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A Dragonriders of Pern B/C RP 

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

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Masterharper
Vice Captain

PostPosted: Thu Jul 27, 2017 8:38 pm
High Reaches Weyr Threadfall!
Thread will fall north of High Reaches Weyr, pass close to High Reaches Hold, over Balen Hold, and end over the water.

Location: Northern Continent
Weyr High Reaches Weyr
Flight Type: Solo -- High Reaches Weyr Only
Time: 4 hour Fall
Rotations: All greens & blues will switch with their backups at 1300 or as needed. Whites will rotate every hour or as needed.

Wings will rotate altitudes every hour, and will rotate "down". So Low Altitude riders will switch up with the High Altitude riders, to do some near constant flaming of thread. Mid Altitude riders will switch with the Low Altitude riders, to replenish their stone, feed their dragon more stone, and have less Thread to worry about, but more gusts, and loose strands/patches. High Altitude riders will move to the Mid Altitudes, which requires more technique, but less constant flaming.. Current altitude assignments are as follows and will switch every hour meaning each Wing will fight every altitude level once, and one altitude level twice.

High Altitude: Trespassers, Hurricane Wing, Aquila
Mid Altitude: Harbingers, Tsunami, Wing, Scorpius
Low Altitude: Burning Aces, Tornado Wing, Ophiuchus

Faranth's Furies, Wildfire, & Corona Wings Be prepared for heavier Thread. Given the wind, it's likely more will slip through or be blown around. Also, queens, be prepared for some mid-air rescues. Injuries, particularly to dragons wings and strained muscles, are forecast to be high.

Note: The Queen's Wing comes together as one large Wing for Threadfall. It is lead by Zheria & Eveleth or Olliah & Fianth, or on rare occasions, one of the other assigned gold Wingleaders depending on rotation.

Today Zheria & Eveleth will be Wingleader, with Olliah & Fianth and Dagmar & Braith as Wingseconds

Threadfall Begins: Late Morning -- 1100
Threadfall Ends: Mid-Afternoon -- 1500

If you're in need of replenished firestone, the Ashlings are prepared to get it to you!

Holds & Territories Effected: High Reaches Hold (in-direct), River Bend Hold (indirect), Balen Hold (direct)

Weather Forecast: Winds will be coming from the north, but will change to west or west-southwest as they carry on the fight. Stronger thermals threaten to kick up instability as the afternoon wears on. Wind shear will be strong, which means more gusts have the potential to blow dragons of all sizes astray, as well as clumps of thread. Some of these gusts are forecast to be quite strong.

Fall Type: Projected to fall in clumps, as opposed to individual strands or sheets. This will allow room to maneuver dragons, but beware the gusts of wind.

Fall Difficulty: Moderate to High. Fly with extreme caution.

Weyrleader's Comments: "Prepare yourselves, riders! The wind is going to work against you this this time, with a surface low coming down from the Northern Wastelands. The winds are going to change direction as we fight, and it's going to get ugly. Thread's likely going to be blown in every direction" D'mon stared at the riders before him, brows furrowed as he looked over their faces. He needed them to know just how severe this Threadfall was likely going to be. "Don't forget to listen to your dragons! Do not push them! They are going to be fighting the wind as much as they are going to fight Thread. If they say they tire, inform your Wingleader for further direction. Don't try to push them for pride's sake, and don't take your injuries lightly. Do NOT be afraid to communicate!" If there was one thing he wanted to stress it was a need for the wingriders to communicate with their superiors. That said, it wasn't just the wingriders who needed to speak.
There were other groups who also had their responsibility. "Wingleaders, listen to your riders! The queens wing is fine for those who need a temporary break, or to check on straps, harnesses, scoring; don't be ashamed to send them back to the Weyr for a look over if there's a concern. I'll not risk anyone's lives today. Riders are going to get hurt -- expect heavy scoring. Watchriders and sweep riders sent out last night and this morning report strong winds that aren't letting up. First Wave whites, green, blues-- You're to switch out with the second wave on standby at 1300. Once relieved, rest, relax, cleanup as needed. Whites, you know your dragons capabilities. Fight with the Queen's Wing until your Wing arrives at Low-Altitude -- and if that's too much, say so!

"Don't push your dragon out of pride, people. This isn't a game. Wingleaders, we do have a third group of riders available on standby from Zeta Flight. You know who they are. If you need additional coverage, don't be afraid to call on them."

He paused, once more look at the assembled riders. For some of them, it might be their last moments of life. D'mon had a bad feeling about this Threadfall, and he could only hope he was wrong. ""Riders, once again, do not hesitate to go back to the Weyr if badly scored. I repeat. Do NOT hesitate to return to the Weyr! If your dragon is hurting, if you are hurting, go back and get it looked at. Thread can burrow quickly, and if it gets deep enough, or is somehow protected from the cold of Between, you and yours could be in for a fatal surprise. Don't risk it. You know your dragon best. If something isn't right, get out of there, and check it out. We've another forty-eight Turns left to fight this menace... Let's make sure you all get through today with your life." While D'mon preferred to get through Falls with minimal scoring, he knew damn well that wasn't a likely scenario this time. He always had high expectations of how the wings fought, but he wasn't a fool. If he let them know what was coming, perhaps they would all be a little bit better prepared.

"Do what you can today, folks. Remember, we've got the right people, in the right places, with the right skills. You're not fighting this alone -- you've got all of the Weyrs resources ready for you. Look out for your wingmates, and lean on your Wingleaders. You're the best trained Threadfighters on Pern, and don't you forget it! This Fall's not taking us down or out -- not today. I expect to see every single one of you at tonight's meal. Now get out there, get to your dragons ready, and let's give the people of Pern another tomorrow. Dismissed!"

- - - - - - -

Uta & Cherie Will Announce When Fall Begins!


For now, feel free to RP your characters preparing to launch, making last minute checks, and feeding their dragons firestone. Kiss your loved ones goodbye, cause it's gonna be real.

Also, white, blue, and green riders, decide now which ones will be First Wave and which ones will be Second Wave. First Wave will start off the first two Rounds, Second Wave will cover the Third and Fourth hours.

This goes for the weyrlings too!
 
PostPosted: Tue Aug 01, 2017 6:08 pm
This Threadfall is entirely PC. This means every post you roll you must fill in with some sort of IC response to what's going on around you. The rolling is meant to simulate the unexpected during Threadfall -- nobody can foresee how Thread will fall, how the wind will blow, and how dragons around you respond to the high stress environment.

Please keep in mind we may not run future Threadfalls in this fashion, and things might change. We're just trying some stuff out to inspire drama and fun!

Rounds: Each Round is 2 Days. Masterharper or Fated Fable will announce when one Round Ends and the new Round Begins!

Roll Limits: Each player may roll up to 5 times a day per dragon. (So 10 rolls per Round.) You must post a response to the prompt before you roll again. You also cannot roll multiple dice -- one dice, per dragon, per post.

If you do not want to risk your dragon, do not roll, and simply write IC responses. Writing IC replies or non-roll threadfighting answers does not count towards your allotted daily rolling. You can free-form write replies as needed.

If you roll you MUST take the damage/XP/follow the prompt. The only exception is if it's a death roll. If you roll something that leads to death, you may opt to take damage instead.

How to Play
  • Decide which dragonriders you want to focus on. You do not need to roll for them all, though you can if you want! There will be many Threadfall games to come!

  • Weyrlings must be at least 10 months old to participate in fighting Thread/Ferrying firestone. We will let you guys know if weyrlings can (or cannot) participate! If they can't fight Thread they can just help bag Firestone or be assigned whatever chores/duties the Weyrlingmaster sees fit.

    Tarot Clutch / Ashling Wing CAN fight Thread!
    Tea Clutch / Rainstorm Wing CAN'T fight Thread!

  • If you have a PC rider/dragon who is beginning the game injured or recuperating from something, they can opt to fly in the Queen's Wing instead of their fighting Wing. (Assume there is clearance from their Wingleader to do this.) Note that this is where they will roll the ENTIRETY of the game.

  • White, green, and blue dragons will fly on rotation. This means you must declare at the game start whether they are First Wave or Second Wave. First Wave flies the first 2 Rounds then returns to the Weyr. Second Wave flies the last 2 Rounds. First and Second waves rotate back and forth every two hours as needed until Threadfall finishes in the case of an 8 Hour Threadfall.

  • White dragons will fly ONLY in the Queen's Wing or Low Altitude Wing. No exceptions! They will fly in the Queen's Wing until their usual assigned Wing is tapped to fly Low-Altitude, then they will join them! In some cases, they might wind up only flying in the Queen's Wing!

  • If you decide to roll from the appropriate grid, you must declare who you are rolling for in each post. No rolling and then deciding on the character.

  • Death Rolls: If you roll a death prompt, you can take damage instead.

  • You may choose not to roll and free-style RP Threadfall, but you will not earn any XP or benefits. Any previous Status Effects will remain in place though. (So if you have a Fatigue Effect for 3 turns, consider those ROLLED turns. If you quit rolling after 2 turns of Fatigue, you will still suffer from it until you roll a third time, the game ends, or someone saves you from the effect. These effects WILL follow you into new Rounds.

  • Players may roll up to 5 times a day, per dragon. Please do not roll for ALL your dragons in one post. Keep it one post per dragon since rolls can effect damage.

  • Any saves you make must effect your riders assigned Wing, only! You won't know what's going on in flights above or below you, so be sure to look for fellows in your own wing if you roll a save or some sort of boon!

  • Bring characters in and out as inspired. Just because you start with one doesn't mean you have to keep playing that dragon. You can come back to them later, or bring in another character to develop.

  • Masterharper or Fated Fable will announce when a Round Ends and when a new Round Begins! They will also let you know which grids your riders will use! Remember, those grids change each round!

  • This is kind of the honor system. A lot will be going on so we ask you don't delete your posts or declare one dragon and then change it to another. Especially as wingmates will be looking out to aid you if you do roll damage! You also don't have to follow the prompt 100%. Any damage, XP gain, or effects will happen, but it's meant more to springboard what's happening up there. i.e. if the prompt has a dragon taking Thread to the face, it could be the rider, or their leg, or wing instead.

    Some Rules & Things to Keep In Mind
    • Please keep things IC!

    • This is for Thread over High Reaches Territory. Only High Reaches Weyr riders can participate! Those from other Weyrs or unaffiliated groups do not get to fight Thread! I will run one for Western later! As of right now, Unaffiliated Riders do not get to fight Thread -- no exceptions.

