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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 ... 5 6 7 8 9 10 ... 17 18 19 20 [>] [>>] [»|]

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Meepfur rolled 1 6-sided dice: 5 Total: 5 (1-6)

Meepfur
Crew

PostPosted: Tue Nov 17, 2020 4:39 pm
Weyrling's Wing
Weyrling I'zrin of brown Maestoth
HP: 18
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


I'zrin didn't allow his bonded to brood for too long; while he understood the feelings well and wouldn't contend that Maestoth shouldn't feel that way, now was not the time. They had a duty to do, and that at least Maestoth could agree with, especially in their allotted time as wingseconds. They couldn't afford to be anything less than alert and at their very best. Reminded of this by His, he threw himself back in fully. Not only would they do this, they'd be better than all the rest at it!

On alert, the pair spotted wingmates in trouble, and were able to swoop in to save the day.

Quote:
Wingsecond roll~

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!
 
SilverLutz rolled 1 20-sided dice: 14 Total: 14 (1-20)
PostPosted: Tue Nov 17, 2020 5:30 pm
Weyrling's Wing
Weyrling Fi'dal of Green Arwainth
HP: 14
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

Round 2
1/3


The second leg of their turn began a bit off-kilter. Fi'dal was focused on picking out Thread to flame and Arwainth was steady in her pace, but the duo were so focused on what was ahead of them that they missed Vardoth missing them until it was far too late. Frozen in surprise, Fi'dal didn't think to jump Between and instead was caught between avoiding their fellow weyrling and flying into Thread. Thankfully Khazariath was on the ball, flaming down the dangerous Thread before winging off again.

Thank you, Khazariath! Arwainth called out cheerfully, clearly not as worried as her rider was about the rock and the hard place they'd been stuck between for a moment. Still, she was grateful for her brother's watchful eye.

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.


Not a moment later and they were summoned for firestone, the toss going rather poorly the first time around thanks to Fi'dal's nerves. He hunkered down in his saddle as they returned to their proper height after a successful throw, quietly thanking whoever was listening that Arwainth was a green and he didn't have the responsibility of being a potential wingleader on his shoulders.  

SilverLutz

Offensive Hero

SilverLutz rolled 1 100-sided dice: 49 Total: 49 (1-100)

SilverLutz

Offensive Hero

PostPosted: Tue Nov 17, 2020 5:31 pm
dramallama  
SilverLutz rolled 1 20-sided dice: 18 Total: 18 (1-20)
PostPosted: Tue Nov 17, 2020 5:37 pm
Weyrling's Wing
Weyrling Fi'dal of Green Arwainth
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

Round 2
2/3


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]


After that little hiccup things settled and the pair got back into their groove. Fi'dal had to tell himself not to feel badly that he was having bad throws or that his anxiety spiked in times of high stress. This was a far different situation than he was used to dealing with. As a healer he was helping others with his own hands, but up here he had to rely on his dragon to sear the Thread from the sky. They worked as one, yes, and Arwainth was proving herself to be quite capable, but it was still vastly different from anything he'd ever done before. Arwainth's good spirits helped him feel a bit better though, and even though he could feel she was beginning to grow weary, he knew they'd be able to push through and see the job done.  

SilverLutz

Offensive Hero

SilverLutz rolled 1 20-sided dice: 13 Total: 13 (1-20)

SilverLutz

Offensive Hero

PostPosted: Tue Nov 17, 2020 5:42 pm
Weyrling's Wing
Weyrling Fi'dal of Green Arwainth
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

Round 2
3/3


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 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!


Another call for firestone and Arwainth was on it, moving up easily to the lower altitude. Fi'dal hoped he'd do well with this toss as well, considering it was the weyrsecond that had called for it this time, and thankfully his aim was true. He let out a sigh of relief and gave a little wave as they sank back to their proper level, a little grin on his face that was matched by the delight in Arwainth's mind.  
SilverLutz rolled 1 100-sided dice: 98 Total: 98 (1-100)
PostPosted: Tue Nov 17, 2020 5:43 pm
dramallama  

SilverLutz

Offensive Hero

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

Uta
Captain

Shy Mage

PostPosted: Tue Nov 17, 2020 6:26 pm
Weyrling's Wing
Weyrling Ch'el of blue Vardoth
HP: 18
Status Effect:
XP: +1
1. 12 - Botched Firestone to Wingleader Z'tir of Burning Aces
2. 14 - Successful Firestone to Weyrleader D'mon
3. 14 - Success to Wingrider
4. 2 - Damage Save + 1 XP Point Argamath
5. 6 - Damage Save Destreith
6. -5 Damage to Arwainth
7. -2 Damage / Save
8.
9.
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Out of the frying pan, and into the fire!

Ch'el had hardly caught his breath after the near-catastrophe with Arwainth, when suddenly everything else started to go wrong. D'rok had commanded them to make a wing formation change, which turned out to be less than ideal. Argamath bugled warning, even as Vardoth cried out to his bronze clutch-mates...

By the time that was sorted, with not a scratch to be found--the winds picked up. This time, the blue wasn't so lucky. While he cried out warning to yet another clutchmate, he did find his tail tip tangled with some Thread. The pain was more surprising to Ch'el than it was the dragon, who quickly threw himself Between.

