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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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Uta
Captain

Shy Mage

PostPosted: Sat Nov 14, 2020 4:22 pm
There was a chill in the air, but it had nothing to do with the blustering, winter winds in the High Reaches mountains. It was up to Weyrlingmaster Assistant's Z'von and V'res to lead Zenobiath's clutch into their first Blooding--and hope that they all made it back in one piece.

Standing beside his great bronze, Weyrlingmaster Assistant Z'von surveyed the gathered clutch before him. They were growing quickly - soon they would be fully grown, and ready to face Threadfall on their own. But today was not that day.

"Weyrlings of High Reaches Weyr, on this day your actions will either save or lose lives. Before today the only ones at risk were among you. Now the Weyr will depend on your to assist the fighting Wings against the menace of Thread. We are counting on you to step up to the challenge." In particular, he leveled his gaze upon the bronze and brownriders, including D'rok, Ka'ia, T'roi, Fe'ral, I'zrin, and T'nori.

They would be expected to take turns leading, for one day they might be wingleaders or wingseconds. Every weyrling was important to the success of the Weyr, but upon these riders an extra weight was leveled.

"Remember what you have learned in your training. Keep your focus! We cannot afford daydreaming. If you are tired, you must and should inform one of us at once." For indeed, a lack of focus for whatever reason could cost them lives. "Today you become true dragonriders of Pern! Make me proud." The Weyrleaders' son gave his students a smart salute, and then climbed on Dhremorath's back.

It was now time to lead them against Thread, and he could only hope that they were ready.

- - - -

Round One: Saturday @ 7:00pm PT
Round Two: Monday @ 7:00pm PT
Round Three: Wednesday @ 7:00pm PT
Round Four: Friday @ 7:00pm PT


It's time for all that training to come full-circle! This is the first time the Horse Weyrlings will be facing Threadfall, and even though they're fighting at a lower altitude, it is still terribly dangerous.

Weyrlings will be fighting between the Low Altitude Wing and the Queen's Wing, helping to sweep up any missed Thread from the higher wings, and to serve carrying Threadstone to the rest of the Wings. It's a dangerous position as they could get a call from any wing in any altitude, and that puts them at risk for scoring.

Your character might very well earn a little XP, though it's not the purpose of the game. It's not an official PC Threadfall, but it is fun practice, and good for IC drama and fulfillment!

Additionally, for anyone who writes a Solo RP either during or after the Threadfall, will be granted 5 XP Points to distribute to your weyrling stats!

The RP must begin after this RP starts, and before January 1, 2021.

The RP should be follow up to what happened to your weyrling, or fellow weyrlings, post-Blooding You may take one of your rolled prompts and try to turn it into some type of RP. If you choose to write a solo it must have a with a clear start and finish; and/or it should be at least 1200 words long. If you choose to write with another player, it must be at least 15 posts long, with a clear start and finish, and should be at least 2000 words long.

If you log this RP and post the final RP here--this way staff can ensure it has started and finished and fits the criteria. Players who RP together may submit only one of your RPs. So if Cheri and I write an RP together, we can both submit it for a total of 40 points. But if I help Tsunake with an RP for fun, Tsu can submit that RP but I cannot enter again, as I've already submitted one with Cheri.

We ask the PRPs stay two players or remain a solo. It gets hard to track otherwise. Once the RP has wrapped, you may post it in this thread either after the game has wrapped or (if you're really ambitious) can link it in your posts. We just ask you include a word-count total, and only link it when it's completed.
 
PostPosted: Sat Nov 14, 2020 4:36 pm
How to Play

  1. If you have a white, green, or blue, decide if they are going to fly the First Wave or the Second Wave. Browns, bronzes, and golds will fly both First and Second wave.

  2. First Wave will fly the first and second hours of Threadfall. Second Wave will fly the third and fourth hours of Threadfall.

  3. Golds will fly in the Queen's Wing for the duration. They will help sweep up Thread missed, offer encouragement to their weyrlings, and follow the orders of the more senior Gold Riders. They will not assist in catching falling dragons or weyrlings. They aren't practiced enough for that, as of this time. (That happens October 1 on.)

