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A Dragonriders of Pern B/C RP 

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

Reply [IC RP] High Reaches Weyr
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Sweet Symmetry rolled 1 10-sided dice: 9 Total: 9 (1-10)

Sweet Symmetry

Tipsy Kitten

PostPosted: Fri Sep 13, 2019 11:41 pm
Rolling for damage.  
Dea and #Teddy# rolled 1 20-sided dice: 20 Total: 20 (1-20)
PostPosted: Fri Sep 13, 2019 11:47 pm
Zamistia and Brown Nanuth

User Image - Blocked by "Display Image" Settings. Click to show.



HP: 22-1= 21-3= 18
Status: Threadscore (damage +1 every time 2 or 3 is rolled)


Zamistia knew her dragon needed firestone, so she reached into her bag to pull a piece out. She tossed it to him and he managed to catch it, despite it not being her best throw. Unfortunately, a sharp pain came into her mouth, as he bit down on his tongue in his eagerness to chew it. Not only that, but the red head had to rub her arm because she had pulled a muscle and it hurt. Nanuth managed to flame down some thread though, so there was that at least. Unfortunately, they had been do distracted by their shared pain, they missed a formation change.

Nanuth...she began, who swerved out of the way of their fellow wingmate.

Okay, that was way too close. Good catch, Mine. I think we should be glad that we are almost done,Nanuth spoke.



Hour 1, Roll 1- 5.
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.


Hour 1, Roll 2- 8. 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

If you are a more confident rider, your sudden confusion winds up costing you. In your attempts to correct your earlier trouble, you overcompensate for your earlier mistakes and this time wind up jumping Between right into a clump of Thread. Damage Take -5 damage.


Hour 1, Roll 3- 2. 2-3. 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.

Hour 2, Roll 1- 19. 19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.] (first time)

Hour 2, Roll 2- 14. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are 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! (Rolls: 45, 85, 23, 33, 82)


Hour 2, Roll 3- 12. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are 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! (Rolls: 41, 42, 10, 47, 22)


Hour 3, Roll 1- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are 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! (Rolls: 58, 56, 64, 45, 26)


Hour 3, Roll 2- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are 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! (Rolls: 90, 26, 15, 32, 17)


Hour 3, Roll 3- 10. 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.] (first time)


Hour 4, Roll 1- 5.
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.


Hour 4, Roll 2- 9. 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.] (first time)


Hour 4, Roll 3- 20. 19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.] (2nd time)
 

Dea and #Teddy#

Shy Regular

Sweet Symmetry rolled 1 20-sided dice: 9 Total: 9 (1-20)

Sweet Symmetry

Tipsy Kitten

PostPosted: Fri Sep 13, 2019 11:51 pm
User Image
HP: 24/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3:

Hour 2-1:
Hour 2-2:
Hour 2-3:

Hour 3-1:
Hour 3-2:
Hour 3-3:

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
8-9. Things are going great. You are with your gold and while there is time to think, you and her are extra-alert. You're looking for any flash of silver, and all of your training seems to be on point. You feel a surge of success and pride as you turn a long, dangerous strand into nothing but harmless ash. You're saving the people of pern! For the most part, you do well. You miss a smaller clump that gets tossed away by the wind, but are able to catch a few others. You're feeling great, and can't help but share such goodness with your fellow weyrlings! Cheer Root on one of your fellow weyrlings and quote them some positivity! This gives them +3 HP because they're feeling so good!!]


Focus. Let’s relax… we can do this…

But of course we can. Mictecath sounded so certain and sure of herself. Even Nyara was impressed, and she smiled as she patted the golden hide.

She focused her stare on the curtain of death, looking for any strays clumps that might elude her peers. Was her father in the wings, even now? Pride flickered like an ember, fighting away the fear of before… yes… they could do this. Of course they could. They were born fighers- both she and Mic.

She pointed the flamethrower towards another clump and unleashed fire, watching it with satisfaction as it turned to ash. Time was counted in the passing of Thread, and Nyara was proud to claim that she caught most of them with Mictecath’s practiced flying.

