A Roleplaying FC on Mateus.
[Mateus] - Lavender Beds - W25:P22

At a glance--

Officially, the Beaten Path is registered as an adventuring company. The stories and adventures we share remain the beating heart - the lifeblood - of the Beaten Path and those who share our ranks. To be known by world isn't our goal: What does adventure mean to you?The Beaten Path specializes in the typical "adventurer" fare though we're no strangers to the wild world of weird and wonderful. Whether it's a beast that needs to be brought down, a package delivered (or intercepted!), a treasure that needs to be obtained, or the strange turning reason rancid, our work and adventures are as vast as the lands we travel.


(( OOC Version ))

The Beaten Path Adventuring Company is an RP FC on the Mateus world of the Crystal data center! We hold events and adventures big and small with all manner of themes. Our activities in RP range from action and combat, to passive stories, slice-of-life, and more as what feels fit. A little of everything! And of course, all IC choices make a different in our expeditions and exploration. We encourage people to play their character the way they're written. Where's the fun if you don't get to play your character? Just remember the (all IC!) consequences that could come from this!Our RP is SFW. Some of our scenarios may have some darker themes and tones but a disclaimer of what may be present will always be available before we start our darker or heavier RP sessions. It's only fair to the person behind the screen.


Join Us-

You can reach out to us to join us.Contact us in-game!
You can contact C'rik Juna or Ahdeh'to Jhukyu on the Mateus server, or through Discord itself. Let us know you're interested!
Discord:
-Ahdeh'to: oathbound_hunter
-C'rik: tiny.doodles
We're always keen to have more friends for our adventures. You don't need to be in the FC to join us in RP.We have an use a small Discord server as a form of communication.
This server is given out by us and is not openly linked. So don't be shy and reach out, you never know unless you take that first step!
There will be an IC introductory period.
We want people who we know will stick around and join us on our fun, in RP, and on our expeditions. We'd like to get a feel for your character to see if they'll be a good fit. Before we invite you to the discord, we'd like to RP with you a bit and get to know your character. Why do they want to join us? What motivates them? What's their personality like?


Questions--

Got a question? Ask!

What types of characters do you accept?
We like to be open and welcoming to as many characters, ideas, and stories as possible. Though it's fair to admit we're not keen on hyper-violence, characters who start/want drama for the sake of it, or the use of "god-modding." We're adventurers, not a group of Warriors of Light after all!
Who leads the stories?
Ahdeh'to or C'rik will generally lead them, but anyone is welcome to lead a story! Your character in these should always be themselves as should their actions, but do not purposefully try to derail, take over, or otherwise ruin someone else's story. We know the difference between IC actions and general malice.
What is your group rated?
We do not allow NSFW, but that doesn't mean we're child-friendly. Characters and players should be over 21 years of age. But we encourage goofing off and tomfoolery (when appropriate)! We're here to have fun!
We are a console-friendly group.
Third-party tools are never needed. If you can read, write, and comprehend someone else's character, you are welcome.


>>Come check out the Tavern!<<

The primary base of operations of the Adventuring Company: The Blind Boar Tavern.Nestled off the South Shroud trade roads sits a quaint cabin dressed on one side by a thicket of trees. A passion project of its owners, the Blind Boar Tavern is a place created by adventurers and for adventurers, with hospitality left over for anyone else who wants a quiet drink and good company.OOC - The Blind Boar Tavern is located on [Mateus] - Lavender Beds - W25:P22, basement


Our Rules & Expectations--

These will be added to as we see fit. Reach out if you have concerns!

Don't be a bad person.
Do not, you - the player, be a bad person. This includes bigotry of any sort, bullying, racism, homophobia, or anything else anyone with common sense might consider foul. This is your only warning. If you feel someone has done this please reach out to C'rik or Ahdeh'to.
Roleplay Etiquette
This differs for everyone, but this is our baseline.
-Try to avoid several smaller replies in quick succession. The exception, of course, is if you have a continuation of your previous post. (Many people use brackets >>, a plus +, or a post number (1/2) to show this!) This helps to avoid confusion, get all thoughts out, and helps prevent "talking over" each other.
-Real life always come first. If you need leave before a scene concludes, try to write out your character if you're able to do so. Having them simply pop out of a scene might throw things off for those still in it!
-Narrative matters! None of us can read someone else's mind. If you have your character doing something, narrate out how they do it. This not only helps the others in the scene, but if it's a DM'd scene it helps them, too!
We do not use nor allow AI content.Ask Questions!
If you have questions, ask! In the current RP, about the system we use, about intentions, or anything else, we learn by asking. Never be afraid to ask. Or... simply have your character do, and see what happens! (:


