A Roleplaying FC on Mateus.
[Mateus] - Lavender Beds - W5:P57

At a glance--

On an offshoot footpath from the well-worn roads sits a tree in the middle of a clearing. Struck by lightning and long-dead, its sheer size now acts as a monolithic landmark for the area and a sturdy, stable foundation for a newer building hand-made by a pair set right against its side. This acts as a tavern, known to travelers and adventurers looking to kick up their boots and refuel with food and drink as the Blind Boar Tavern. But this cozy abode doubles as the meeting ground for the Beaten Path Adventuring Company.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 but we like to ask: 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 wild. 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 casual and slice-of-life following the spectrum to adventure and campaigns, which can be investigative and/or combative. You could say it's a little of everything! IC choices make a different in our stories, too. We value in our stories continuity in both timeline and characters. We encourage people to play their character the way they see them. Where's the fun if you don't get to play your character?Our RP falls into the SFW category, though not always suitable for all ages. That being said, some of our scenarios may have some darker themes and because of that you must be at least 21 IC and OOC to join us.You do not need to be in our FC to join us, all worlds and Data Centers are welcome as long as they enjoy RP. But we do welcome anyone who would like to join us on that level!


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!
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. 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.


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
-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 generation.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! (:


Check it out, a d20 system! Above you'll find links to all you need. We use a combination of /dice 20 and regular old /dice.If you need help making a character sheet, we will help you!
New things can be overwhelming. We're here to help! You can also 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.
If you need an example to see how something is done, we're happy to run a small DM'd session that'll cover and explain everything. Just ask!


Stats and Modifiers--

We use a "dot" system. You have 10 dots to use, spread through six stats. Any rolls will be under these six scores.
Each dot will give you +1 to your /dice 20 roll. Allocate them to suit your character. For example three dots in Strength will mean a +3 is added to your rolls involving Strength. Each stat can have a maximum of 5 dots.
Stats and example uses...
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 +10 extra HP. Everyone has 30 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.
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!These stats are also used when helping another of your team in a non-combat situation! Offering aid will allow the one being helped to roll (or sometimes re-roll) the situation and add not only their modifier but also the helper's modifier!


Traits--

We believe in playing the rules to the people, not forcing people to follow set-in-stone rules. Traits are transparencies to show what your character is capable of. A character well-versed in Gridanian plants might have a nice buffer to figuring out what a specific plant from the region is, for example.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. 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!A good rule of thumb: Two positives should come with at least one negative.With all this in mind, think of traits as a free-form personal skill sheet.


Combat--

There's no "turn order" for posts unless combat starts. Everyone gives a flat /dice 20 roll for initiation, including whatever they're fighting.
Combat is done in a zipper order with player and enemy taking turns based on their roll total.
On Crits...
If you happen to roll an unmodified 1 or 20 on an attack or defense roll, your roll is considered critical.
-An attack of 1 on the /dice is an auto-fail. Emote appropriately! (Or the DM can do it for you!) Depending on the situation, this may result in injury. The opponent may still roll for defense to see if they get a Nat 20 for a counterattack, if they wish.
-An attack of 20 on the /dice is a hit with double damage! Think of it like a big attack and emote appropriately. The opponent will still roll for defense. Unless they get a 20 (which would also be a counterattack for them) they will be taking the damage.
-A defense of 1 on the /dice means the defender will take double damage from the attacker. (This will stack for quadruple if they roll a 20!)
-A defense of 20 on the /dice means the defender will immediately do a counterattack.
What's a Counterattack?
A counterattack is when a defender rolls an unmodified 20 on a /dice 20. They emote their counterattack, roll for their attack damage, and the attacker takes half of that damage rounded down.


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 but may apply a Status Effect!
Attack
-You emote your attack with clear intention of what you'll be rolling. (Ex.: Sam Pel throws their shield at the opponent! (( STR +3 )) ) You then /dice 20 your roll and modifiers are added. If a DM fairly 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! ))
-After, you will then roll /dice straight. The first number on your roll will be your attack damage. (Ex.: A roll of 893 will be 8 damage)
-Healing falls into this category. A healing spell doesn't need a "to hit" roll, just the /dice roll to determine how much it will heal for.
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 will sometimes require a roll, but not always. 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
Don't want to make a move right away? Ready an action! You can choose to ready an action to have your character do something if a specific trigger is performed before the start of your next turn.


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 the character. Should they fail, they'll take any damage the attacker has rolled on their attack roll.


Round Structure--

Typical Round Structure:
This is how a common round will go, should attacks be chosen as an action. In combat, tied rolls go to the Defender.
-Attacker declares and emotes their action, including which stat will be used. They then roll /dice 20 and the stat is added.
-Defender declares which stat will be used for defense. They then roll /dice 20 as well with that stat.
-Should the Defender win the contested roll, they emote avoiding or deflecting in their own way.
-Should the Defender lose the contested roll, the Attacker will roll /dice 10. That number is how much damage they do! They Defender will then emote taking the attack instead.
Be creative and play your character the best way you know how! Be aware though if a roll is not declared (Ex.: I'm using dex!) your roll will be as-is with no modifiers.We'll have an example of a typical combat turn here soon.


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!


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 extra immediately, two on their next turn. Defenses with DEX may get a bonus. Typically ends at the end of their next turn.

  • Invisible - You're totally hidden! Breaks on the DMs discretion. Attacks or most detection made against the target are done with no modifiers.

  • Protection - Roll with bonus when defending against physical attacks. Lasts for one of any attack.

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


Negative Effects--

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

  • Blind - Reduces accuracy, the afflicted will roll attacks with no modifiers.

  • Burning - +1d4 damage taken from attacks. Fire may spread!

  • Charm - Afflicted might 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 rolls all attacks with a penalty.

  • Immobilize - Grappled, magically held, stunned, or otherwise. Afflicted may not be able to move, attack, or defend, or any combination of these.

  • Petrify - Magically turned to stone! You can't do a thing!

  • Poison - At the end of your turn a CON roll of 10 or more is needed to prevent damage. On a fail, poisoned takes 1d5 damage.

  • Silence - Prevents spellcasting or talking. Shh!


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 60 HP to work with since every player starts with 30!


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 negative traits. 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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