    • You are allowed to make up an NPC chromatic rider to participate in Threadfall but you don't get to keep the XP. Sorry!

    • This event will run approximately 8-10 days. Masterharper will announce when the current "hour" is up. Every hour change will result in a Wing Formation change -- meaning the riders will have it "easier" or "harder" depending on where their Wing goes. Green, blue, and white riders who start out fighting Thread will need to return to the Weyr after the Second Hour is up! Green, blue, and white riders who are tapped to relieve them will start fighting Thread during hours Three and Four.

      If you play a white, green, or blue riders you must decide at the start of the game if you want them to be in the first wave or the second wave! First Wave dragons will play Round 1 and Round 2 before heading back to the Weyr. Second Wave dragons will play Round 3 and Round 4.

      If you play a white dragon they will ONLY fight in the Queen's Wing or the Low Altitude Wing. They will fight in the Queen's Wing until "their" Wing is tapped to fly Low Altitude. Once there, the white dragons will join their usual Wing and fight with them! It is possible they will only get to fly in the Queen's Wing before tapping out, depending how the shifts change.

    • You may RP characters in The Bowl, or non-dragonrider weyrfolk. You may make up NPCs to respond to other characters, such as playing a dragonhealer to help heal a hurt dragon, or a kitchen worker comforting a stunned wounded rider, or waiting on a loved one to return, etc. As Thread is not falling directly over the Weyr this time, daily Weyr activities are open.

    • Please note that the daily activities of the Weyr are different on Threadfall days. Healers and Dragonhealers of all levels are on guard both in the Bowl and in the Infirmery. Candidates are likely on hand helping in the kitchens, run water and food to workers, and helping bag firestone or roll bandages. They will NOT be asked to help heal riders or dragons or get underfoot in such a fashion, even if they are a healer! They will be well watched so they shouldn't just be standing around gaping at the wounded. There are things to be done while the riders fight and having them get in the way is borderline catastrophic.

      Tasks the Candidates might be put on duty for Threadfall Days or outside of Lectures:
      ----Helping to bag firestone (usually with the weyrlings. Please note since we have no weyrlings of appropriate age, they might work with some older riders/volunteers)

      ----Helping to roll bandages with Apprentice Healers

      ----Helping to make up beds in the Infirmery

      ----Helping to peel and wash vegetables in the Kitchens.

      ----Helping to bring supplies from the store rooms

      ----Warming vats of numbweed as needed

      ----Running dirty and stained clothes to the wash

      ----Bringing clean sheets, clothes, and blankets to various stations

      ---Refilling water tubs at healing stations

      ---Running bloodied and soiled clothing, blankets, and sheets to the laundry

      ---Helping run refill redwort and numbweed jars at various Healer Stations

    • Threadscore is nasty and very deadly. It burns, it bleeds, it eats you and your dragon very quickly. While the cold of Between can stop it, beware Thread that doesn't die. If it gets (somehow) protected from the worst of Between you will come out of there with it continuing to eat at you.

    • Threadscore isn't the only problem. Ash burns are common. Tongue wounds are common from dragons biting them while chewing stone. Pulled muscles from over exerting a dragon. Whiplash and muscle wounds from sitting improperly or having your riding strap too loose or too tight. Strap burns on your dragon from improperly fitted straps, etc.

    • You will gain XP as you roll the dice. Keep in mind this is all cumulative but will not be granted until Threadfall FINISHES. This means if you gain 30 XP points, you don't get to apply it to your character until Threadfall ends -- but you should keep track of it!

    • It is up to you to keep track of your XP and HP as the game moves. Do not cheat the system. Do not delete your rolls. You must call out a character and keep that character, regardless of the roll you receive. i.e. If I roll for C'lusi & Macuith, I cannot change it to Zheria & Eveleth because that number on their grid works better for them!

    • You must place gained XP into its allotted slot. If your slot is maxed, the XP becomes Free XP. At the END of the game, you may take your total Free XP, divide it by 2. That number (rounded down if it's not a whole number) can be then distributed to your other skills as you see fit.


General Game Summary:
Staff will write a prompt kicking off Threadfall, and all you have to do is get in there with your dragonpair(s) and fight! You can fight Thread freeform -- meaning you control everything that's going on around your fighting pair and simply write whatever you want! You don't take HP loss, you don't earn XP, and you don't get any status effects if you do it this way. It also does not count for your daily roll allotment.

If you're hoping for some XP or just want some chaos, you can roll from one of the Threadfall lists! These lists grant you scenarios that your characters interact/respond to. Some of these scenarios are good and successful; some of these scenarios are awful and will leave and your rider potentially threadscored. If you're really feeling it, there are some that will kill your rider or dragon.... If you don't wish to kill your character, you may have them simply take damage instead.

If you roll from the list, you must follow through with its prompt! There is no opting out. It's a risk, just like Threadfall is a risk. If you don't want your dragon harmed then freeform RP with them so as not to risk it.

Staff will also periodically post thread or wind scenarios for individual riders and dragons or other forms of drama through various NPCs.

HP / Health Points
To make things even more complicated, we've given Health Points to dragons. Each dragon has a base minimum depending on their color and their actual size! If a dragon loses all their HP from a roll they will fall from the sky and need to be caught by a queen and dropped off at the Weyr. At that point they are spent, exhausted, possibly badly damaged, and could even die if a player wished.

If a dragon falls from the sky, both rider and dragon are out for the rest of Threadfall.

To avoid this, a rider will need to periodically return to the Weyr to get checked out by a healer or to rest/recuperate. Once at the Weyr, you will need to make a Healers Roll. These prompts will either keep you at the Weyr for another turn, tell you what you need to do to get patched up, or have you keep rolling until you get a prompt that gives you the all clear. This can return you back to your wing with x-amount of HP re-instated.

Determining HP
Each dragon's HP is based 100% on their size. The larger the dragon, the bigger a hit they can take, is the current theory. If your dragon isn't a whole number, simply use the whole number, and disregard the rest. i.e. 31.5 = 31HP.

Weyrlings will follow this scale:
White: 10 HP
Green: 14 HP
Blue: 18 HP
Brown: 22 HP
Bronze: 28 HP
Gold: 33 HP

This is because their sizes are variable as they grow! They also are less experienced, ergo, might be a bit squishier than an older adult. OOCly it also gives you a reason to want to actually graduate! Graduation unlocks some more HP!

Health Scale
Your rider can return back to the Weyr at any time to get looked over by a Healer and possibly regain HP. If you return to the Weyr, you MUST roll a successful Healer Roll before you return, or re-gain full health!

If your health reaches 0nHP or they take a hit that puts them past 0 and no one is able to roll a save before the Round ends, they will collapse from the sky, and require a Queen to catch them. If there are no available PC Queens, feel free to simply have an NPC gold rise up to catch them! You could also claim at this point your dragon, or both dragon and rider dies, if you wish tragedy upon them. It's up to you!

Death is final. So don't choose this only to regret it later. Once you kill a rider and/or dragon, they are gone forever, so please don't do this lightly. You do not get to bring them back if you regret the loss later, nor do you get to use the dragon art for a twin or someone similar. Dead is dead, so think carefully!

USE THIS HEADER
To keep things standard, please post this Header and fill it out completely! This will make it easy for riders to know who is who!


[center][size=18][b]NAME OF WING[/b][/size]
[size=11][rider name] of [color] [dragon name]
[b]HP:[/b]
[b]Status Effect:[/b] If applicable.
[b]XP:[/b]
Target Accuracy:
Flame Length:
General Stamina:
General Agility:
Between Accuracy:
Pain Resilience:
Instinct:
Luck:
[/size][/center]
 

Masterharper
Vice Captain


Masterharper
Vice Captain

PostPosted: Wed Aug 02, 2017 8:39 am
Experience Points


I am going to play with a dragon / rider experience points! This will allow you dragonrider some serious Thread cred... and you, the player, some possible OOC rewards! This system isn't yet tested, and will probably require some tweaking and overhauling. But we're going to give this a try!

High Reaches Riders that have lived the past 2 Turns as adult riders in High Reaches Weyr get +6 Points in all skills because they have actually been training hardcore for this.

Western Weyr Riders that currently lived the past 2 Turns as adult riders in the Weyr get +4 points in all skills because they're trying, okay?

Riders that currently lived less than the past 2 turns as an adult rider in their current Weyr will begin with 2 points all skill levels.

Weyrlings that are old enough to fight Thread may begin the game with +1 points to all skills due to training.

Additionally all Riders/Dragons of any level will get +5 points to distribute where they wish, on top of their above base points, to better reflect their dragon's natural and innate skills.

Target Accuracy
How good are you at hitting a moving target? How good are you hitting a moving target while in a lot of pain and under a lot of pressure? The higher the stat, the easier time you'll have getting those hard-to-get strands of Thread!

Flame Length
Wow, man. You're hot. Flame length shows how long your dragon (or flamethrower's) average flame tends to be! Shorter flame can mean having to get closer to Thread, or missing your target, while a longer flame can get more Thread from a safer distance away. This stat can also mean how long your dragon can sustain their hotnessflame! In higher altitude wings, the longer they can go, the better.

Stamina
How easily wiped out will your dragon become? The better their stamina, the easier time they'll have keeping themselves from dragging when the going gets tough...or when they have to fight against the wind!

Agility
This is how agile your dragon happens to be on wing! The higher their agility, the easier of a time they should have dodging out of the way of Thread!

Between Accuracy
It takes a lot of mental ability to ensure your dragon doesn't get lost Between. The higher your Between Accuracy, the better you'll be at being aware of your airspace and the visuals. One stray thought can cause you to get lost Between forever....

Pain Resilience
How much of a hit can your dragon take? The higher resilience they have to pain, the longer they can stay in the fight!

Instinct
This is pure, primitive feeling. The higher your instinct, the better your dragon might be in sensing when things might go wrong, or might help them avoid a bad situation before it happens.

Luck
Luck is purely that. Luck. The higher the luck, the higher the opportunity you might make it out of a rough spot by the hair of your nose!

As you roll the RNG, certain actions might come with XP points for using skills and better learning how to fight Thread. A certain amount of points in a certain skill might also allow your dragon to save itself from a bad roll or do something epic. OOCly, players will earn achievements as their XP grows. Please note, that any XP earned during Threadfall should be logged, but will not be earned until Threadfall is over. So if you start at a certain level, you will remain at that level for the entire Fall, until the game is through. Once it is over, your earned XP can be applied for the next game!

