has killed so many. The silver strands wind and twist and reach out for you, and you suddenly find yourself filled with doubt and worry. Can you do this? Why are you up here? What about all those that failed? How can you do this for the rest of your life -- a life that could well be cut short!?! Thankfully, while you are having a moments panic, your dragon seems to know what to do--especially when the lurch to the side and dive to flame down a few patches of Thread. While this doesn't really calm you, and you're still sweating bullets beneath that helmet, you do begin to focus more on sweeping up the Thread. [If your roll this five times or more throughout the course of the game, your Panic will get the best of you and you will panic yourself as you jump Between. You may choose to 1. die and be lost forever 2. appear from Between way off course and take Major Damage -12 HP by jumping right in a nasty clump that you weren't even supposed to be near or 3. appear from Between way off course right in your fellows airspace. Quote a weyrling and give them Major Damage -12 HP for flaming them or startling them into a patch. You in trouble now. Encouragement has no effect on this outcome or counter though you can be saved from damage.]
2. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 1 D100. Evens are successful tosses that make their mark. Odds are botched tosses. It is assumed you make a successful throw afterwards but your pride is wounded. Additional flavor text is as as follows:
If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game!
3. 7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.

If you’re a green whose adult size is 24’ or larger, blue, or brown 33’ or under, you do find yourself struggling through the stronger gusts but are able to fight it. Unfortunately, as you fight against the wind, you either find Thread blowing right into you or strain your muscles against the fight. You’re able to evade most of the damage,but it’s still a struggle. Damage: -3 HP.

If you’re a brown whose adult size is 34’ or larger or a bronze, you’ll fight against the wind but your strength and stamina allow you to pull through. You're able to play a bit of heroics and even manage to flame some Thread from one of your struggling fellows. Save Quote a wingmate and save them from damage!

Wingsecond roll: 1/2
3. Things seem relatively quiet. You do as you're told and follow the direction of your superiors. Not bad. But not a whole lot happens, either. Is this what being a leader's all about? Simply waiting...?

Day 2:

1. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]
2. 17. You're blooded almost immediately by a large tangle of Thread. You suppose that's why it's called a First Blooding, after all. Damage Roll a D10 to see how much damage you take. The number represents the damage i.e a 4 would mean -4 HP.

So long as you're not knocked out by Thread, you're able to keep on fighting, though the pain is much stronger than you'd thought. Thankfully, your able to persevere and continue the fight. While a few more tangles get through, you don't take any further damage, and are able to help char Thread to harmless ash.

If you rolled an 8 or higher, you may suffer a bit of trauma from the experience. Perhaps it's the pain or perhaps it's simply fear of getting hit again, but you can feel yourself holding back. What's wrong? Isn't this your sworn duty? Trauma For the duration of Threadfall your damage is lessened by 2 hit points (i.e. If you were to take 3 damage you'd only take 1) but the remaining 2 hit points must be assigned to another weyrling as you didn't sweep up all the Thread out of fear or hesitation and some of it fell through. Quote a weyrling every time you take damage and give them the remaining 2. Encouragement can temporarily ease your trauma for one turn.
3. 11. Ouch, ouch, ouch, and more ouch. When it rains it pours, or so the saying goes, and while some of your wingmates might be in relatively quiet airspace, the wind keeps kicking Thread into yours! While you and your dragon flame and charr the ancient enemy, it unfortunately doesn’t leave you unscathed. [*
Roll a D4 and see where the damage hits!
Your poor dragons face and neck are now going to be scored, along with one of their back legs. Ouch! Damage -5 HP
Your dragon’s wingsails are now sporting their first new burns and holes, and their shoulder now has a nasty gash that’s still weeping with ichor. Damage -4 HP
Your dragon winds up with some thread wrapped around their tail, but avoid being thrown into a larger patch by sheer luck. Damage -3 HP
You and your dragon are blown right into a large patch that wraps itself around you both. While you think jumping Between isn’t going to be an issue, the pain has you screaming in panic. The leathers you wear don’t seem to protect for long and you struggle to visualize where to go Between. Damage -10 HP and/or death if you choose either from wounds or getting lost Between. You may also KO yourself and fall from the sky to have an NPC gold pick you up and return you to the Weyr for treatment. You’ll be out the rest of the game though.

Wingsecond roll: 2/2
5. Now this is power! You feel like this is definitely where you belong. You're happy to follow Z'von's direction but you can feel yourself gnawing at the bit to be the one making the calls. Fighting Thread isn't a problem. Ever vigilant, you spot a weyrling in trouble and sweep in to make the save. Quote a weyrling and save them from damage!