Don’t lose heart now! We are united and strong!

Quote:
Hour 1, roll 2 - cheer available for +3 HP! Just quote/tag me in discord if needed. ^^
 
Sweet Symmetry rolled 1 20-sided dice: 15 Total: 15 (1-20)
PostPosted: Fri Sep 13, 2019 11:59 pm
User Image
HP: 24/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3: 15 - loose straps [1/3]

Hour 2-1:
Hour 2-2:
Hour 2-3:

Hour 3-1:
Hour 3-2:
Hour 3-3:

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
15-17. Things seem to be going well. You and your gold manage to save one of your wingmates from damage. Additionally, your flame hits the mark on the next few targets that fell through the wings. Unfortunately, your straps feel a little loose, and you're grateful that your gold doesn't have to get thrown around too much. Maybe it's just paranoia. [If you roll this 3 times, you realize that your straps are loose and/or broken. Shardit! You'll have to go back to the Weyr and get a second pair. It's possible (if you took damage) Thread chew through some of them--but it's also possible it was a rookie’s mistake. Lose a roll as you return to the Weyr to get a backup pair of straps. If you roll this another 3 times, you are all out of backup straps, and are out the rest of the game--much to your embarrassment.]


With careful and precise flamethrowing, Nyara and Mic took down stray Thread. Mic even called to another queen, alerting her to another piece that had gone unnoticed.

And yet… something in her straps didn’t seem to sit quite right… Nyara worried her lip, then shrugged. They wouldn’t be moving around too much up here. Worse comes to worst, they’d return to the Weyr. Pern needed them.  

Sweet Symmetry

Tipsy Kitten

Sweet Symmetry rolled 1 20-sided dice: 10 Total: 10 (1-20)

Sweet Symmetry

Tipsy Kitten

PostPosted: Sat Sep 14, 2019 12:06 am
User Image
HP: 23/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3: 15 - loose straps [1/3]

Hour 2-1: 10 - scored in a changeover, kept position - -1 HP
Hour 2-2:
Hour 2-3:

Hour 3-1:
Hour 3-2:
Hour 3-3:

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
10-11. How things quickly change. One minute it was quiet, the next the wind picks up you and find your gold getting thrown about and well out of formation. Damage Roll a D10 and see how much damage you take! Ouch! Once you manage to make it back to your position, newly bloodied, you know you have to focus. If you rolled a 6 or higher, you move to the wrong location when the Weyrwoman gives the signal for a formation change. How embarassing. If you rolled a 1-5, you make the change without issue--though that residual pain sure is annoying. Thankfully, once you've changed your position, things seem to quiet down, leaving you, once more, to your thoughts.

1 damage


With the changing of the hour, the Wingleader called for a change in position. Too late, Nyara noticed a stray bit of Thread that was floating towards them. Mic-

And it clipped her flank.

Slipping Between, the pair reemerged, Mictecath hissing slightly. How very irritating.

You’re okay?

Just fine.

They had even reappeared in the correct position. It seemed as they were much improved from the last hour.  
PostPosted: Sat Sep 14, 2019 12:06 am
Rolling damage.  

Sweet Symmetry

Tipsy Kitten

Sweet Symmetry rolled 1 10-sided dice: 1 Total: 1 (1-10)

Sweet Symmetry

Tipsy Kitten

PostPosted: Sat Sep 14, 2019 12:07 am
Rolling damage again. ^^;  
Sweet Symmetry rolled 1 20-sided dice: 18 Total: 18 (1-20)
PostPosted: Sat Sep 14, 2019 12:12 am
User Image
HP: 18/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3: 15 - loose straps [1/3]

Hour 2-1: 10 - scored in a changeover, kept position - -1 HP
Hour 2-2: 18 - pulled a muscle fighting the wind - -5 HP
Hour 2-3:

Hour 3-1:
Hour 3-2:
Hour 3-3:

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
18-19. Once again, it's just you and your thoughts. Your neck hurts from staring up, and your nerves are still on edge. You watch as your friends continue to fight. A strong gust kicks up, and your gold struggles to fight against the wind. Roll a D10. Odds, your gold manages to hold her position without issue. Evens, she takes Damage -5 HP from pulling a wing muscle. Ouch! For being so large, you're almost surprised at how easy the wind can toss a gold around.