  4. HP for your weyrling will follow the standard Threadfall Grid:
    White: 10 HP
    Green: 14 HP
    Blue: 18 HP
    Brown: 22 HP
    Bronze: 28 HP
    Gold: 33 HP

    Keep note of this in your post. In this game, if your HP hits 0, you will fall from your injuries. A queen will be assumed to catch you but you'll be out of the rest of the game.

  5. This is an RPed game! meaning for every roll you make you absolutely must write in an IC character response. This can happen by breaking the post up bit-by-bit or it can happen as some sort of "moment to breathe" or think. I'm not overly picky on how you guys RP out the scenario but you need to have something written before you roll again.

    If there is an injury, you may RP that out ICly with your fellow weyrlings. Same with encouragement or boons. If you roll an injury but a fellow rolls a save for that same hour you guys can figure out who saved-who or who-caused-what-injury.

  6. You may opt to return to the Weyr and regain HP. Whites and greens may roll 1D6. Blues and browns may roll 2D6. Bronzes and golds maybe roll 3D6. The total is the amount of health you regain but you sacrifice a "roll". You may stay at the healers until your health is either full or until you're comfortable returning to the fight.

    You may roll 3 times for each day, a total of 6 times per "Round" to see how you fare! (Each roll is approximately 10 minutes of fighting.) Each "Round" will last 48 hours. So you may roll 3 times one day, and 3 times the next before the hour is up.

    Whites, greens, and blues have to choose whether they fly First Wave or Second Wave. First Wave is the first four days (So Round 1 and Round 2) Second wave is the last four days (Round 3 or Round 4).

    Total: Whites, greens, and blues will roll 12 times total.
    Browns, bronzes, and golds will roll 24 times total.

    If you roll a "death" roll you can opt to take damage or a KO instead! No one is forced to kill their character.
    .
 

Uta
Captain

Shy Mage


Uta
Captain

Shy Mage

PostPosted: Sat Nov 14, 2020 6:11 pm
The Fighting Wing Outcomes
Remember, only those who have whites, greens, blues, browns, and bronzes will roll from this grid.

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. 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

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.

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.]

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.

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!

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.

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.]

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.]

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!
  1. Your poor dragons face and neck are now going to be scored, along with one of their back legs. Ouch! Damage -5 HP
  2. 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
  3. 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
  4. 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.


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!


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

Thankfully, throughout, you do manage to see some thread coming right at a fellow weyrling. You call out to them and save the day! My oh my, how impressive you are! Save Quote a wingmate and nullify any damage they're to take!

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.]

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.

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

19 You do great and are feeling great. A large clump of Thread that heads your way but you flame it down successfully. Trumpeting loudly, you decide to share your triumph with your fellow wingmates. Encouragement Boon: Say something encouraging to one of your wingmates, and make them feel a bit better! Gain +1 XP point

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
 
PostPosted: Sat Nov 14, 2020 6:23 pm
The Wingsecond Grid
Congratulations on being a wannabe leader. You get an extra roll a day during any given round. (So up to 2 rolls per round.) Your character will get to be a Wingsecond for one Round Only. So make sure your role before the Round is up!
Wingsecond Grid

1. You choke. You don't know what happened. You were asked to give a signal to change formation, but suddenly can't remember it. You find yourself flying out of formation too high, too low, too close, and have to have Z'von and Dhremorath order you back in. Nothing is going right, and your frustration is rising. Is this too much pressure or just a bad day? You're in such a bad state of it that you wind up flying directly into your fellow weyrlings line of fire and get burnt. This isn't good... Quote a weyrling to let them know what happened and take -5 HP

2. You thought things were going well. You're here, you've been drilling for this, and you know what you're supposed to do. With your fellow weyrling flying behind you, and the Weyrlingmaster just ahead, you know that this is your time to shine. Unfortunately, maybe it's just a bit too much pressure. Suddenly, it all becomes real. One bad call, and it's on you. One moments hesitation and it's on your head! You must make a split decision -- your two neighboring weyrlings are coming right into catastrophe with Thread. You cry out, but your dragon can literally only save one! Who do you save? Quote a weyrling and have them take -4HP that can't be saved from! Quote a different weyrling and save them from their damage for a roll.

