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 D100 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 D100
Standard Practice & XP Points
1-5. 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
6-10. 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.
11-25. 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
26-33. 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.]
34-40. 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!
41-45. 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
46-50 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
51-55. 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, negate any saves you might roll, and cause double damage if the prompt includes damage (or has you roll for damage).
56-63. 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
64-68. 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]
69-75. 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
76-80. 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
81. 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]
82-88. 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
89-95. 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
96-100. Oops! The wind changes and you and a wingmate find yourself caught between a rock and a hard place! You can make a hard choice: pop Between to avoid taking damage, which will cause your wingmate to take the hit instead! Major Damage: -5 HP Or you can try to flame it and wind up taking the damage instead! Major Damage: -5 HP. The choice is yours, but you only have a split second to make it.
If you choose to have a wingmate take it, please roll from your fellow weyrlings or choose one to take it! This roll CANNOT be "saved" from by another! Damage must be taken!