It was hard to stay focused with her heart hammering in her chest. Her thoughts wandered to the dragons above them… her friends, her companions…

Nya- Mic’s voice cut across her anxious thoughts in a staccato snap.

Sorry… Mic! A sudden gust of wind blew them backwards with such force that Nyara leaned down, pressing herself against her dragon’s neck. Mictecath struggled and writhed in the air, before giving a sharp cry of pain.

My wing!

Frantic, Nyara reached out, soothing her dragon’s nerves as she tried to assess the pain. Not broken?

No… just… sore... Valiantly she rejoined the formation, her eyes red. I… didn’t think it would move me like that. Though not built solidly like some of her siblings and other dragonkin, she was still a big dragon by definition of the term.

Sometimes it’s just more than we expect... Nya reassured her, not entirely certain she believed her own words.  

Sweet Symmetry

Tipsy Kitten

Sweet Symmetry rolled 1 10-sided dice: 6 Total: 6 (1-10)

Sweet Symmetry

Tipsy Kitten

PostPosted: Sat Sep 14, 2019 12:13 am
Rolling odds and evens.  
Sweet Symmetry rolled 1 20-sided dice: 2 Total: 2 (1-20)
PostPosted: Sat Sep 14, 2019 12:21 am
User Image
HP: 14/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3: 15 - loose straps [1/3]

Hour 2-1: 10 - scored in a changeover, kept position - -1 HP
Hour 2-2: 18 - pulled a muscle fighting the wind - -5 HP
Hour 2-3: 2 - feeling awful about missing Thread, got scored - -4 HP

Hour 3-1:
Hour 3-2:
Hour 3-3:

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
2. Oh for Faranth's sake! A large clump of Thread comes falling down fast through the wings. You go up to catch it, your dragon angles, and you fire your flamethrower. Unfortunately, despite all the practice you've had, you miss it. Down it falls, with no other gold able to sweep it up--right over a patch of green. Though you try to make note, you can't help but feel like a letdown. There might be more moments, but you know that Thread is going to do damage immediately. You were the last defense. In fact, that's not the only clump you miss. As you continue to fight, perhaps it's just bad headspace, perhaps it's just bad luck, but you are really struggling to hit these targets. One even blows back into you and your queen, burning against her, and causing Damage -4 HP.


Nyaranau blamed the wind. It had shifted, and become unpredictable. She missed a clump that had been so sharding easy to hit… and it drifted down, towards an inviting patch of green…

Worry welled up within them both. The curly haired woman bit her lip, determined to do better.

She did not do better. In fact, she did worse.

With a sudden, surprising gust of wind, a clump of Thread blew back and caught Mictecath in the chest. With a roar, she flickered Between.

I’m sorry! I’m so sorry my love! Nyara didn’t want to fail. She especially didn’t want to see her darling so hurt- she wanted that pain, she deserved it.

Hush! We must focus! I can still fly!

Nyaranau gritted her teeth. She had to pull herself together. It wasn’t like her to fall to pieces, and Mictecath needed her! All right. Let’s do this!  

Sweet Symmetry

Tipsy Kitten

Sweet Symmetry rolled 1 20-sided dice: 18 Total: 18 (1-20)

Sweet Symmetry

Tipsy Kitten

PostPosted: Sat Sep 14, 2019 12:29 am
User Image
HP: 14/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3: 15 - loose straps [1/3]

Hour 2-1: 10 - scored in a changeover, kept position - -1 HP
Hour 2-2: 18 - pulled a muscle fighting the wind - -5 HP
Hour 2-3: 2 - feeling awful about missing Thread, got scored - -4 HP

Hour 3-1: 17 - fought the wind and won
Hour 3-2:
Hour 3-3:

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
18-19. Once again, it's just you and your thoughts. Your neck hurts from staring up, and your nerves are still on edge. You watch as your friends continue to fight. A strong gust kicks up, and your gold struggles to fight against the wind. Roll a D10. Odds, your gold manages to hold her position without issue. Evens, she takes Damage -5 HP from pulling a wing muscle. Ouch! For being so large, you're almost surprised at how easy the wind can toss a gold around.