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...?

4. You're asked to give the order to change formation. You don't agree with what V'res has suggested. Do you give the order? Or do you risk giving a different one? Only you and the Wingleader know what was asked... So what are you going to do? Regardless of what your character decides, roll 1 through 2 to see if your actions are justified. If you roll a 1, quote three weyrlings and have them take -5 HP! If you roll a 2, quote three weyrlings and save them a roll's worth of damage!

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!

6 You are inspiring and a natural! Your dragon gives encouragement to those who need it, and an impassioned speech. You're really getting into this, and you definitely are feeling great. You're such a beacon of hope to the rest of your fellow weyrlings that they too seem inspired to keep up the fight. All weyrlings currently fighting Thread get +3 HP!


Leadership List
D'rok & Bronze Khazariath :: demon_pachabel Round 1
Ka'ia & Bronze Argamath :: Zaikt Round 2
T'roi & Bronze Destrieth :: tatterpixie Round 3
Fe'ral & Brown Zadelraheth :: Mr Cheri Round 1
I'zrin & Brown Maestoth :: Meepfur Round 2
T'nori & Brown Chluaith :: Princess_Feylin Round 3

For Round 4 we'll see who is still around and randomize a leader! (Please
remind me [Uta] if I forget!) Also, please let me know if your weyrling goes down and we need to change up the rolls for a particular Round.

This doesn't necessarily mean they volunteered, but the Weyrlingmaster's would know them well enough. At this point, bronze and brown riders are thought to be future Wingleader's and Wingseconds, so this leadership is foisted upon them--it isn't optional. They need to know who will make it and who breaks under the pressure.

OOCly, the Wingsecond gets to roll once per day from the Wingsecond list to perform some sort of action either as a solo-roll or in response to damage taken for that day. This is in addition to the days alotted 3 rolls.
 

Uta
Captain

Shy Mage


Uta
Captain

Shy Mage

PostPosted: Sat Nov 14, 2020 6:34 pm
The Queen's Wing Outcomes
Roll a D20
Remember, only those who have weyrling golds will roll from this grid.

1. Things are quiet in your airspace, and you find yourself looking up to watch your fellows fight. Your gold winds up calling out encouragement to one of them, sending some words of well-wished and comfort. It's certainly a nice gesture, if nothing else, and you hope isn't too distracting from those fighting. Unfortunately, your dragon also winds up creeling in shared pain as a few of them take damage--and there is nothing that either of you can do about it but hope it's minimal. Encouragement Boon Choose a weyrling and quote them with some encouragement from your gold! The quoted dragon can have a status effect counter reset =or= a status' effect to be nullified for that roll.

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.

3-5. For the most part things are quiet. This is good, as it means the higher altitude wings are clearing up Threadfall. Maybe it's not going so badly? Unfortunately, staring up at all the action means you're spending a lot of time in thought. Is this your future for the next 45 Turns? Do you resent being on a gold while your friends get hurt? Do you know this is where you belong? Finally, some Thread makes it way into your airspace. Your gold angles and you manage to hit the mark and turn into harmless ash. Success. And yet... now it's another waiting game. Wash. Rinse. Repeat. The quiet settles in once more.

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.]

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 toss 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!!]

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.

12-14. You're not sure what happened, but you miss your target and get clobbered by Thread. You try to focus and blink between, but the question remains--just how focused was your visual? Roll a D10. Odds, you botched and wind up outside your wingspace--whoops. Evens, you kept your focus and managed to Between back in formation. Roll another D10 to see how bad the damage is and how bad you and your gold happen to be!

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 rookies 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.]

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.