There will be an XP cap per dragon because even the most epic and experienced of dragon will still mess up, still get hurt, and still find Thread to be a horrible, terrible thing. Even the best Threadfighter of them all can have bad luck and wind up Threadfodder, so don't get cocky.

0-25: Novice
26-50: Intermediate
51-75: Advanced
76-100: Expert

These points are per Skill, not total. So a dragon could have Intermediate Target Accuracy, Expert Pain Resilience, and be a Novice in the luck department.

If you max out a skill any additional XP gained under that skill point can be considered free XP. At the end of the game, any Free XP must automatically be halved (so divide it by 2). Use the whole number (so if it was 17.5, just use 17 XP) and feel free to distribute among the rest of your skills.


Achievements

Why do you want to track this stuff? Because there are achievements your dragon can get! And unlocking these achievements brings you IC and OOC gifts and recognition!


Bronze Star
Get 1 Skill to Intermediate.
Your Wingleader calls your rider out at a Wing Meeting as an example of a job well done. Good job!

Silver Star
Get 3 Skills to Intermediate
Your Wingleader calls your rider out for being an exemplary rider. They get an extra restday that sevenday at the Flightleader's request.

Gold Star
Get 5 Skills to Intermediate
Your Wingleaders has recognized your hard work. Your rider gets a bonus -- 5 Marks -- and three days full rest day off, like a long weekend. This is rare, but everyone needs a little time off. With how hard you've been working, your dragon and you could use some down time.

All the Stars
Get all 8 Skills to Intermediate
You're a shining example! You're going places! Your Flightleader calls you out as an exemplary rider. Furthermore, you're given an extra mark a month in your pay! OOCly you have the choice of a colorist choice green dragon! Choose a color and PM Masterharper!

Advancement Ahoy!
Get 1 Skill to Advanced
You get a firelizard! Choose a green or blue and PM Masterharper! Woohoo!

Advance, Advance, Advance!
Get 3 Skills to Advanced
You get a colorist choice firelizard! Pick a green, blue, or brown firelizard color and PM Masterharper! You're a rock star! Your Flightleader calls you out on your exemplary level skill. You're given the choice of an extra 3 days off sometime during the Turn, provided your Wingleader approves it.

Advancing like a Maniac!
Get 5 Skills to Advanced
You get a colorist choice green or blue dragon! PM Masterharper! Once again, your rider is recognized by the Weyrleaders. Good job! You are truly an asset to the Weyr.

To Advancement and Beyond!
Get all 8 Skills to Advanced
You get a colorist choice green, blue, or brown dragon! PM Masterharper for your prize!

I'm An Expert!
Get 1 Skill to Expert
You get a colorist choice green through bronze firelizard! Pm Masterharper for your prize! Your achievements are well known. You're now considered an expert Threadfighter.

Just Call Me Butter Cause I'm on a Roll!
Get 3 Skills to Expert
You get a colorist choice firelizard, green through gold! Make your choice and PM Masterharper for your prize! Don't think the Weyrleadership hasn't noticed. You get a 5 mark raise to your monthly pay and a sevenday rest to use sometime during the next Turn.

This Rider's On Fiiiiire!
Get 5 Skills to Expert
Your reputation precedes you. You are a damn fine rider. Be proud in your achievements! You get a semi-custom chromatic dragon! PM Masterharper for your prize!

King of the Weyr
Get all 8 Skills to Expert
You are considered one of the best Threadfighters on Pern. Good job! Now take your pick of a semi-custom chromatic through bronze dragon! PM Masterharper for your prize!

Death Greets You
Kill 1 PC dragon in Threadfall
Limited -- may only use once per player, regardless of how many dergs you kill or which Weyr!
By killing off a dragon in Threadfall, you may get a semi-custom adult dragon green through bronze for making the ultimate sacrifice. PM Masterharper if you would like to use this for a PC's death. You only get to use this achievement once per player, so use it wisely!

At this point your dragon is maxed out. Better start working on another dragon's stats. <3
 
PostPosted: Thu Aug 10, 2017 2:58 pm
Low Altitude Wing

The Low Altitude Wing might be considered the easiest altitude to fight in, but it is by no means safe. The gusts are at their strongest at this level, which means both dragons and thread are kicked around. Thread can be variable in heaviness -- it might be thick if there are problems going on in the wings above; it might fall in small, delicate strands that are easy to miss or over-look . . .and all it takes is one strand to do permanent or fatal damage. This Wing requires a lot more chasing and moving out of formation to catch Thread. It is also often the time wen riders restock on firestone, replenish their dragon, check on wounds and gear, and prepare for moving up o the high altitude, which is where they'll go next.




  1. Ouch! Feeding your dragon some firestone has resulted in them biting their tongue! This is going to distract your dragon for the next three rolls. Their flaming aim will go down, and they might be slower to dodge out of Thread's way. [Tongue Bitten Effect! Your dragon is distracted by pain. No XP will be earned for the next 3 rolls. Any successes will be nullified. Should you roll a prompt with the possibility of damage, take the max damage allotted for your size/color automatically but it will also end the Tongue Bitten Effect immediately.]

  2. Diving after a small clump, a gust of wind suddenly pushes the Thread back into you and your dragon! Roll a D4 to see if you successfully Between (or dodge) in time!

    1. Failure! Your dragon's face or neck is hit with Thread! Moderate -5 HP

    2. You swiftly jump Between! [+1 Between Accuracy]

    3. You successfully dodge (or hop Between) but not quite fast enough. Your dragon will now sport a few light Thread burns! Moderate Damage -3 HP

    4. Whoops! Failure! Your dragon's neck is hit with Thread, and the thread also wraps around your rider's leg! Heavy Damage -8 HP]

    [If your dragon is suffering the Tongue Bitten effect, consider this an automatic 4 and take damage. -8 HP]

  3. Your dragon hits a sudden thermal of air, threatening to push them up unexpectedly, and to miss their target! If a bronze or brown, thankfully, your dragon is able to fight the current of air, and keep their position steady. [+1 Stamina] If a green or blue, you're thrown completely off course, and your wing hits a tangle of thread. [Minor Damage -3 HP ]

  4. You're low on firestone! If you've already replenished recently (within the last 5 posts) you may choose to skip this roll and just do a general post for no XP. OR you can keep it and blame it on a faulty bag, or some other excuse for being without stone. Call for one of the weyrlings to send you another sack of stone! [Flag down a weyrling! Post this code in your next post and see if a weyrling can get to you!

    [size=28][b][color=purple]I Need Some Firestone![/color][/b][/size]


    A weyrling can quote you and roll from the Weyrling Table to see what happens! If there are no PC weyrlings, feel free to play a semi-retired rider helping out and play out the scene or ping staff for an NPC assist!

  5. A small clump of Thread has fallen through! You successfully flame it down. [+1 Target Accuracy]

  6. A strong gust of wind suddenly pushes you off course and right into a sliver of Thread! If you're a bronze or brown, you or your dragon take a scathing hit, unable to get out of the way. [Minor Damage -3 HP] If you're a blue or green, you wind up twisting easily out of the way, flaming it down successfully! [+1 Stamina]

  7. Oh no, look out! A small clump of thread broke through the ranks, and has managed to hit your and your dragon. It is an ugly tangle, and though you blink between, it's going to hurt! [Moderate Damage -5 HP. You are now flying with a Painful status effect. This will negate your next immediate rolls XP and double damage if the roll includes set damage (or has you roll for damage).

  8. Your dragon dives for a strand of thread that has fallen through the upper wings. Right before they belch forth their flame, they suddenly jerk hard to the right, almost in a roll, and quite unexpectedly. Sure enough, a gust of wind would have whipped the thread back in their face! Instead, the strand whips by, and your dragon is able to successfully flame it. [+1 Instinct]

  9. Your dragon notices a sudden writhing stream of silver thread out of the corner of his or her eye. If a white, green, or blue, with surprising grace, they turn on a wingtip and manage to flame it to ash. You successfully flame it down. [+2 Target Accuracy] If a brown or bronze, you find yourself unable to dodge, and take a hit! [Minor Damage if Bronze - 1 HP // Moderate Damage if Brown - 3 HP]

  10. Are you feeling lucky? Well you should! Free reply! Respond to this post with any action pertaining to Threadfall, and gain a little luck. [+1 Luck]

  11. You check in on your dragon to ensure they're doing all right. Thankfully, your dragon responds that they're feeling fine. All that training and practicing is coming full circle, as your dragon isn't feeling particularly fatigued. If they are suffering from a Fatigue Effect, they get a burst of renewed energy and the status is removed. [+1 Stamina] If your dragon isn't suffering, you are allowed to quote a fellow wingmate (must be in your same wing) who is suffering the effect! Your dragon trumpets at them encouragingly, making them feel better, and giving them a renewed burst of energy and effort. Remove Fatigue Effect from one wingmate!

  12. By Faranth! You and your dragon pull off a pretty awesome move to catch some Thread that's fallen through. You're able to save one of your Wingmates! Quote one of your Wingmates who took damage this Round! This will remove damage and any possible negative effect from that roll!

  13. Trying valiantly to catch some thread, your dragon flames a bit sooner than you would have preferred. Surprisingly enough, the flame is long, hot, and sustained longer than usual. Your dragon manages to flame the clump and return to their position in their wing. [+1 Flame Length]

  14. Your dragon is starting to feel tired. This particular fight is wearing them down. A strong gust of winds tries to throw them out of their position. Roll a D4 to see what happens!

    1. Your dragon successfully recovers, and keeps in formation. [+1 Stamina]

    2. Your dragon begins to be blown out of position, but fights it by giving a few powerful flaps of their wings. There. No one noticed anything out of place.

    3. Your dragon is blown out of formation. They struggle and flap against the wind, and only are able to recover when the wind dies down, feeling more exhausted than before. Worse, you think they may have pulled a muscles in their wing arm! Best watch it. [Light Damage -1 HP ]

    4. Whoops! Your dragon is blown completely out of formation, and is too tired to stop it. Fellow wingriders notice, and trumpet warning, though it's unclear if your Wingleader has noticed or not. Either way, your dragon is just spent. Fatigue Effect For the next 3 rolled turns your dragon will suffer from Fatigue Effect. Any XP earned during those turns is negated. On the plus side, any negative status effect (i.e. additional Fatigue Effect or Bitten Tongue) is also negated, since your dragon is too tired to care. The only exception is if you get a status that cures Fatigue or your Wingleader/Wingsecond rolls a status cancelling roll.)