Round 2

Day 1

1. 5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
2. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]

3. 5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.

Day 2:

1. 2. You see one of your wingmates in trouble, and manage to call out warning! They're not going to take a hit--not on your watch! Damage Save Quote a wingmate and save them from the damage they would take. +1 XP Point
2. 10. Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.]
3. 3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

Round 3:

Day 1:

1. 8. Everything seemed to be going great. You manage to flame down quite a few clumps, and are even able to show off some impressive aeriel displays. Look at how amazing you are! Unfortunately, as a new Threadfighter, you’re finding it a lot more dizzying. Your jumps Between are sloppier than they usually are at drills. If your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall
2. 9. It’s all the little stuff that is causing you problems! One minute your airspace is clear, another minute you find it full of Thread. Where is your cover!? If you’re a bronze or brown rider, you can’t help but feel that the smaller colors aren’t doing their jobs in trying to keep your dragon safe. If you’re a white, green, or blue rider, you almost start to suspect the larger color you’re covering is just using you as some meat shield and not bothering to flame like they should. Whether it’s actually true, or paranoia from all the stress, you can feel your irritation levels rise. Aren’t you supposed to be on a team and work together? Ugh! Damage -3 HP.

[If this is your 3rd time rolling this prompt throughout the game, Quote a Wingmate to take Strife. For the rest of the game, you are feeling salty. You cannot save the quoted dragon from damage of any type and if they save you from damage, it will only half what you take (rounded down). Huff. The counter resets after you take Strife. You may carry this agitation with you post-game to work out (or duke out?!) in the Barracks.]
3. 1. Things are actually quiet. Very quiet. In fact, you find yourself flying mostly dead space. Nothing seems to come your way and you find yourself thinking a lot. Just you and your thoughts. Is this really Threadfall? Somehow you thought it was going to be a lot more dangerous, or at least, with less time to think. Things do pick up with a few gusts and you and your dragon manage to flame down some stray Thread successfully, without missing any filaments. Yes! Not too bad at all! Unfortunately, the silence grips you once more and it's just you and your dragon. Boredom [If this is your third time rolling this prompt, you will become less-vigilant. Your next roll will double damage =or=, if no damage taken, will result in a -3 HP if White, -5 HP if green, -6 HP if blue, - 7 HP if brown,or - 8 HP if bronze]

Day 2:
1. Healing roll: 2d6
2. 15. As you're wheeling and diving and cutting through the thread, you make some impressive moves. Your dragon takes some ash damage but it's light, and a reminder to try to avoid flying directly into the burning flames. Damage -2 HP
3. 8. Everything seemed to be going great. You manage to flame down quite a few clumps, and are even able to show off some impressive aeriel displays. Look at how amazing you are! Unfortunately, as a new Threadfighter, you’re finding it a lot more dizzying. Your jumps Between are sloppier than they usually are at drills. If your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall


 


Cheri

Vice Captain

Interstellar Pirate

Cheri rolled 1 8-sided dice: 5 Total: 5 (1-8)


Cheri

Vice Captain

Interstellar Pirate

PostPosted: Fri Nov 20, 2020 6:48 pm

Rolling from who is there today...


  1. Destrieth (tatterpixie)
  2. Uvaldoth (Kitsune Mistress Nyoko)
  3. Khazariath (demon_pachabel)
  4. Wahokinth (Redbud-Tree)
  5. Cartujanth (Spockat)
  6. Palouseth (Prism Shine)
  7. Othelloth (Tsunake)
  8. Maestoth (Meepfur)

 
tatterpixie rolled 1 20-sided dice: 16 Total: 16 (1-20)
PostPosted: Fri Nov 20, 2020 7:01 pm
Weyrling's Wing
Weyrling T'roi of Bronze Destrieth
HP:17/28 [damage save from Palouseth Round 3]
Status Effect: --
XP: 5
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Round 4
Day 1: 1/3

Quote:
16. Things start off slow, but you manage to catch a few strands of Thread. For the most part, you realize that things seem to be a mix of quiet followed by moments of stress. You catch a solid tangle, but another few strands fall through. You find it's tricky when there are entire groups falling overhead together, and you find yourself struggling to make the right choice on what to catch. In one instance, you almost singe a wingmate by forgetting your airspace. Rookie mistake! [If you roll this 3 times, you actually find yourself burning a wingmate. Quote a weyrling and have them take -5 HP from burn damage! The counter then resets.]