20. One new thing about being in the Queen's Wing is the crooning and creeling that happens. Though there's the roar of flame, the squeals of pain, and the bellows of anger above from the fighting Wings, the golds beneath seem to be sending assurances where they can. Perhaps that's also part of a gold's job? Your own queen bugles alarm as they can see danger for one of the weyrlings above. Roll a D10:

Odds: Damage Save Quote a weyrling and save them from damage! That's how it's done, right? Unfortunately, by saving one wingmate, you watch in horror as the tangle that was avoided gets kicked by the wind and into another weyrling nearby. Damage Quote another weyrling and have them take -5 HP.

Evens: Damage Save Quote a weyrling and save them from damage! That's how it's done, right? You're feeling so good even your Queen seems to be feeling great on this positive high. You're a real hero! +5 HP for yourself
 
PostPosted: Sat Nov 14, 2020 6:36 pm
[center][size=28][b]Weyrling's Wing[/b][/size][size=11]
Weyrling [Name] of [color] [dragon name]
HP:
Status Effect:
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0
[/center]


You'll start off with 0 for now since this is your first Blooding. You can earn some XP from this game though it only applies after the game wraps. This can and will carry over when we run PC Threadfalls.  

Uta
Captain

Shy Mage


Uta
Captain

Shy Mage

PostPosted: Sat Nov 14, 2020 6:37 pm
gaia_star  
PostPosted: Sat Nov 14, 2020 6:37 pm
gaia_star  

Uta
Captain

Shy Mage

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

demon_pachabel
Crew

Beloved Werewolf

PostPosted: Sat Nov 14, 2020 7:21 pm
Weyrling's Wing
Weyrling D'rok of Bronze Khazariath
HP: 26/28
Status Effect: -- ; Save Held
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Round 1:
Day 1: 1/3

It was time. D'rok hadn't been counting down the days, but he'd been keenly aware of it edging closer, closer, closer. Fighting Thread was what Dragonmen did and he'd been awaiting it ever since he'd impressed. Not alertly, too focused on his bronze - his lifemate - to let it loom oppressively over them. But he'd been aware. Perhaps because Khazariath had been so painfully aware of it, noting it in the same way one did when they could hear dangerous beasts outside their walls. They'd steadied and readied themselves together. This would be a first step towards great things for them both.

Because we'll make it through this just as every rider of High Reaches has.

If he squared his shoulders a little when Z'von looked their way, he didn't do it consciously. If Khazariath held himself just a bit more proudly than usual, it was for much the same reason. They were ready to face whatever would come of this day (mostly).

Once Z'von moved to sit astride Dhremorath, D'rok climbed into his own straps. They'd become familiar in all of their time flying and he put his trust into his own handiwork. There wasn't time to doubt his preparation in anything now. It had been checked meticulously before. They were ready.

It was time to take to the sky and prove it.

Quote:
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

Thankfully, throughout, you do manage to see some thread coming right at a fellow weyrling. You call out to them and save the day! My oh my, how impressive you are! Save Quote a wingmate and nullify any damage they're to take!


We mustn't get too confident too quickly, Khazariath reminded D'rok, who hadn't much needed the reminder. They were in safer skies amongst the Queens and Lower Wings and it was easy enough to let that get to their heads if they weren't careful.

Even the singe of ash stung, though just barely. I'll keep an eye out for us both, he assured, though even in the small chaos that was this low, it felt like there was a lot to take in. But that was why they did this. To watch their own skies and their fellow weyrlings.  
Zaikt rolled 1 20-sided dice: 20 Total: 20 (1-20)
PostPosted: Sat Nov 14, 2020 7:24 pm
Weyrling's Wing
Weyrling Ka'ia of Bronze Argamath
HP: 28/28
Status Effect: --
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Quote:
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.


It was time. Faranth help them, it was time.