  15. Your dragon flames a small strand of thread, but unfortunately, a gust of wind blows the ash back into you. Your dragon hisses in pain, and if your face isn't protected, you might get a burn yourself! Thankfully, the burn isn't severe, and your dragon at least can carry on. [+1 Pain Resilience // -2 HP]

  16. You appear from Between only to find yourself in the perfect spot to catch a sliver of Thread. You successfully flame it down easily. [+1 Target Accuracy]

  17. Your dragon is effortlessly flaming Thread. Honestly, they almost seem to make it look easy. Both you and your dragon start to feel more confident, and even start to get a bit cocky. Low Altitude Wing was always the easiest wing to fly. Unfortunately for you.... Roll a D4!

    1. A guest of wind sends you out of formation, and you know your Wingleader (or their Seconds) just saw.

    2. You successfully flame another clump, but accidentally fly into the ash cloud, leaving you with some ash burns [Minor Damage -2 HP ]

    3. Find a tangle of thread hitting you from behind! Quick, hop Between so it doesn't do more damage than it already has! [Moderate Damage -5 HP]

    4. Appear from Between directly into a clump of Thread. There is no avoiding the tangles, and you and your dragon are scored in multiple areas. [Major Damage -8 HP!]

  18. Your dragon spots a few clumps of thread being blown about in front of them. If white, green, or blue, they manage to catch a pocket of air and surge forward, flaming down two of the three clumps, before dropping hard and getting the third. No thread's slipping through on your watch! [+3 Target Accuracy!] If brown or bronze, they don't need as much speed, and instead belch a long flame, catching all three with ease. +1 Target Accuracy, +2 Flame Length!]

  19. You're low on firestone! If you've already replenished recently (within the last 5 posts) you may you may choose to skip this roll and just do a general post for no XP. OR you can keep it and blame it on a faulty bag, or some other excuse for being without stone. Call for one of the weyrlings to send you another sack of stone! [Flag down a weyrling! Post this code in your next post and see if a weyrling can get to you!

    [size=28][b][color=purple]I Need Some Firestone![/color][/b][/size]


    A weyrling can quote you and roll from the Weyrling Table to see what happens! If there are no PC weyrlings, feel free to play a semi-retired rider helping out and play out the scene or ping staff for an NPC assist!

  20. Something doesn't feel right. You wind up glancing over your shoulder just in time to see a small, silver strand drifting dangerously close to your dragon. Thankfully, your dragon shares your thoughts, and is able to blink Between and higher above their position, missing the strand, and saving yourself from a score. [+1 Instinct]

 

Masterharper
Vice Captain


Masterharper
Vice Captain

PostPosted: Wed Feb 07, 2018 3:46 pm
Mid Altitude Wing

This is perhaps the most challenging wing when it comes to technique and thread fighting tactics. Thread is still quite heavy, but there are now gaps meaning the dragons will have to wheel and dive to catch the clumps. The wind isn't as constant as the High Altitude Wng, but also prone to gusts, which will blow the thread into dragons and riders. Those in this wing have to constantly change their technique to account for variable wind strength and thread count.

Roll a D20



  1. A larger clump of Thread falls down hard and fast. Thankfully, your dragon is on top of it, and manages to hit the target with a large belch of flame just as it passes. [+1 Target Accuracy]

  2. As you're flaming down some Thread, a gust of wind suddenly pushes the remaining cloud back at you and your dragon. You've no choice but to blink Between to avoid it, and appear higher up, missing the clump. The rest of the thread falls down towards the lower altitude. [+1 Between Accuracy]

  3. Flaming down Thread, you find yourself getting blown right into the cloud of ash! It stings and burns, but you're pretty sure no Thread was alive in the cloud. [If a green, or blue take Moderate Damage -5HP but gain +2 Pain Resistance.] [If a brown or bronze, take Minor Damage -2 Damage but gain +1 Pain Resistance.]

  4. You're so focused on flaming Thread that you miss a clump of thread blows up on the wind -- beneath you! If a greeen, or blue, you manage to jump Between ahead of it. Thankfully, your smaller size means you're able to avoid getting harmed! [+1 Between Accuracy] If a brown or bronze, your heavier size does cause your tail to get caught! [+1 Between Accuracy & Minor Damage - 2 HP!]

  5. Wheeling, flaming, catching thermals, fighting wind.... Threadfall is nothing if not exhausting. Greens, and blues find themselves panting with exhaustion. This is more tiring than they thought. Trying to come up from a dive, they struggle on wing and wind up getting blown right into some thread. Ouch! [+1 Stamina, Moderate Damage -4 HP ] Browns and bronzes aren't having quite as bad a time, their stamina having always been programmed to be a bit more hearty. [+3 Stamina]

  6. The wind is getting pretty bad. You struggle through, but wind up having to be extra alert for the windblown Thread! This is not a good situation to be in! [Geens, and blues wind up easily avoiding the blown Thread, their smaller sizes a great advantage. [+3 Agility!] [Browns and bronzes aren't quite as lucky. They maneuver as they can, but still wind up scored. Minor Damage -2 HP

  7. You notice that one of your wingmates is in trouble. Look out! Your dragon screams warning, and you watch as they successfully dodge catastrophe. Quote a Wingmate who took damage to Nullify Damage for that post! The quoted wingmate can remove that damage, unless they have already returned to the Weyr for healing or are already playing out a KO'd scenario.

  8. As you're flying, the wind picks up again, trying to knock you out of formaiton! If less than 22 feet, you get blown out of formation, but are agile enough to avoid getting hit with Thread. Hurry now -- better make it back before your Wingleader scolds you! If 23' to 35', you're able to fight it, but wind up pulling a wing muscle. Whoops. Maybe you over-compensated. -4 HP If 36'-46', you're able to fight the wind with relative ease. Unfortunately, the nearby Threadfall gets blown into your side and haunches -- and you were too big to move out of the way. Ouch, does that not burn!? Moderate Damage -8 HP

  9. As you're fighting Thread, you see your nearby wingmate in danger. You immediately blink between, falling out of formation, but hoping to save them! Roll a D4.

    1. If green, you appear close to the target, but are pushed into the clump of Thread by a strong gust of wind! [Moderate Damage -4 HP] If any other color, you successfully catch the clump! [+1 Between Accuracy]

    2. Regardless of color, you appear close by, and flame the clump of thread successfully! [+1 Between Accuracy]

    3. You overshoot, and listen to your wingmates scream in pain as they're caught by thread, distracted from their fight by your sudden presence. Oh no! [Take 3 turns of Guilt! Any Damage rolled takes an additional -2 HP. Any successful bonuses by other players don't affect your character. You just don't deserve it.]

    4. You actually find yourself Betweening INTO the clump of Thread. Oh fardles! [Major Damage -10 HP]

  10. A patch falls down ahead. You dive down, flaming as you go, and both rider and dragon are pleased to watch it turn into harmless ash. This is how it gets done!

  11. The wind is rough, but you and your dragon are managing. You get a breather as your dragon flies into a small break of Threadfall. The upper altitudes must be doing a good job sweeping up!

  12. This is bad. Very bad. One of your wingmates appears out of Between flaming, but instead of catching a nearby target, they catch you instead. Your dragon roars in pain, blinking hastily Between! Just how bad is the damage? Roll a D4!

    1. It's bad. Very bad. In fact, coming back into the fray, your realize your dragon slips unconscious from the pain and falls from place! Post this to ensure a queen catches you!
    [size=28][b][color=red]A Queen Is Needed! Help Catch Me![/color][/b][/size]


    If there are no active Queen Rider's able to make a saving roll, or you simply don't want to RP it out, feel free NOT to post the above prompt. Instead, simply say one of the NPC queens catches you, and is able to drop you and your dragon off successfully at the Weyr for Healing. This is an automatic KO. Your dragon is going to need some major healing. They will not return to the fight. This roll can also be a death roll if you wish it, with neither rider or dragon coming out of Between or the dragon perishing later.

    2. The burn is painful, but you think you'll be okay! Moderate Damage -7 HP. They also now suffer a Painful status for the next 2 turns. This will negate any gained XP, and cause double damage if the prompt includes damage (or has you roll for damage).

    3. If you're a green, or blue, you hastily weave out of the way. Your wingtips are a little singed, but you make it out without issue! Thank goodness you're so agile! If you're a brown or bronze, take Moderate Damage -4 HP.. A little crispy, but you can carry on the fight.

    4. With some fancy wing maneuvering, and a quick roll, you manage to get out of the way successfully! You're not happy about the close call, but at least you and your dragon can carry on!

  13. Ouch! Feeding your dragon some firestone has resulted in them biting their tongue! This is going to distract your dragon for the next three rolls. Their flaming aim will go down, and they might be slower to dodge out of Thread's way. [Tongue Bitten Effect! Your dragon is distracted by pain. No XP will be earned for the next 3 rolls. Any successes will be nullified. Should you roll a prompt with the possibility of damage, take the max damage allotted for your size/color automatically but it will also end the Tongue Bitten Effect immediately.]

  14. You notice one of your wingriders is in need! Three clumps of thread are heading straight for them, while they are flaming down another impressive sheet. Ah, but your dragon is clever, and quick, and manages to flame all three down with short spits of fire. If a green, or blue rider, the thread turns to harmless ash, and both of you can continue on your way. [+3 Target Accuracy] If a brown, or bronze, you can't quite get over there in time. You call out to warn them, and manage to at least catch one clump while your wingmates blink Between. [+1 Target Accuracy]

  15. The greens, and blues don't seem to be having trouble sweeping up thread. Yeehaw! This isn't so bad! [+3 Agility] Browns and bronzes, you're struggling just a bit more getting around all the blowing clumps and individual strands. Still, it's good practice! [+1 Agility]

  16. The wind is fierce and fighting you. Greens, and blues will struggle against it, trying valiantly to keep in formation! [+1 Stamina] Browns and Bronzes can feel the strain, but it's nothing they can't seem to handle. [+3 Stamina]

  17. Are you feeling lucky? Well you should! Free reply! Respond to this post with any action pertaining to Threadfall, and gain a little luck. [+1 Luck]

  18. Thread falls, and a sneaky strand winds up chewing on your wingsail. You pop Between to ease the pain, and come out flaming. It hurts, but it's small tubers compared to what it could have been! +1 Pain Resilience]

  19. Your dragon has a moment of true inspiration, and sends out encouragement to his or her wingmates. Encouragement Boon! Quote one of your wingmates and remove one status effect

  20. You appear from Between and find the space you were hoping would be clear now has a large sheet of Thread being guested towards it. You've only a moment to decide where to go, and both you and your dragon pick a spot and hop Between in an attempt to avoid Thread. Roll a D4 and take whatever damage or XP you're given!