"Are you okay!?" He called out.

Vardoth gave a rumble and sent His nothing but calm assurance. Tis but a minor score, Mine. Nothing to worry about here.

Onward, they would fight.
 
Uta rolled 1 20-sided dice: 13 Total: 13 (1-20)
PostPosted: Tue Nov 17, 2020 6:35 pm
Weyrling's Wing
Weyrling Ch'el of blue Vardoth
HP: 18 - 2 = 16
Status Effect:
XP: +1
1. 12 - Botched Firestone to Wingleader Z'tir of Burning Aces
2. 14 - Successful Firestone to Weyrleader D'mon
3. 14 - Success to Wingrider
4. 2 - Damage Save + 1 XP Point Argamath
5. 6 - Damage Save Destreith
6. -5 Damage to Arwainth
7. -2 Damage / Save
8. Firestone Run - Botched
9.
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Once again, someone needed firestone, and it was up to Ch'el and Vardoth to deliver. The blue dragon didn't hesitate to rise upward, despite the exhaustion starting to grip him. The blue wasn't ready to complain--but this was quite a bit of work and he was feeling the strain. So concerned about his beloved blue, he failed at making his mark when he threw another green rider her stone.

I'm fine, really. Focus, Mine. We'll be through this soon.

Thankfully, his next throw was a success.
 

Uta
Captain

Shy Mage

Uta rolled 1 4-sided dice: 4 Total: 4 (1-4)

Uta
Captain

Shy Mage

PostPosted: Tue Nov 17, 2020 6:36 pm
((LOL Wrong dice....))  
Uta rolled 1 100-sided dice: 71 Total: 71 (1-100)
PostPosted: Tue Nov 17, 2020 6:39 pm
((D100 to see how the Firestone run goes...))  

Uta
Captain

Shy Mage

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

Uta
Captain

Shy Mage

PostPosted: Tue Nov 17, 2020 6:43 pm
Weyrling's Wing
Weyrling Ch'el of blue Vardoth
HP: 18 - 2 = 16
Status Effect:
XP: +2
1. 12 - Botched Firestone to Wingleader Z'tir of Burning Aces
2. 14 - Successful Firestone to Weyrleader D'mon
3. 14 - Success to Wingrider
4. 2 - Damage Save + 1 XP Point Argamath
5. 6 - Damage Save Destreith
6. -5 Damage to Arwainth
7. -2 Damage / Save
8. Firestone Run - Botched
9. +1 XP
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Back in formation, the two seemed to find their stride. No Thread could touch them, and any close calls had them hopping safely Between or wheeling out of the way. For a few moments, even Ch'el's concern and fears disappeared as they fought together... For as much fear came with Threadfighting, there were also moments of joy and triumph.  
Cheri rolled 1 20-sided dice: 6 Total: 6 (1-20)
PostPosted: Tue Nov 17, 2020 6:50 pm
Weyrling's Wing
Weyrling Fe'ral of brown Zadelraheth
HP: 22 - 7 = 15 - 4 = 11
Status Effect: Boredom roll 1
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


For a brief, terrible moment, Fe'ral found himself dangling by his riding straps. It seemed that he was at the mercy of Thread, but Zadelraheth was not going to allow that to happen. Wheeling, he rolled, allowing Fe'ral the chance to clamber back onto him, and then let out a gout of flame. Take that!


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.
3.

 


Cheri

Vice Captain

Interstellar Pirate

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


Cheri

Vice Captain

Interstellar Pirate

PostPosted: Tue Nov 17, 2020 6:53 pm
Weyrling's Wing
Weyrling Fe'ral of brown Zadelraheth
HP: 22 - 7 = 15 - 4 = 11
Status Effect: Boredom roll 2/3
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


And just like that, it was over. No flash, no fire... no Thread for them to flame. Just empty air.


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.

 
Cheri rolled 1 20-sided dice: 5 Total: 5 (1-20)
PostPosted: Tue Nov 17, 2020 6:54 pm
Weyrling's Wing
Weyrling Fe'ral of brown Zadelraheth
HP: 22 - 7 = 15 - 4 = 11
Status Effect: Boredom roll 2/3
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Only for the unthinkable to happen again! Fe'ral definitely needed to check his riding straps. Dangling helplessly in the air was not his idea of fun, not even close. Breathing deeply, he strove for calm, even as his dragon rolled again, assisting him in his moment of need.


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.

 


Cheri

Vice Captain

Interstellar Pirate

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


tatterpixie


Tipsy Codger

PostPosted: Tue Nov 17, 2020 7:28 pm
Weyrling's Wing
Weyrling T'roi of Bronze Destrieth
HP:17/28
Status Effect: --
XP: 3
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Round 2
Day 2: 1/3

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

For a big bronze, Destrieth was snaking through the air with a nimbleness that belied his size. Still, he was a bronze, and not as maneuverable as others. He charred a clump of thread directly in front of him, but couldn't get out of the way of the ensuing ash cloud in time and took the burning detritus in the chest, That would teach him to be more careful and flame Thread from a safe, avoidable distance.  
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[IC RP] High Reaches Weyr

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