Ka'ia knew it was going to happen eventually. They all did--this was what they'd signed up for when they'd become Candidates, after all, and now, it was time to make good on their promise to their weyr. The luster of Argamath's hide had set them apart, and Z'von had some very high expectations of them--as did everyone else in charge of them. Ka'ia took a deep breath, gripping his straps just a bit more tightly in an effort to ground himself for the moment before takeoff. He was doing well of appearing calm enough on the outside, his expression coming as close to collected as he could manage--even if that wasn't quite the case internally.
We've both prepared for this. Argamath's tone was soft, soothing--he knew Ka'ia's nerves, even under the confident facade his rider wore. Kuroth told me what to expect. We'll be fine.
We have to be.

They were off. Ka'ia was at least proud of the fact that his stomach didn't lurch as they rose into the air on Z'von's signal--Argamath gave him a reassuring nudge, and he prepared their bag of firestone for the inevitable.
It didn't take long. Their first flame was bright and accurate, and for a moment, Ka'ia even allowed himself to feel a little pride as Argamath took such joy in doing what he was bred for--their celebration was a bit short-lived, however, as his Bronze bit his tongue on the next chunk of firestone. He hissed his displeasure as he twisted through the air, getting into position--only to swerve out of the way as the formation shifted around them, a little faster than they'd expected. Ka'ia himself had started things off with an unpleasant twinge in his arm, and he cursed under his breath at their current luck.
We will be fine. Argamath repeated, torching another strand of thread out of the sky. We simply need to focus.  

Zaikt
Crew

Otherworldly Plague

20,675 Points
  • Blazing Power of Friendship Wave 200
  • Galactic Domination 200
  • That One Hero 500
Uta rolled 1 20-sided dice: 12 Total: 12 (1-20)

Uta
Captain

Shy Mage

PostPosted: Sat Nov 14, 2020 7:25 pm
Weyrling's Wing
Weyrling Ch'el of blue Vardoth
HP: 18
Status Effect:
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


This was their moment, and Ch'el was both proud, excited, and terrified. Not so much over the thought of injury, or pain... but because he felt he owed it to Vardoth to prove that he wasn't a mistake. Perhaps it was a feeling of imposter syndrome, or just internal insecurty, but Ch'el still couldn't believe he was a rider for High Reaches Weyr. There would be no mines waiting for him; the most h had to see of Nabol was various assignments or sweeps over the territory. He was, and would forever be, free--and it was all thanks to his beautiful blue and best boy.

They had just begun and already a call for firestone came up. Of all the weyrlings to be called, he was instructed to take Wingleader Z'tir of Burning Aces. Vardoth was more than certain that they were ready--and as the blue dragon made his way to the higher altitudes, Ch'el even began to believe.

We'll be fine. I believe in you. Vardoth encouraged, sweeping away any and all of his rider's doubt.

So when his throw absolutely, completely, and utterly, missed Ch'el thought Vardoth might pop Between from humiliation alone. He could hardly look the Wingleader in the eye, but thankfully, his next throw ran true. Vardoth rumbled cheerfully to Siloth before the young pair flew back to their position in the weyrling wing.

That couldn't have gone any worse... If he ever thought he'd be placed in Burning Aces, Ch'elk new he had single-handidly blown it.

Vardoth was less distressed, and simply sent him nothing but waves of love.
 
Uta rolled 1 100-sided dice: 55 Total: 55 (1-100)
PostPosted: Sat Nov 14, 2020 7:29 pm
(Ch'el and Vardoth's D100 Firestone run... no pressure )  

Uta
Captain

Shy Mage

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

demon_pachabel
Crew

Beloved Werewolf

PostPosted: Sat Nov 14, 2020 7:29 pm
Weyrling's Wing
Weyrling D'rok of Bronze Khazariath
HP: 24/28
Status Effect: -- ; 1 Save Held - using 1 for Ka'ia
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Round 1:
Day 1: 2/3

Quote:
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

Thankfully, throughout, you do manage to see some thread coming right at a fellow weyrling. You call out to them and save the day! My oh my, how impressive you are! Save Quote a wingmate and nullify any damage they're to take!


They'd been told there would be a lot of ash, cinder, fire, and bodies - but it was hard to really get a grasp on that until you were in the thick of it. I'll take ash over Thread or Fire - it didn't get anywhere bad, right? D'rok checked, feeling the minor flinch of pain from his dragon. It was to be expected. They couldn't really be prepared for pain in a physical way.