    1: You critically fail! You either appear between directly in the clump of Thread and take Major Damage for -8 HP =or= you could wind up getting lost Between, and die, having not properly visualized where to jump. Death -- optional.

    2: You appear close to the clump. Your dragons wings are grazed, but another quick hop and you're fully clear of the danger. [Minor Damage -1 HP.

    3: You're fully clear of the danger! Phew! That was close! +1 Extra Between Accuracy[/color

    4: You not only manage to blink out of danger, but you blink back again, flame half of the clump, and blink away again only to appear a safe distance away. It's an impressive display of thread fighting power! Good job! Word will be going around the lower caverns tonight! +2 Extra Between Accuracy
 
PostPosted: Wed Feb 07, 2018 3:48 pm
High Altitude Wing


This is the riskiest wing position to fly. It requires almost a constant flame from dragons, along with constant strong winds that they must fight against. Thread is at the heaviest this far up, which is bad if a dragon gets scored. While it is less technically complicated -- dragons mostly pick a direction and flame-- the thread is very dense and heavy.

Roll a D20


  1. Blasted all! As you jump Between to avoid a clump of Thread, the winds change, and when you appear from the icey depths, it's right into a major sheet of Thread! Heavy Damage: -8 HP! They also now suffer a Painful status for the next 3 turns. This will negate any XP gained, and cause double damage if the prompt includes damage (or has you roll for damage).

  2. A clump of Thread falls right before you! Unfortunately, the wind pushes you and the Thread away from one another. With determination, you fight the wind, trying valiantly to get to the great enemy! You hop Between, hoping to get closer, and flame the Threads that threaten to fall through! Roll a D4 to see if you successfully Between!

    1. Failure! You Between right INTO the clump! Too close, too close!! Ouch! Damage is Moderate! -5 HP

    2. Success! You appear close to your target and are able to flame it down successfully! [+1 Between Accuracy]

    3. Light Scoring! You get too close to Thread and some of it winds up tangling up with you. Ouch! Quick, Between again! Minor Damage -3 HP

    4. Failure! You overshoot, and miss your target completely. Instead, it falls on one of your fellow wingmates, and they scream in pain as they disappear to the sanctuary of Between. [Take 3 turns of Guilt! Any Damage rolled takes an additional -5 HP. Any successful bonuses or saves by other players don't affect your character. You just don't deserve it.]

  3. As you fight against a strong gust of wind, you feel something pull! Uh-oh. There's a pain in your wing muscle that hadn't been there before. This isn't good, especially this high up! Still, your dragon fights on. If this is the third time you roll this and you haven't returned to the Weyr for attention your wings cramp up, and you find yourself going down! The wind is just too much, and the pain too great. You pushed yourself too hard, and now you're really in trouble! Post this!


    [size=28][b][color=red]A Queen Is Needed! Help Catch Me![/color][/b][/size]


    If there are no active Queen Rider's able to make a saving roll, or you simply don't want to RP it out, feel free to opt out of posting the above prompt. Instead, simply say one of the NPC queens catches you, and is able to drop you and your dragon off successfully at the Weyr for Healing. This is an automatic KO. Your dragon is going to need some major time to work out those sore muscles!. They will not return to the fight.

    If you have returned to the Weyr for healing reset the counter on those wings!

  4. Nothing to flame quite yet, which is almost a miracle in this sort of Threadfall. Still, you're able to relax a moment, look around, and take note of your airspace. All's well... for now.

  5. The air is thick with Thread. It's at its heaviest up here, and you are literally surrounded by silver tendrils. You roar defiance before spitting forth a great flame, scorching the deadly threads before you with ease. Flame Length +1

  6. As you're flying, the wind picks up again, trying to knock you out of formation!

    If less than 22 feet, you get blown out of formation, but are agile enough to avoid getting hit with Thread. Hurry now -- better make it back before your Wingleader scolds you!

    If 23' to 35', you're able to fight it, but wind up straining a muscle. Whoops. Maybe you over-compensated. -4 HP

    If 36'-46', you're able to fight the wind with relative ease. Unfortunately, the nearby Threadfall gets blown into your side and haunches -- and you were too big to move out of the way. Ouch! Moderate Damage -8 HP

  7. This is such a mess! Thread is everywhere. The High Altitude Wing is always in the thick of it, and today is no exception.

    If you are a bronze, brown, or blue 30' or larger you find yourself getting hit by the wildly blown Thread! Moderate Damage: -6 HP!

    If you are a green, or blue smaller than 30' you're easily able twist and wheel out of the way of the thick clumps. Instead, you're able to flame down a patch of Thread threatening your wingmates, and what a burst of flame it is! Quote a Wingmate who took Thread Damage and nullify it for this Round! +2 Flame Length

  8. You take a direct hit from Thread! The question is, where!? Roll a D4

    1. This tangles up on your dragon's tail and foot. You immediately blink Between, with the injury hurting your dragon, but not enough to slow you down. Light Damage - 2 HP

    2. This hits your dragon's face and eye! Your beast screeches in pain, and hops immediately back to the Weyr. Moderate Damage -5 HP It's up to you on how much face damage it does. If their eye is okay, they can return to their Wing. If there's eye damage, or possible worse damage than listed, have them land to get checked by a healer.

    3. The Threadfall hits your leg and your dragon's shoulder! It burns in deep, but your cries of pain can't be heard in the cold of Between. Moderate Damage: -6 HP

    4. Thread hits your leg and side, as well as your dragon's back and shoulders. Though you immediately jump between, some of the Thread is partially protected by your riding gear. As you return from its cold, and continue on the fight, it takes a moment to realize the wriggling Thread has eaten through your clothes, and is starting to burrow into you!!! GET BACK BETWEEN AND BACK TO THE WEYR TO BE DUNKED! Major Damage: -12 HP Your next post must be with the healers so you can get dunked into the pools, in hopes of drowning the borrowing Thread. Death is also an option.

  9. The wind is strong and trying hard to buffet you. If brown or bronze you see one of your wingmates struggling against the wind. They're getting blown out of their empty airspace, and dangerously close to a patch of Thread! You are able to twist and accurately flame down the clump they were going to fly into, saving them from Threadscore! Quote a Wingmate that took Threadfall Damage and nullify it! You saved them from the pain! +1 Flame Length

    If a green or blue you find yourself struggling against the wind. The wind is powerful this high up, and you have to struggle to keep in your airspace. Unfortunately, a strong gust blows through, and you find yourself blown right into a clump of Thread! Moderate Damage -4 HP

  10. You mange to pull off a quick save with some fancy wing-work! Instead of getting hit by some stray strands, you're able to roll out of harm's way! While you weren't able to catch it, you're certain one of your wingmates will.

  11. A clump of Thread catches you on your leg. You quickly hop Between, easing the sting of the burn. It hurts, but you're going to fight through the pain. Healers can wait. +1 Pain Resilience

  12. You try to flame down some Thread, but your flame comes up short. Whoops! Hopefully your Wingleader didn't see that. Nothing to be done about it now except eat some more firestone, and try to catch the next clump!

  13. A large swath of Thread heads your way! Roll a D4 to see what happens!

    1. Critical Failure! The wind changes, and you find yourself blown right into the sheet! You hop Between, but miss your mark, and appear directly inside the writhing mass of silver. Major Damage: -10 HP

    2. If you're a green or blue under 30', you're able to successfully twist out of the way, flaming on the way down! You roar in triumph as you turn part of the sheet into harmless ash. +1 Agility If you're a blue 30' or larger, a brown, or a bronze, you're not able to get out harm's way and take a direct hit! Moderate Damage: -7 HP

    3. You're able to Between above the sheet, but it's too far to actually flame. Your wingmates below are going to have to take care of it!

    4. If you're a green or blue under 30', you go to flame the sheet, but find yourself blown into the Thread cloud by an errant gust! Moderate Damage: -5 HP If you're a blue 30' or over, brown, or bronze, you're able to catch the sheet with a long burst of flame! +2 Flame Length

  14. The thread is thick and coming down fast. Unlike the lower wings, you don't have to chase this Thread around -- it's just about everywhere you turn! This is what your dragon was made for, this is what you, as a rider, were meant to do. Burn down those Threads so they are no longer a threat to your wingmates and the people of Pern! Your dragon flames a patch ahead of them, clearing some airspace for your wingmates below. +1 Flame Length

  15. Your dragon is blown completely out of formation, and is too tired to stop it. Fellow wingriders notice, and trumpet warning, but your dragon is just too tired to care. The wind is too much! Moderate Damage -5HP Your dragon also now suffers Fatigue Effect For the next 3 rolled turns your dragon will suffer from Fatigue Effect. Any XP earned during those turns is negated. On the plus side, any negative status effect (i.e. additional Fatigue Effect, Guilt, Bitten Tongue, etc.) is also negated, since your dragon is too tired to care. The only exception is if you get a status that cures Fatigue or your Wingleader/Wingsecond rolls a status cancelling roll.)

  16. The wind picks up, and you fight to keep in formation. Your wings strain, but you're able to keep your place! Though your muscles ache, you're not going to give up so easily. Pern depends on you! +2 Stamina

  17. As you fly, you find that you're getting into a heavier patch of Thread ahead. You've got a bad feeling about this.... You warn one of your wingmates to let a patch go! Thankfully, they listen, and sure enough, the wind changes! It would have blown the pair right into the patch. As it stands, the wind blows the Thread back, and your wingmate are able to flame it down without injury. [+2 Instinct]

  18. Are you feeling lucky? Well you should! Free reply! Respond to this post with any action pertaining to Threadfall, and gain a little luck. [+1 Luck]

  19. Ouch! You had successfully flamed Thread but the gust push the ash back into you as you fly! The hot ash cloud burns as you fly through it, but you're made of tougher stuff than that! The focus is Thread, not pain! [+2 Pain Resilience]

  20. Your dragon asks for a few more pieces of firestone to chew. Unfortunately, they wind up chomping down on their tongue instead of their stone! This is going to distract your dragon for the next two rolls. [Tongue Bitten Effect! Your dragon is distracted by pain. No XP will be earned for the next 2 rolls. Any successes will be nullified. Should you roll a prompt with the possibility of damage, take the max damage allotted for your size/color automatically but it will also end the Tongue Bitten Effect immediately.]