We do use a rolling system for our storiess when the situation calls for it.If a roll is needed, the sessions DM will ask for it and give information as they see fit. Don't be afraid to offer a counter-roll to the DM's request!
(Ex.: The DM asks for Dexterity, and you think Strength would be a better option.)
All rolls use /random 20. An unmodified roll of 1 is considered a failure while an unmodified roll of 20 is considered a major success. A failure roll has the chance to be contested through narration and your character's actions! We believe in playing the rules to the people, not forcing people to follow set-in-stone rules. Everything is up to the DMs discretion.If you need help making a character sheet, we will help you!
You can revise your sheet any time between sessions. Just let us know.
You can find an example and breakdown of a character sheet by clicking HERE.


Stats and Modifiers--

We use a "dot" system. You have 10 dots to use, spread through six stats. There are options to earn temporary or even permanent dots!
Any rolls will be under these six scores. (Ex.: There's no "acrobatics" to tumble away from something; that's Dexterity!)
Each dot will give you +1 to your /random 20 roll. Allocate them to suit your character. Each stat can have a maximum of 5 dots, allowing for a maximum of +5 to your roll.
Stats and example uses are as follows...
Strength (STR)
Physical prowess, most non-magical melee.
Dexterity (DEX)
Skill or grace in avenues of physical movement, or using ranged/some thrown weaponry.
Constitution (CON)
HP, ailment resistance, and endurance. Each modifier here will give you one extra HP. Everyone has 5 HP as a baseline.
Intellect (INT)
Brains and book-smarts. Their knowledge!
Wisdom (WIS)
Intuition and street-smarts, if they know what to do with their knowledge.
Magic (MAG)
Magical and/or aetheric capabilities.
Though the DM gets the final say, don't be afraid to try and make a case for use of a specific stat!Sometimes actions may state to roll with a bonus or with a penalty. Bonuses are typically add to your roll. A penalty will typically remove points from your roll!


Traits--

We believe in playing the rules to the people, not forcing people to follow set-in-stone rules. Traits are flexible bonuses that allow you to add on to your rolls, make your rolls easier to reach a certain number, or even give you just that little edge where your character would have it. A character well-versed in Gridanian plants might have a nice buffer to figuring out what a specific plant from the region is!A trait can also be a special ability that you'd like your character to have outside of their norm. Do they have a cool special attack that comes with an extra oomph? Add it! These are all about transparency, so try to include everything and anything you can think of.We encourage positive and negative traits! Nobody is perfect, and playing to your negatives is as important as playing to your positives. The DM dictates what to add or subtract on a roll based on the situation if they're needed. But always feel free to ask to use an appropriate trait as well!A good rule of thumb: Two positives should come with at least one negative. But a negative trait doesn't always mean something negative will happen. They can help as much as they can hinder, and the same goes for a positive trait!With all this in mind, we want traits to add to a character and offer freedom. Just keep in mind a character too powerful might be asked to tone it down a little. (But that hasn't happened yet!)


Combat--

There's no "turn order" for posts unless combat starts. After everyone gives a flat /random 20 roll for initiation, including whatever they're fighting. Combat is done in a zipper order. You have a choice of what can be done on your combat turn.If you happen to roll an unmodified 1 or 20 on an attack roll, your attack is considered critical. On a 1, you fail spectacularly and should emote as such (or the DM can do it for you!). This may sometimes (but not always!) result in hurting yourself. On a 20 there's still a contested roll (they'll need to roll over a 20), but you'll do two points of damage if you hit!Likewise if you roll an unmodified 1 on a defense roll, you'll take two points of damage. If you roll an unmodified 20 on a defense roll, you emote with a basic counterattack that will immediately deal 1 point of uncontested damage to your attacker! (Though there are a few specific instances where a counterattack might not be doable, and they'd simply take no damage.)