This time, they were prepared. As the wind struck up once again, Mictecath pulled her limbs in closer, not allowing an opportunity to be blown off-course or to hurt herself once again. Nya grinned in triumph. Her dragon’s careful maneuvering kept her mind from wandering, as it was wont to do in this dangerous time.  
Sweet Symmetry rolled 1 10-sided dice: 7 Total: 7 (1-10)
PostPosted: Sat Sep 14, 2019 12:30 am
Rolling odds and evens.  

Sweet Symmetry

Tipsy Kitten

Sweet Symmetry rolled 1 20-sided dice: 18 Total: 18 (1-20)

Sweet Symmetry

Tipsy Kitten

PostPosted: Sat Sep 14, 2019 12:33 am
User Image
HP: 9/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3: 15 - loose straps [1/3]

Hour 2-1: 10 - scored in a changeover, kept position - -1 HP
Hour 2-2: 18 - pulled a muscle fighting the wind - -5 HP
Hour 2-3: 2 - feeling awful about missing Thread, got scored - -4 HP

Hour 3-1: 18 - fought the wind and won
Hour 3-2: 18 - fought the wind and lost - -5 HP
Hour 3-3:

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
18-19. Once again, it's just you and your thoughts. Your neck hurts from staring up, and your nerves are still on edge. You watch as your friends continue to fight. A strong gust kicks up, and your gold struggles to fight against the wind. Roll a D10. Odds, your gold manages to hold her position without issue. Evens, she takes Damage -5 HP from pulling a wing muscle. Ouch! For being so large, you're almost surprised at how easy the wind can toss a gold around.


A stray piece of Thread caught Nyara’s attention. As she directed Mictecath towards it, the wind buffeted her once again. Unprepared, the gold veered far off-course, blown back by the strength of the turbulence. There was an awful cry and for a moment Nyara thought her darling dragon had perhaps broken her wing…

I can… manage… still… Above them, the sounds of fighting continued. Mic’s hearts hurt to know she couldn’t save all of them. Perhaps that was why she continued to fight regardless? Nyara bit her lips in worry once more. This was a very bad Fall indeed.  
Sweet Symmetry rolled 1 10-sided dice: 10 Total: 10 (1-10)
PostPosted: Sat Sep 14, 2019 12:36 am
Rolling odds and evens.  

Sweet Symmetry

Tipsy Kitten

Sweet Symmetry rolled 1 20-sided dice: 6 Total: 6 (1-20)

Sweet Symmetry

Tipsy Kitten

PostPosted: Sat Sep 14, 2019 12:40 am
User Image
HP: 9/33

Hour 1-1: 13 - scored and out of position - -9 HP
Hour 1-2: 9 - cheering on a clutchmate - +3 HP for a weyrling [avail]
Hour 1-3: 15 - loose straps [1/3]

Hour 2-1: 10 - scored in a changeover, kept position - -1 HP
Hour 2-2: 18 - pulled a muscle fighting the wind - -5 HP
Hour 2-3: 2 - feeling awful about missing Thread, got scored - -4 HP

Hour 3-1: 18 - fought the wind and won
Hour 3-2: 18 - fought the wind and lost - -5 HP
Hour 3-3: 6 - boredom settling in [1/3] - boredom 1

Hour 4-1:
Hour 4-2:
Hour 4-3:


Quote:
6-7. 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 and won't see a clump heading your way as you're thinking about something or maybe even someone. Your next roll will result in -9 HP. This is in addition to any other damage the prompt serves you. This counter resets once damage is taken.]


As the winds died down a little, Nyara couldn’t help but worry. This did not mix well with the awful quiet that fell upon them, with very little to break the monotony.  
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[IC RP] High Reaches Weyr

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