 

Masterharper
Vice Captain


Masterharper
Vice Captain

PostPosted: Wed Feb 07, 2018 3:49 pm
Queen's Wing


The last line of defense before Thread hits the people and land below. Thread will be more intermittent, but no less dangerous, especially with the gusty conditions. Queens will also need to help catch any dragons that fall.

Other colors assigned to this wing are often recuperating from previous injury or illness, or otherwise need to take things easy. Some pregnant riders will fly with the Queen's Wing to avoid having to jump Between, as well as riders coming back from pregnancy. Semi-retired riders, or graduated weyrlings who are too young to be tapped into a Wing will also fly with the Queen's Wing. In some cases, an errant rider and dragon will fly with the Queen's Wing as a form of punishment.

Lastly, white riders fly in the Queen's Wing when their regular Wing is stationed at a higher altitude!

Feel free to adjust these prompts to fit a non-queen dragon!

Roll a D20

  1. This clump of thread had its eye on you. It defied all the odds and made it through not one, but three wings of dragon riders actively fighting above! It's up to you to flame it! If a Queen, your dragon puts you in position, and as you go to flame it down, you find your equipment's jammed! By the time you realize what's going on, the thread is on you, your arm, your legs, your dragon's neck back, and side. It has attached, and immediately starts to feast! Major Damage -15 HP if a Queen. plus Painful status for the next 3 turns. This will negate any XP gained, and cause double damage if the prompt includes damage (or has you roll for damage).

    If not a Queen, you successfully flame that Thread down and turn it down into harmless ash! Take that! Job well done! +2 Flame Length

  2. You see a stray strand writhe out of the corner of your eye. Your rider quickly twists in her seat, and catches the errant strand with a well-timed aim of their flamethrower! +1 Target Accuracy

  3. Are you feeling lucky? Well you should! Free reply! Respond to this post with any action pertaining to Threadfall, and gain a little luck. [+1 Luck]

  4. Thread! As you dive towards it, you find yourself missing the Thread completely! It tangles and writhes onto your dragon's front leg and shoulder! Shaffit all! Moderate Damage! -5 HP

  5. Well, not much is happening. Either the Wings are doing their job, or things are mighty quiet. You know your thoughts shouldn't wander or stray.... but you look away for a moment, stretching your neck, and resettling yourself on your dragons back. Unfortunately, things happen quickly. Your dragon lets out a shriek of pain as you're hit with Thread! You hadn't seen it fall from behind, too far back from where your dragon could see. Roll a D3 for Damage!
    1. It's a nasty tangle that gets over you and your dragon! Though they pop Between, it's caught part of their wingsail, and may have burrowed into their sensitive stomach and side. Better hope the cold of Between gets all of it! Major damage -10 HP

    2. It's not a fun wound, and boy does it ever hurt! Moderate Damage -7 HP

    3. Thankfully, it's not as bad as you thought. It burns and hurts, but it served more as a warning than anything else. Minor Damage -4 HP

  6. As you're looking for the rogue Thread, you notice one of your wingmates in danger. You and your dragon call out warning and are lucky to see the pair respond. Quote a Wingmate and have all damage removed from their most recent roll!

  7. A sliver of Thread that slipped through the Wings above winds up catching your dragon It burns, but it's not going to stop you from carrying on! [+1 Pain Resilience]

  8. You want to do more. You want to be more. You're frustrated by the lack of action down in the lower wings, though you do now it's a very important role. You fidget in your riding straps. If this is the 3rd time you roll this in the game you now suffer 3 turns of Antsy You are too eager to get out there and fight. Any successful flaming down of Thread yields double XP but also causes can extra Moderate Damage -3 HP. In your hurry to flame Thread you make rookie errors, such as flying into the ash cloud, flying into your fellow wingmates space and getting burned, over-reaching and pulling a muscle, not sitting right in your straps and getting whipped around, etc.

    [Once Antsy is taken, the counter for this effect is reset and you must roll this 3 more times, etc.]

  9. You suddenly see a clump of Thread. Your dragon wheels towards
    it. With a flash of hot fire, you manage to catch the whole clump, and turn it into harmless ash. And they say the Queen's Wing doesn't do anything, pfft.
    You'll prove them you're just as worthwhile as any of the fighting wings. Well done! +1 Flame Length

  10. You keep looking up, but nothing seems to be heading your way. Your neck is starting to object, but it doesn't matter. You must be ever vigilant, or so the saying goes. The Queen's Wing is an important position, but it sure can be boring... Part of you wishes you could be higher up, where all the action is. Part of you is grateful you're safer down here.

  11. The Thread that you were diving to catch is suddenly blown towards you.
    In a swift move, you hop Between and appear beside it, effortlessly flaming it down. +1 Between Accuracy

  12. You dive for a clump of Thread, and successfully find yourself turning it into harmless ash. +1 Target Accuracy

  13. A whole lot of nothin'. The Queen's Wing can sure be quiet sometimes. You should be getting XP points for patience the way this is going. Part of you wonders how your fellow wingmates are doing... maybe your dragon can get you a status report.

  14. As you're burning down a clump of Thread, something doesn't seem right.
    With a sudden shout and twist, your dragon lurches to the side, as a shaffing bag of firestone comes hurdling down. Damnit! What on Pern are they doing up there!?! Amateurs! +1 Instinct

  15. As you catch a small patch of Thread, the wind blows the ash right back into you and your dragon, leaving them a bit burned! Whoops! Moderate Damage: -3 HP

  16. A whole lot of nothin'.... Kind of boring down here, isn't it? No, no, don't let yourself get distracted by daydreams, or thoughts of a certain someone. Hmm. A certain someone in wherhide pants. I mean, what?... bah!

  17. A tangle of Thread manages to slip through! Though you try to get it, you're not fast enough, or aim was way off base. Though it doesn't hurt you and your dragon, you do watch as it makes it through the last line of defense, to fall upon the helpless world below. Crops, plants, animals, and even possibly people are now in danger... you can only hope the ground crews will find the burrow safely once Thread is through. If this is your fourth time rolling this status, you start feeling Guilt [Take 3 Turns of Guilt! Any Damage rolled takes an additional -4 HP. Any successful bonuses by other players don't affect your character. You just don't deserve it.]

  18. A sudden gust of wind kicks up, threatening to push your dragon out of formation. Thankfully, this gust doesn't have anything on your dragon!
    You easily fight through it, and find your dragon isn't really winded at all.
    All that exercise and training seems to be paying off. +1 General Stamina

  19. Your dragon is starting to feel tired. This particular fight is wearing them down. A strong gust of winds tries to throw them out of their position. Roll a D4 to see what happens!

    1. Success! Your dragon successfully recovers, and keeps in formation. [+1 Stamina]

    3. Neutral! Your dragon begins to be blown out of position, but fights it by giving a few powerful flaps of their wings. There. No one noticed anything out of place.

    3. Failure! Your dragon is blown out of formation. They struggle and flap against the wind, and only are able to recover when the wind dies down, feeling more exhausted than before. Worse, you think they may have pulled a muscles in their wing arm! Best watch it. [Light Damage -1 HP ]

    4. Failure! Your dragon is blown completely out of formation, and is too tired to stop it. Fellow wingriders notice, and trumpet warning, though it's unclear if your Wingleader has noticed or not. Either way, your dragon is just spent. Worse, they are blown right into a small sliver of Thread! Moderate Damage -4 HP Fatigue Effect For the next 3 rolled turns your dragon will suffer from Fatigue Effect. Any XP earned during those turns is negated. On the plus side, any negative status effect (i.e. additional Fatigue Effect or Painful Status) is also negated, since your dragon is too tired to care.]

  20. Another gust wind blows, sending some silvery strands of Thread your way! Your dragon manages to twist their way through it with surprising and relative ease, and you're able to even flame down some of the fray! [+1 Agility // +1 Target Accuracy]



Queen's Saving Catches!

These do not count toward daily Round Rolls!

Periodically, a dragon might fall from the sky. It is a Queen's job to catch the fallen victim, so they don't actually crash to their deaths. When a Queen is called, be the first one up to rescue them and save the day! These rolls DON'T count for the gold rider's daily Threadfall rolls. They're a free roll to see how well she does!

If you accidentally posts the same time as someone else, the person who first posts gets the credit. That said, it is likely that the Queen's Wing practices catching a fallen dragon, and that does include having support gold's nearby in case the initial catch fails.

Support queen's can be PC or NPC!

Also, no dragon is going to actually fall to their death, thank you. The Queen's are all over this. While one might roll off on the initial catch, the blow should be soft enough that the other queen's can manage. Once caught, the queen will take the dragon Between back to the Weyr, and deposit them in the Weyrbowl for Healers care. They will then immediately return back to their wing to continue fighting Thread.

Roll a D6

  1. Your queen flies high, ready to make the perfect catch. Unfortunately, the dragon falls hard, and at such an angle that your queen can't quite complete the catch. The dragon rolls off, but this time manages to land safely on one of the assisting queen's below. Phew. Unfortunately, the dragon did leave your queen feeling a bit bruised. Ah well. Nothing a hardly lady like her cant handle! Moderate Damage - 7 HP

  2. Your gold flies high, ready to save their fallen wingmate. She positions herself well, with the dragon managing to land comfortably upon her back. Though the adrenaline is still racing through both of you, there's also excitement and ride. You're practically an expert at this catching thing, already! Back to the Weyr with you!

  3. Your gold makes the catch successfully! It goes relatively smoothly, and you're only too happy to deliver them back to the Weyr. Unfortunately, somewhere during the trip, the dragon's claws wind up cutting into your queen's back. Ouch! Minor Damage -2

  4. Your gold rushes to the rescue, but is, perhaps, just a bit too earnest to save the day. While she manages to get under the fallen figure, she misjudged her center. The dragon falls hard at an angle, and risk rolling off. If the dragon they catch is under 30' you manage to catch them successfully! If the dragon they catch is 30' or larger then they wind up sliding off, and are picked up by one of your fellow Queens. Sigh.

  5. An absolute success! The catch couldn't go better than planned! Even if the dragon is larger than you, your practice during drills all come together. You know the proper way to fly with such precious cargo, and immediately go back to the Weyr to deliver them safetly into the Healer's care.

  6. Up you go! You're not going to let this dragon fall -- not on your watch! Though they land awkwardly, and start to slide, your queen is able to quickly better position herself beneath the dragon. All that practice has paid off, and she knows exactly what to do. Bravo! Now back to the Weyr so you can get back to your Wing!