Once he was released from acting Wingsecond duties, T'roi had a lot on his mind -- so much so that he wasn't guiding Destrieth as well as he should have been, allowing the big bronze weyrling to direct himself in pursuing Thread. One wrong move, and suddenly there was a bellow of pain. T'roi focused, and saw that Destrieth had accidentally flamed too close to brown Zahelradeth and caught his clutchmate on the flank! I apologize, brother, I did not mean to burn you! Destrieth broadcast in a mournful tone. For his part, T'roi waved as apologetically as he could at Fe'ral, and vowed then and there to stop feeling sorry for himself and pay attention.

Mr Cheri
sorry about the burn, Zahel ;__;
 


tatterpixie


Tipsy Codger

tatterpixie rolled 1 20-sided dice: 15 Total: 15 (1-20)


tatterpixie


Tipsy Codger

PostPosted: Fri Nov 20, 2020 7:24 pm
Weyrling's Wing
Weyrling T'roi of Bronze Destrieth
HP:15/28 [damage save from Palouseth Round 3]
Status Effect: --
XP: 5
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Round 4
Day 1: 2/3

Quote:
15. As you're wheeling and diving and cutting through the thread, you make some impressive moves. Your dragon takes some ash damage but it's light, and a reminder to try to avoid flying directly into the burning flames. Damage -2 HP

It is alright, Mine. This is Threadfall -- accidents happen, Destrieth told his rider. T'roi nodded and they continued pursuing the bits of Thread that came down from the higher levels. They chased after a clump, charring it to ash, but they didn't manage to veer away fast enough, and Destrieth was hit in the face by the hot ash. He roared, but continued flying -- as he himself had just said, it's Threadfall, accidents happen. And they were both getting tired as the 'Fall was approaching its end.  
demon_pachabel rolled 1 20-sided dice: 18 Total: 18 (1-20)
PostPosted: Fri Nov 20, 2020 7:27 pm
Weyrling's Wing
Weyrling D'rok of Bronze Khazariath
HP: 15/28
Status Effect: STRIFE: Maestoth ; save held
XP: 2
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Round 4:
Day 1: 1/3
Day 2: 0/3

Quote:
You're doing great and feeling good! Though you wind up with a few small ashburns, and you're still feeling a little anxious, nothing has gone horribly wrong. When Thread gets close, you make your move and flame it away. When you're tapped to deliver firestone, you do so with no trouble. This isn't so bad... Not at all! You're feeling good, and that's what matters. You and your dragon surely are naturals, baby! Good job! You're certain the Weyrlingmaster's have noticed your natural skill. Gain +1 XP


Despite having a healthy amount of grief he wanted to dole out, D'rok was all too ready to put his head back into the task at hand - it was almost as though he had determined the best course of action was to simply be a shining example. If someone was too busy being about themselves, he and Khazariath could show them how to do their job and not be sloppy about it.  

demon_pachabel
Crew

Beloved Werewolf

demon_pachabel rolled 1 20-sided dice: 4 Total: 4 (1-20)

demon_pachabel
Crew

Beloved Werewolf

PostPosted: Fri Nov 20, 2020 7:30 pm
Weyrling's Wing
Weyrling D'rok of Bronze Khazariath
HP: 15/28
Status Effect: STRIFE: Maestoth ; save held
XP: 2
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Round 4:
Day 1: 2/3
Day 2: 0/3

Quote:
You're suddenly having a moment of panic. This is real. This is too real. You are now face-to-face with the deadly menace that has killed so many. The silver strands wind and twist and reach out for you, and you suddenly find yourself filled with doubt and worry. Can you do this? Why are you up here? What about all those that failed? How can you do this for the rest of your life -- a life that could well be cut short!?! Thankfully, while you are having a moments panic, your dragon seems to know what to do--especially when the lurch to the side and dive to flame down a few patches of Thread. While this doesn't really calm you, and you're still sweating bullets beneath that helmet, you do begin to focus more on sweeping up the Thread.


The twists and turns felt a bit more daunting when D'rok's straps had failed him once already. He was just a bit more aware of them. He was just a bit more aware of falling dragons, but purposely didn't let himself count them. He wanted to, he wanted to make a mental note of how many fell and then compare it to how many were still on the ground later.

He couldn't focus on those things.

He pushed through that brief moment to keep himself and Khazariath on the task before them.  
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[IC RP] High Reaches Weyr

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