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A Dragonriders of Pern B/C RP 

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

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How to Play, Rules, & General Information: Read This!

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Uta
Captain

Shy Mage

PostPosted: Tue Oct 16, 2018 9:50 pm
How PC Threadfall Works


The first thing to consider is that every time we run a PC Threadfall, it is entirely PC. 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!

Hours: Threadfall is broken into hours. Thread will fall either in 4 hour or 8 hour increments. In some cases, Thread will reach a border, and be picked up by another Weyr's territory, or fall over the open water of the ocean. In those cases, the time spent fighting might be shortened.

Each hour fighting Threadfall is an equivalent of 2 IRL days. We chop each day up into half-hour increments, and announce each increment as a Round.

So we will announce Hour 1, Round 1; and then the next day it will be Hour 1, Round 2; and the following day will then be Hour 2, Round 1, etc. etc. We signify this because certain effects reset when a "Round" is up; also, whites, greens, and blues will have certain assigned shifts so might come in fighting the first two hours, and then have to know when to leave and a new wave enter. For four hour Falls, the smaller colors (white, green, blue) will only fly for two hours and then switch out. For eight hour Falls, the smaller colrs will fly two hours on, two hours off, two hours on, two hours off, etc.

Uta or Cheri will always announce when an Hour is up and a new Hour begins! Rounds will happen automatically based on when they began.

Rounds: Each round is 24 hours. There are two rounds per "Hour" increment--day one and day two. Once day two is up, that assigned Hour is over. Rounds will take place in 24 hour blocks, and usually happen automatically, whether Uta and Cheri are there or not.

For example, if Hour 1 began at 6:38pm PT, everyone would have until about 6:38pm PT the following day for Round 1 roles, and then at 6;39pm PT you could begin your Round 2 roles.

A round is considered approximately a half-hour of Threadfall fighting, ICly.

Roll Limits: Each player may roll up to 5 times a day/round per dragon. (So 10 rolls per IC Hour.) You must post a response to the prompt you get before you roll again-- so no spamming rolls. 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 often 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 =or= Uta/Cheri must give an exception and allowance. 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.

  • 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 Hours then returns to the Weyr. Second Wave flies the last 2 Hours. First and Second waves rotate back and forth every two hours as needed until Threadfall finishes in the case of an 8 Hour Threadfall.

  • Each Hour consists of two IRL days and represents one hour total of Threadfall fought. So you'll see Hour 1, Round 1, and then Hour 1, Round 2. Once Round 2 completes, that "hour" is up ad Hour 2 begins.

  • 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!

  • White, green, and blue Wingleaders & Seconds can only fly based on their dragon colors abilities! This mean green and blue Wingleaders can only lead half a Threadfall! Whites can only lead when their Wing is fighting Low-Altitude! To get around this, it is assumed their Wingseconds temporarily take over to lead while the Wingleader is unable to be present and that there is suitable leadership coverage in the Wing.

    If all Wingleaders/Wingseconds are inactive or unable to fight, it is assume an NPC Wingleader or Wingsecond is assigned by the Weyrleader to cover. No Wing will be without leadership, even if it comes from an NPC.

    Wingleader/Wingsecond rolls will also be affected! If your Wingleader/Second isn't fighting in the Wing then they can't roll saves or bonuses, sorry!

  • If you decide to roll from one of the grids, 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. If you decide to kill off your character, it is permanent. Not taking it back.

  • 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 until you roll. (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 an IRL day/round, 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!

  • You may hold onto a earned "Save" only until the end of the hour it was rolled in. After the Hour is up you'll need to earn another to use.

  • 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.

  • Uta or Mr Cheri will announce when an Hour Ends and when a new Hour Begins! They will also let you know which grids your riders will use! Remember, those grids change each Hour!

  • 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. Wingmates will be looking out to aid you if you do roll damage, so deleting the post could mess things up! It's also cheating. Additionally, you 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. Damage will still be taken, but you can adjust it to fit your character.

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

    • This is for Thread over a specific Weyr's territory. Only riders affiliated with that Weyr can participate! Those from other Weyrs or unaffiliated groups do not get to fight Thread! Unaffiliated Riders do not get to fight Thread -- no exceptions.

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

    • Your dragon cannot leave the game just because they don't feel well or are injured. You must be KO'd in a prompt or drop out of the game with 0 HP. While you as a player might grow bored or tired, you may simply stop writing for the character and assume they finish without issue--you do not get to have them drop out or call it just because their HP is low.

    • This event will run approximately 8-10 days for a 4 hour Threadfall, and 16-20 days for a 8 hour Threadfall. Uta 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 rider 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 Hour 1 and Hour 2 before heading back to the Weyr. Second Wave dragons will play Hour 3 and Hour 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.

      Western Weyr Wingleaders/Seconds If you are a white, green, or blue Wingleader or Wingsecond, your dragon must still follow the rules! Whiteriders can only assist their Wing while they are in the Lower Altitudes. Greens and blues can only fly partial Thread with their Wing.

    • 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.

      New: Players do not get to ask specific players or characters to catch their dragon. When a dragon goes down, make the request. It is then up to those in the Queen's Wing to decide who is available.

      That said, writers of Queen's should attempt to round-robin catches. If you've recently caught someone, it is better to ask your fellow gold riders if anyone is available instead of opting to catch again and again. Try to share the fun! If someone isn't immediately available, give it time. We can fuzzy time the catch. That said, we do understand sometimes a queen might catch twice in a row, or multiple times, so it's okay if it does happen just make an attempt to play fair.


      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!

To figure out their HP, take their size in feet and divide by 2!

i.e. Eveleth is 102'. Divided by 2, she has 51 HP.

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 (or riders who are held back from graduating) will follow this scale:
White: 10 HP
Green: 14 HP
Blue: 18 HP
Brown: 22 HP
Bronze: 28 HP
Gold: 33 HP

This 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 0HP 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!

Remember, if your dragon/rider has fought in previous Threadfall Events and/or has "won" XP in some other fashion, it is all cumulative! We suggest you keep the XP points logged somewhere and update them as soon as Threadfall wraps, so next time, it's just a quick copy-paste job!


[center][size=18][b]NAME OF WING[/b][/size]
[size=11][rider name] of [color] [dragon name]
[b]HP:[/b] (Remember to divide their size by 2!)
[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]
 
PostPosted: Thu Apr 18, 2019 8:44 pm
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!

The below skill points are only for new characters joining in the fight, or characters who have never participated/been used in a PC Threadfall! If you've already made a character that has XP points, you must keep their XP where they are at and the only way of earning more is to play the game and roll the dice!

High Reaches Riders that have lived the past 2 Turns as adult riders in High Reaches Weyr get +6 Base 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 Base 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 Base points all skill levels.

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

Additionally all Riders/Dragons of any level will get +5 XP 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.
 

Uta
Captain

Shy Mage


Uta
Captain

Shy Mage

PostPosted: Mon May 27, 2019 5:28 pm
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 Uta!

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

Advance, Advance, Advance!
Get 3 Skills to Advanced
You get a colorist choice firelizard or a wher! Pick a green, blue, or brown firelizard or wher color and PM Uta! 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 or wher! PM Uta! 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 or wher! PM Uta for your prize!

I'm An Expert!
Get 1 Skill to Expert
You get a colorist choice green through bronze firelizard! PM Uta 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 fire-lizard breeding of your choice, a gold or bronze adult flit or wher =or= a colorist choice chromatic dragon! Make your choice and PM Uta 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 your choice of a colorist choice white or bronze dragon!

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 colorist choice gold dragon and start working on other characters!

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 Uta 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
 
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