 
PostPosted: Fri Apr 20, 2018 3:48 pm
Weyrling's Wing


This is where the weyrlings will roll. Being a weyrling is tricky business. They traditionally fly between the Low Altitude Wing and Queen's Wing to help pick off thread and practice flying in formation. They also are assigned to ferry firestone to riders in need of a replacement. Every weyrling has at least two additional stacks of stone which they can use to toss to riders in the low level wings -- though now and then they may need to risk chancing mid- or higher-levels if an emergency happens!

Weyrlings roll 1 through 15 for standard practice and xp points! You can also can roll D6 if they respond to a riders need for firestone! Firestone rolls don't count for the daily rolls, though they are first-come, first-serve.
Roll 1-15

Standard Practice & XP Points
  1. You're nervous and on edge, but scouting the skies vigilantly. You notice that one of your wingmates is in trouble and you, and your dragon, cry out in warning. Watch out! Quote a Wingmate who took damage to Nullify Damage and any associated Status Effect for that post! The quoted wingmate can remove that damage/status, unless they have already returned to the Weyr for healing or are already playing out a KO'd scenario. +1 Instinct

  2. As your dragon weaves to catch Thread, you're thrown hard against your riding straps. They stop you from falling of your dragon, and you're grateful that V'mel had you spend all that time making them! Unfortunately, once your dragon straightens out, you realize they might be a little loose. Whoops. Better tighten those up! If this is your 5th time rolling this you feel the leather actually tear on an important support strap! Oh no! You can't fight Thread like this!! You notify V'mel and immediately return to the Weyr to get your spare straps. You know you're trouble.... what an amateur mistake! Lose Your Remaining Round Rolls! Your weyrling is out for the rest of this Round as they take care of a strap emergency. They can come back when the next Round is declared.

  3. A rider in the Low-Altitude Wing needs a new bag of firestone. Though Threadfall is a little heavier up here, and the wind stronger, you're able to toss the stone successfully. The rider gives a nod of thanks! Nice aim! +1 Target Accuracy

  4. There's a patch of Thread and you're ready to flame it down! Unfortunately, in your haste, you wind up charring one of your of your fellow weyrlings instead! Oh no! If this is your 3rd time rolling this then you must take 3 turns of Guilt! Any Damage rolled takes an additional loss of -5 HP. Any successful bonuses or saves by other players don't affect your character. You just don't deserve it.]

  5. You've got a moment to focus and breathe. You glance up at the higher wings, considering what it might be like when you get tapped into an actual fighting Wing. More action, sure, but a lot more opportunity for harm. Mph. No. Focus. Right now, you have to focus!

  6. A wingmate is in trouble, not at all aware of the danger they're in. In a quick moment, you blink Between, hoping you might help them out! Roll a D4 to see what happens!

    1. Success! You're a boss. No really, you've got some lovely Between work going on. Not only do you judge your space perfectly, but you're able to flame down the entire cloud of Thread and turn it into harmless ash before they even realize what just happened. In a flash, you're back to your original position, ready to take on the next battle! +2 Between Accuracy Quote a Wingmate and save them from damage!

    2. Well, that didn't quite go to plan, but you're able to flame down the Thread! Unfortunately, you showed up a bit too close to the Thread, and the wind pushes the ash cloud into you and your dragon. Ouch! Your startled wingmate had wheeled away by your sudden proximity, but yikes. That was a close call. +1 Between Accuracy Minor Damage -3 HP

    3. Oh! Crap. You completely overshoot, and wind up getting caught by the Thread instead!! Your sudden appearance is enough warning for your wingmate, who dodges the Thread, but you're not in a good spot at all. Major Damage: -7 HP

    4. You Between, but wind up actually way too close to your wingmate. Oh Shaffit!! With both dragons being startled, that tangle of Thread falls on you both. Oh s**t. Major Damage: -10 HP ] Quote a Wingmate and have them take Major Damage: -10 HP

  7. Some small partially charred Thread falls upon you and your dragon from above. The writhing remains chew through what they can before a hop Between finishes them off -- and ouch, does it hurt! Still, you're not going to let a minor wound hold you back or keep you from fighting! +1 Pain Resilience Minor Damage: - 2 HP

  8. There's a patch of Thread that has your name on it. You dive towards it, and aim to flame it down. Unfortunately, your dragon and you weren't paying any mind to the direction the wind was blowing! If white, green, or blue, you are successfully able to weave out of the way. +2 General Agility If this is your third time or more rolling this as a white, green, or blue, you run out of luck and fly right into the ash cloud and remaining Thread. Moderate Damage: -7 HP If brown, bronze, or gold you're not able to get out of the way. Not only do you hit the remains of Thread, but the burning ash, and char. Ouch! Moderate Damage: -7 HP

    If this is your 3rd roll or more, regardless of color your dragon will now suffer a Painful status for the next 3 turn. This will negate any XP gained, and cause double damage if the prompt includes damage (or has you roll for damage).

  9. A tangle of Thread falls fast your way. If white, green, or blue, you easily are able to maneuver out of the way in a show of agility. +1 Agility If a brown, bronze, or gold, you're able to hop Between, and successfully avoid damage. +1 Between Accuracy

  10. Your dragon appears out of Between, but short of his or her goal. Instead of diving forward, your dragon (or flamethrower) instead spits forth a flame that's exceptionally long -- even for you! They manage to take down the Thread this time... but maybe next time, try to get a little closer. There's no guarantee you'll get that same length another time. [+1 Flame Length]

  11. Oh crap. Your dragon sees a sliver of Thread and hastily flies to catch it. Unfortunately, their aim is off, and you watch in despair as the silver tangles drifts past, only to tangle with your dragons outstretched wing. Fardles. Minor Damage: - 2 HP

  12. You've been fighting for some time now, but your dragon seems to be feeling fine. This is what they were meant to be doing -- flying, and taking down The Enemy! Tired, who's tired? Certainly not them! +1 General Stamina

  13. Are you feeling lucky? Well you should! Free reply! Respond to this post with any action pertaining to Threadfall, and gain a little luck. [+1 Luck]

  14. Your dragon tries to pull off a rather elegant maneuver to avoid a tangle of Thread, but banks too sharply. There's a sharp pain as something pulls... Ouch! Moderate Damage: -3 HP

  15. You appear from the cold of Between, but find your air space full by
    some wind blown Thread! Your dragon swiftly wheels out of the way, able to avoid getting scored in an impressive aerial display. Ha! That was almost too easy...but don't get cocky. +1 General Agility




Weyrling Firestone Run!

If a PC player calls out needing firestone, it's up to the weyrlings to go to the Wings to replace it. This happens primarily in the Low-Altitude Wing, but on rare occasion a rider higher up might need it. When a call goes out, a weyrling must tend to them. This is first come, first serve. While no XP is given, damage can be taken for the fun of it!

Roll a D6


  1. You fly up to the rider, struggling to untangle the extra sack of stone. In fact, in your haste, you almost have the bag slip, but catch it just in time. Whoops. Unfortunately, everything that could go wrong does. As you prepare to toss the stone, you feel something pull in your back, which means your throw's aim is off and you over-throw. Down, down, down goes that precious resource, along with that sinking feeling in your stomach. Thankfully, you had a second bag of stone attached; though that pain in your back persists, this time you're prepared, and are able to successfully get them the stone. Better pick some more up before your return to the Wing, and hope V'mel didn't notice. (He did.) Moderate Damage: -5 HP

  2. Ah, success just seems to come naturally this firestone run! In fact, you find this easy as pie. Your dragon successfully flies just under the dragon pair, and you're able to easily toss up the stone. There's no trouble here, nope! Nothing but smooth sailing....

  3. You fly up to the designated rider. Unfortunately, you just can't seem to position yourself where you're confident enough to throw the stone. Worse, there's Thread falling around you, far heavier than down in the weyrling wing, and you can feel yourself suddenly panicking, freezing up... When you do manage to throw the stone, you under throw, and the older rider and dragon have to scramble to catch it. They manage -- barely -- but in their haste to catch the stone, a few slivers of Thread catch the adult rider's wing instead. Quote the Rider In Need and have them take Moderate Damage: -3 HP

  4. You manage to fly up there with little trouble! In fact, the throw goes relatively smoothly, and the rider catches the stone with ease and little trouble. Good job! You can go back to the weyrlings with pride.

  5. Well now, isn't that something? On your way up to deliver the stone, your dragon actually manages to flame down some Thread that was about to strike the rider in question. Who's a big damn hero now!? You are. You manage to get the rider their stone without incident, and can return to the Weyrling Wing with pride.

  6. For Faranth's sake... On your way to the rider in question, you wind up getting blown into a tangle of Thread. The stronger winds caught your young dragon off guard, and you find yourself taking a heavy hit. You are able to jump Between but that didn't feel good at all. You throw the stone, albeit a bit shakily, but at least its mark is true. Moderate Damage: - 5 HP

 

Uta
Captain

Shy Mage


Uta
Captain

Shy Mage

PostPosted: Wed Apr 25, 2018 5:38 pm
Wingleader & Wingsecond Chance

Wingleaders and Wingseconds can roll to help, or hinder, their wing. These are special rolls that can benefit the Wing as a whole -- or hurt them. One bad call can be catastrophic!

If you play a Wingleader, you get 2 Wingleader Rolls per Round from this chart. If you play a Wingsecond, you get 1 Wingsecond Roll per Round from this chart. You may choose to roll this at any time during a Round, to see if they make a good or bad call! This only effects your immediate Wing! If you make a bad or good call, the effects will only happen to those RPing in your Wing! These rolls don't give experience -- but they do add to the fun!

These rolls are also not required. If there are inactive Wingleaders or Wingseconds, that's okay! Wingleaders and Wingseconds also do not have to participate if they don't want to risk it!

So tell me, do you feel lucky?

Roll D20

1. You made the wrong call, plain and simple. If a Wingleader you have your entire wing move into a formation that is not sufficient in fighting this particular brand of Threadfall. Perhaps you just hadn't noticed the wind change, or you just forgot which formation to use. Whatever the case, you realize your error too late! Those dragons don't question -- they follow you to the end, and by the time you notice your mistake, it's too late! All Wingriders Take 3 HP Damage! If a Wingsecond you were briefly given the reins to lead. This is your shining moment... and you completely fail! You're not sure if it's nerves, indigestion, or just sheer panic, but you have your wingriders change position.... and it's not good! Shaffit all! You know you're gonna be in trouble when you land. All Wingriders Take 1 HP Damage!