Your Turn--

On your turn: One of the following--Apply a Hindrance
You can choose to attempt to apply a Hindrance to an opponent. Your traits do not always need a special note to apply a hindrance as long as your narration makes it make sense! Hindrances should be anything your character is capable of doing. They typically do not do damage when used. For just a few examples, check out the Status Effects!
Attack
-You emote your attack with clear intention of what you'll be rolling. (Ex.: Player throws their shield at the opponent! (( STR roll )) ) You then /random 20 your roll and add any modifiers. However, if a DM thinks another roll would fit better, they can ask for another roll. (Ex.: (( This is a thrown weapon, I think DEX would be a better roll! ))
Use An Item
-If you have an item or trinket with you that you can use, you can choose to use it. Using an item or trinket does not require a roll unless the situation calls for it. Likewise, you can also choose to help someone else if you think you have the ability or items to heal a creature of a status effect.
Readied Actions
WIP. Done but not written. ):
Will include guard and holding a turn to trigger when a specific thing happens.


Defending--

When an attack is made, the defender needs to defend. Just like an attack, the defender chooses which of their stats will be used to defend based on what makes sense in their action and rolls. Depending on the attack, a DM might ask for a specific defense roll against your character!


Round Structure--

Typical Round Structure:
This is how a common round will go, should attacks be chosen.
-Attacker declared and emotes their action.
-Attacker rolls (+modifiers) & emotes.
-Defender rolls (+modifiers) & emotes.
-Next players turn.
But remember, nothing is set in stone. Our goal is to have fun, not be held beholden to rules. Be creative and play your character the best way you know how!


Status Effects--

Sometimes an attack has the chance to put a status effect on a player or opponent. Players can use these too, be sure to mention if any of these are applicable in your in your Traits! Some effects may also be used in non-combat ways out on the field.
As usual, sometimes positive may come with a negative or vise-versa.
There are many methods and ways to cure yourself or be cured/aided, so get creative! An attempt to cure is usually made at the end of one's turn.


Positive Effects--

-Positive Effects
More may be added as we see fit!

  • En-Infused - Infuses an element onto a weapon or object until said object is used or dispelled. If the infused weapon is currently equipped by the person using the En-, a free action may be performed to attack. Infusing anything not equipped by the caster of the En-spell uses one full action.

  • Haste - A target with Haste gains two actions on their turn. One immediately, two on their next turn. They may roll with a bonus to physical evasion. Typically ends at the end of their next turn.

  • Invisible - You're totally hidden! Breaks on the first hostile action or damage taken from any source. Hits and Defensive rolls made from Invisibility will be rolled with a bonus.

  • Protection - Roll with bonus when defending physically. Lasts for one attack.

  • Shell - Roll with bonus when defending against magic. Lasts for one attack.


Negative Effects--

-Negative Effects
Remember: All curable. More may be added as we see fit!

  • Blind - Reduces accuracy, the afflicted will roll attacks and defenses with a penalty.

  • Burning - +1 damage taken from attacks.

  • Charm - Afflicted will attack their own team!

  • Confused - On action, /random 2. Afflicted will use their action on their intended target (1) or the enemy (2).

  • Disease - Prevents healing by any means.

  • Doom - A horrible spell that will KO the target in a certain amount of rounds unless the caster is defeated.

  • Fear - Afflicted roll attacks with a penalty.

  • Immobilize - Grappled, magically held, stunned, or otherwise. Afflicted can not move, attack, or defend.

  • Petrify - Turned to stone!

  • Poison - Gradual damage. At the end of your turn and before any cure attempt, a CON +10 is needed to prevent damage.

  • Silence - Prevents spellcasting.


Samp Pel
They/Them

STATSSTR - ooo (+3)
DEX - o (+1)
CON - ooo (+3)
INT - o (+1)
WIS - oo (+2)
MAG

In this example, Samp Pel has distributed their starting 10 "dots." Rolls made with STR will have +3 to them, while rolls made with MAG will not have any modifier at all. CON is +3, so Samp Pel will have a total of 8 HP to work with since every player starts with 5!


Traits-Sturdy - Samp Pel's stout and sturdy stance allows them to easier stand against massive gusts of winds or quakes in the earth.-Swords and Shields - Samp Pel strives to protect their friends! They're efficient with one-handed swords for offense and shields for defense.-Reading Difficulty - Samp Pel's life on the road never allowed them to learn to read. Samp Pel cannot all but the most basic of texts.-Keen Eyes - Samp Pel's eyesight is exceptional. They can see in the dark and even well at a distance, but their eyes don't do well in bright light.

Samp Pel has positive and negativetraits. Include a small description and what the trait does! You can take as many of these as you want to properly show off your character! But remember, for every two good should try to come with one negative.Remember: Traits can always be changed or added to as your character grows and evolves. What's important is you include what you want to show off about your character, good or bad. Staying loyal to your OC is a must!


Name

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