He didn't want to entertain what it would entail if they could have.

Ash is ash - we keep our eyes open and we watch.

Watching is how they kept themselves and theirs safe - something Khazariath was keen to do, especially this early in the battle. Mikkeluth seemed to be either having a great time or floundering...and it would be Argamath who felt it if he didn't fix it now. Mikkeluth, from where Khazariath was, he could see where his blue brother was meant to be and he sent along the position. Argamath, a quick vision of the thread clump in swerving distance, a gentle push to not move in that direction for the sake of his hide.

faesinger

Zaikt
 
faesinger rolled 1 20-sided dice: 8 Total: 8 (1-20)
PostPosted: Sat Nov 14, 2020 7:29 pm
Weyrling's Wing
Weyrling Ar’twa of Blue Mikkeluth
HP: 18
Status Effect:
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0


Quote:
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


Oh boy oh boy! This was the day! Both Ar’twa and Mikkeluth were super stoked to be here finally. Neither were that worried about getting hurt too badly. They knew there was the possibility but still, the likelihood was low. Right? The excitement was causing the small amount of good judgement that they had acquired in training to go out the window.

Up in the air they found it harder than usual to get the job done. Going between seemed to take more effort than it was in drills and just finding the whole thing to be not what was expected. The pair were all turned around and found themselves completely out of formation. Ar'twa wasn't sure how it happened but boy were they in the wrong space. He watched is surprised horror as one of his wingmates had to make a dodge to avoid running into them. Oh no, oh no.

Zaikt
they are sorry!!!

demon_pachabel
Thank you for the save!
 

faesinger

Predestined Cultist

Zaikt rolled 1 20-sided dice: 6 Total: 6 (1-20)

Zaikt
Crew

Otherworldly Plague

20,675 Points
  • Blazing Power of Friendship Wave 200
  • Galactic Domination 200
  • That One Hero 500
PostPosted: Sat Nov 14, 2020 7:38 pm
Weyrling's Wing
Weyrling Ka'ia of Bronze Argamath
HP: 28/28
Status Effect: --
XP:
Target Accuracy: 0
Flame Length: 0
General Stamina: 0
General Agility: 0
Between Accuracy: 0
Pain Resilience: 0
Instinct: 0
Luck: 0
[self-sacrifice save available!]


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 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.


It's--incredible, really. He'd been so scared of this, albeit for very valid reasons, but now that they were actually doing it, Ka'ia was--ready. Argamath's hide caught the light of his own flame with every burst, sending him glittering like a new sun. There was something breathtaking about it, and the more they worked, the more they realized how in-sync they were. Every twist and spin was planned and coordinated, and Argamath's keen eye ensured they were staying out of any rapidly-advancing troubles. In the end, however, it was Khazariath that caught the danger first--he'd swerved to avoid Mikkeluth, but his fellow Bronze had spotted the strand of thread twirling through the air just out of his vision. Abruptly, Argamath realized that he'd have flown right into it, had it not been for his brother's warning.

For one moment, Ka'ia was held upside-down as Argamath wheeled out of the way, and his eyes turned downwards toward Pern below him. It hit him, then, what he was doing; this was what he was protecting, up here in the skies with the rest of his class. It wasn't quite the majestic view that the threadfighters in the highest altitude might have had, but to a young man who had spent so much time groundbound, it left him awestruck.
It had felt like forever, but Argamath leveled out, a little slower than some of his more agile chromatic siblings. Ka'ia shifted, getting back into proper position--it was second nature by now after all that training, and he knew where he needed to be.

Thank you. Argamath reached out to Khazariath, his mindvoice showing no signs of the alarm that still radiated through him at cutting it so closely. You are a credit to our class, Khazariath.
Mikkeluth, however--hmm. He shot the Blue a glare, huffing as he readied himself for another gout of flame.

faesinger

demon_pachabel
 
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[IC RP] High Reaches Weyr

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