2-4. There's a lot of chaos going on. Focusing on fighting Thread and getting updates with what's happening to your Wing leads to a moments inattentiveness. If a Wingleader you lead your entire wing out of formation, which puts them right into worsening wind shear! Though you are quick to right this mistake, the damage is done. Quote 3 Wingmates and have them lose -5 HP apiece! If a Wingsecond you wind up missing your Wingleaders command to change formation. Instead, as you come out of Between flaming, you find yourself flaming down one of your wingmates instead! Quote a Single Wingmate and have them lose -5 HP!

5-7. If a Wingleader, you were so focused on chewing out one of your wingriders who pulled a stupid move, that you actually miss catching a large clump of Thread that's falling right past you. A nearby wingmate winds up taking the hit -- as they were busy flaming a different clump of Thread and hadn't time to notice. Quote a Single Wingmate and have them lose -5 HP! If a Wingsecond you actually are on top of things today! You're here to look out for your wingmates and your Wingleader, and in this case, you manage to do both! Quote your Wingleader, fellow Wingsecond, or Wingrider and nullify any negative effects & negative HP from their most recent roll! This can include Wingleader/Wingsecond rolls!

8-13. Well, things seem to be okay! You're doing your job, as you should. Nothing's going wrong right now... but nothing seems to be going overly right, either. Just another day fighting Threadfall.

14-16. If Wingleader you actually are on top of things today! You're here to look out for your wingmates and your seconds, and in this case, you manage to do both! Quote one your Wingseconds, or Wingrider and nullify any negative effects & negative HP from their most recent roll! This can include Wingleader/Wingsecond rolls! If Wingsecond you find yourself panicking. In a rough moment, you witness a catastrophe about to go down! Do you save one from Thread about to hit them, warn another they're flying directly into another's flame!? Who do you save!? Quote a Single Wingmate and have them lose -5 HP!

17-19 You know your Wing, and are confident in their abilities. Part of being Wingleader or Wingsecond is caring for those you fight with! Every dragon has his or her place, as well as their strengths and weaknesses. Thankfully, you notice when someone is struggling! You call out, encouraging them to fight through the pain, the hurt, the exhaustion, and assuring them of their greatness. Quote a Wingmate and nullify any negative Status Effect immediately. If no negative status effects are in play, you may nullify a Wingmates damage instead!

20. This is exactly what you'd been hoping for! You know your riders inside and out. All that training, all that grinding, all that doubling down on drills and maneuvers. When the winds change, you're ready. You know what you need to do and have your wingriders change position -- this time to great effect! If a Wingleader you are able to get those dragons back into fighting shape! All Wingriders feel refreshed and confident! Quote your Wingriders -- they all are shielded from damage and negative status effects for either their current =OR= next immediate roll! If a Wingsecond, you're always looking out for your fellow wingmates, and trying hard to lead and inspire. Though you take cues from your Wingleader, you're a force onto yourself. This time, you make an inspired call, and wind up helping them get a burst of renewed confidence. Quote your Wingriders and they all immediately Gain +5 HP in a moment of renewed energy and inspiration. You can do this!
 
PostPosted: Wed Apr 25, 2018 5:38 pm
Shop Owner Chance


Uta & Cherie can periodically roll boons and induce chaos for individual Wings as we see fit. This will be as a "we feel inspired", if we feel inspired at all!

Roll a D20

1. A dragon and rider pair will not make it through today's Threadfall! A loud scream of pain goes out as a dragon takes a hard hit. They immediately throw themselves between.... but do not return. A keen goes out among the wings, even as they fight the enemy.

Roll TWO D-4 to see which wing took the loss and what color!
1. Queen's Wing
2. Low Altitude Wing
3. Mid Altitude Wing
4. High Altitude Wing

1. Green
2. Blue
3. Brown
4. Bronze

(Golds and white are safe...for now.)

This is assumed to be an NPC, but if a player wants to tie it into their story, they may do so!

2-4. A powerful gust of wind blows through and hits one of the wings, blowing even the largest of bronzes and golds out of formation and into neighboring Threadfall!

Roll a D5 to see which wing took the loss and what happens!
1. Queen's Wing
2. Low Altitude Wing
3. Mid Altitude Wing
4. High Altitude Wing
5. Weyrling Wing

Quote 3 Individuals in the Wing! -7 HP These individuals are also now suffering from the Painful Effect. This will negate your next 2 rolls XP, double damage if the roll includes set damage (or has you roll for damage)!

3-8. A particularly nasty tangle of Thread falls through the Wings. Unfortunately, it is doomed to tangle upon one unsuspecting rider! Damage Individual

Roll a 1-5 to see which wing took the loss and what happens!
1. Queen's Wing
2. Low Altitude Wing
3. Mid Altitude Wing
4. High Altitude Wing
5. Weyrling Wing

Quote an Individual Player and seal their fat. Moderate Damage: -7 HP

9-12. Things are going okay! Everything seems to be coming together as needed. The Wings are fighting the best they can. There's nothing more you can do but see Threadfall through to the end.

13-16. A well timed bugle of warning! The wingriders are helping one another out, and keeping an eye on their wingmates. Up here, color and rank doesn't seem to matter as much... That's a good thing!

Roll a 1-5 to see which wing is looking out for one another!
1. Queen's Wing
2. Low Altitude Wing
3. Mid Altitude Wing
4. High Altitude Wing
5. Weyrling Wing

Quote an Individual and negate damage taken in their most recent roll!

17-19. Sometimes things come together to work right! There's a sudden sense of cohesion in a Wing, and as they work together, it pays off! They are not only able to help one another, and keep each other safe, but all those wing drills seem to pay off in this moment! What could have been a catastrophe is almost easily averted... Roll a 1-5 to see which wing is flying fine!
1. Queen's Wing
2. Low Altitude Wing
3. Mid Altitude Wing
4. High Altitude Wing
5. Weyrling Wing

Quote 3 Individuals in the Wing! Negate their most recent damage roll (unless they are KO'd and/or already back in the Weyr!) These individuals may also negate any current status effects!.

20. Things are working out well! The Wings are fighting hard, and everyone seems to know exactly what they need to do. One Wing in particular has caught the Weyrleader's eye. You can bet they'll be praised later! Roll 1-5 to see which Wing is flying particularly well!
1. Queen's Wing
2. Low-Altitude Wing
3. Mid-Altitude Wing
4. High-Altitude Wing
5. Weyrlings Wing

You have your dragon send praises their way, and encourage them to keep on the good fight! All Status Effects are removed! All Players in that Wing get +5 XP to add freely distribute as they wish!

 

Uta
Captain

Shy Mage


Uta
Captain

Shy Mage

PostPosted: Wed Apr 25, 2018 5:39 pm
Healers Stations


When a dragon returns to the Weyr for healing, or to recover HP, they must
get clearance from a healer to return to their Wing! A dragonrider pair may return to the Weyr for healing at any point during the game.

If your dragon regains FULL HEALTH while waiting to roll for clearance, the can return to their Wing and healer clearance is assumed to be granted. Here's looking at you little dergs!

If your dragon is KO'd or down to 0 HP they do NOT get to return. They are out for the remainder of the game.

If you're granted more HP than you began the game with, simply use your max HP for that dragon.

Roll a D10

1. The healer looks at your wound and gives a shake of their head. The prognosis doesn't look good, but they're determined to patch you up as best they can! Return Request Denied! Regain +5 HP but re-roll from the Healers Grid! You still haven't been given clearance to return!

2-4. The healers patch you and/or your dragon back with relative ease. They lather you in redwort, and actually make quick work of the wounds on hand. You May Return to Your Wing! If White return with +8 HP! If Green return with +12 HP total! If Blue return with +15 HP total! If Brown return with +18 HP total! If bronze return with +24 HP total! If Gold return with +28 HP total! Status Effect Removed!

5-7. The healer looks at your wound and starts trying to patch you up. They're not being particularly gentle on you, but you can tell they're quite invested in making sure your wound (or your dragons) heals right! Unfortunately, that's going to take some time. Return Request Denied! Regain +5 HP but re-roll from the Healers Grid! You still haven't been given clearance to return!

8. Free space! Write whatever sort of healer's response you'd like, but know that ultimately, you're still not going anywhere. Not yet. Return Request Denied! Regain +5 HP but re-roll from the Healers Grid! You still haven't been given clearance to return!

9-10. You're in luck! The wound isn't as bad as first feared. They're able to see to you almost immediately, and are able to quickly get you patched up and on your way. The Weyrhealers are effective and quite efficient! You May Return to Your Wing! Full HP Returned if White! +20 HP for Greens! +25 HP for Blues! +30 HP for Browns! +35 HP for Bronzes and Golds! Status Effect Removed!
 
PostPosted: Sat Apr 28, 2018 9:56 am
USE THIS HEADER

To keep things standard and easy to track, as well as announce which roll is for what character, please post this Header and fill it out completely when you roll! This will make it easy for riders to know who is who!


[center][size=18][b]NAME OF WING[/b][/size]
[size=11][rider name] of [color] [dragon name]
[b]HP:[/b]
[b]Status Effect:[/b] If applicable.
[b]XP:[/b]
Target Accuracy:
Flame Length:
General Stamina:
General Agility:
Between Accuracy:
Pain Resilience:
Instinct:
Luck:
[/size][/center]
 


Cheri

Vice Captain

Interstellar Pirate



Cheri

Vice Captain

Interstellar Pirate

PostPosted: Sat Apr 28, 2018 9:57 am
Reserved  
PostPosted: Sat Apr 28, 2018 9:58 am

Saved.
 


Cheri

Vice Captain

Interstellar Pirate



Cheri

Vice Captain

Interstellar Pirate

PostPosted: Sat Apr 28, 2018 9:58 am
Things To Consider For Future Threafall Games!
See also, notes as this cluster goes on... and things for us to fix as Shop Owners see fit.


  • Once riders start gaining XP, some prompts will have different scenarios based on XP level!

  • Make a master list of scenarios so we can easily copy/paste/change scenarios for future Threadfall games!

  • Make more rolls that could be based off the size of a dragon!

  • Ways for Wingleaders & Wingriders to "earn" saves for Future Threadfall and/or XP or possible re-rolls!

  • Break it up into a Threadfall Subforum to allow different Threads. / / Swith out the Prompts each Round


 
Reply
Threadfall

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