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 Free Company and those in our ranks. To be known by world isn't our goal: We're a home for those that need it as long as they need it.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!), or a treasure that needs to be obtained, 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, and even slice-of-life. A little of everything! And of course, all IC choices make a different in our expeditions and exploration. In fact, 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 if you happen to be in a mutual server. Let us know you're interested!
We're always keen to have more friends for our adventures. And the best part is you don't need to be in the FC to join us.
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.


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 "high powered" individuals.
Who leads the stories?
Ahdeh'to or C'rik will generally lead them, but anyone is welcome to lead a story! We only ask that you let them lead. Your character 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. We encourage goofing off and tomfoolery in our discord (and when appropriate, in-game)! We're here to have fun.


>>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, 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.
-Posts and replies should be in one block, avoiding broken up into several smaller replies. The exception, of course, is if you have a continuation of the previous. (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. 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!
Ask Questions!
If you have questions, ask! be it 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, though players are always welcome to do whatever their character would do in a situation or even 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. You earn more dots by completing adventures, quests, and expeditions with us!
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.
The stats 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.
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 +1, some rarer situations will be +2. It's very rare for any bonus to be over +2. A penalty is dependent on the situation!


Traits--

We believe in playing the rules to the people, not forcing people to follow set-in-stone rules. Traits allow you to add on to your rolls with bonus numbers or 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!We encourage positive and negative traits! Nobody is perfect, and playing to your negatives is as important as playing to your positives. The DM should keep an eye on your traits and suggest adding +1 or +2 to a roll based on the situation if they're needed. But always feel free to ask to add to your roll using an appropriate trait as well! A good rule of thumb: Two positives should come with at least one negative.-Positive Traits only have buffs.
-Negative Traits only have debuffs.
-Neutral traits can have an appropriate mix of both!
A trait can also be a special ability that you'd like your character to have outside of their norm. These are all about transparency, so try to include everything and anything you can think of.With all this in mind, we want traits to add to a character and offer more freedom than a typical system. Just keep in mind a character too powerful might be asked to tone it down a little. (But that hasn't happened yet!)


Fate Tokens--

A Fate Token is something that's earned after failing a roll. This can be earned on the field or it can be earned in combat. Any roll that's failed will earn you a Fate Token!What Do They Do?
Fate Tokens are your expendable "currency." They can be used to re-roll any roll you make and take the better of the two rolls. Basically, it allows you to invoke a roll with advantage!
Fate Tokens can be stacked. If you use a Fate Token to re-roll a roll and don't like the outcome, you can use another to re-roll that re-roll! You can do this as many times as you have tokens. All applicable modifiers are still put into place. Use them any time you see fit!A maximum of 3 Fate Tokens can be kept at once! The DM will keep track of how many you have (to the best of their abilities) but it's up to you to ask to use them. You can keep track yourself, of course, and you can always ask the DM how many you have. Remember: They can only be used in the current session!


Combat--

(Section WiP.)
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, 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!). On a 20 there's still a contested roll, 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 counterattack! These rolls stack!On your turn: One of the following--
Aid
If you think you have the ability or items to do so you can aid to heal a creature of a status effect.
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. (Ex.: Throwing an item.)
Guard SELF or ALLY
-Guarding yourself is an action you take on your round. You get one guard per fight, refunded if no attack is used against you. Narration matters: Consider how your dagger-wielding melee user might possibly defend against a machinist firearm!
You get one guard per fight, refunded if no attack is made against you. You roll your defense as usual. On a loss to their attack, you'll take no damage. But on a success you may emote how your character staggers or parries the opponent. The next attack they take from any source will do one extra point of damage!
-Guarding an ally can only be used on a turn of an ally IF they critically fail their defense roll with a roll of 1. (Ex. Player rolls a defense roll of unmodified 1. Friend declares they want to guard them. Friend then rolls. If Friend rolls higher than the attacker's roll, they emote how they aid their companion from taking damage, followed by Friend's reaction roll. A failed guard will change nothing.) Attempting to guard an ally will always, win or lose, use up your single allowed guard action.
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 and rolls before emoting. Watch out: Depending on the attack, a DM might ask for a specific defense roll against your character!
Typical Round Structure:
This is how a common round will go, should attacks be chosen.
-Attacker emotes their attack & attack type.
-Attacker rolls. (+modifiers)
-Defender OOC declared defending type.
-Defender rolls. (+modifiers)
-Defender emotes their defense.
If the DM thinks your emote better reflects another stat, they may as you to reroll, but you will keep the emote you've used. But remember, nothing is set in stone. Be prepared for anything; 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. Many have a method to be cured or aided, so get creative!

-Positive Effects

  • En-Spell - 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-Spell, a free action may be performed if the weapon is not used to cast a spell. Infusing anything not equipped by the caster of the En-spell uses one full action.

  • Float - The target floats above the ground. Ground-based attacks will fail. Target cannot move for the turn they're floating. Being hit will end Float.

  • Haste - A target with Haste gains two actions on their turn, as well as two defense opportunities. Ends at the end of their next turn.

  • Invisible - Immunity from sight. Breaks on the first hostile action or damage taken from any source. Hits made from Invisibility will gain a roll with a bonus, while defending from hits with a greater bonus.

  • Null Magic - The afflicted will be immune to magical damage.

  • Protection - From defensive spells. Roll with bonus when defending physically.

  • Shell - From magical defensive spells. Roll with bonus when defending against magic.

  • Size - If Shrunk, a bonus to defense rolls (because you're tiny!) but your attacks do no damage. If Embiggen, bonus to physical-based abilities, but you have no defense (big!). Lasts one round.

-Negative Effects

  • Blind - Reduces accuracy, the afflicted will roll attacks and defenses with a major penalty until cured. (CON roll of 10+ at the start of their turn to break; curable.)

  • Charm - Afflicted will attack their own team! (WIS roll of 10+ at the start of their turn to break.)

  • Confused - /random 2. Afflicted will attack their target (1) or their own team (2). (CON roll of 10+ at the start of their turn to break.)

  • Disease - Prevents healing by any means. (Lasts two rounds of the caster.)

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

  • Fear - Afflicted rolls attacks with a penalty. (INT roll of 10+ at the start of their turn to break.)

  • Immobilize - Grappled, magically held, or otherwise. Afflicted can not move nor attack or defend. (Situational dependent roll of 10+ at the start of their turn to break.)

  • Petrify - Turned to stone! (STR or CON roll of 10+ at the start of their turn to break free.)

  • Poison - Gradual damage. (CON roll of 10+ at the end of your turn. Failure is 1 damage taken. Curable!)

  • Zapped - Gradual paralysis. Start of your turn, /random 20 where a 10 or below causes you to be stunned for that round. (One round only.)

  • Silence - Prevents spellcasting. (CON roll of +10 at the start of their turn to break.)


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!


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. Bonus to rolls made for vision. Penalty for rolls made against bright lights or flashing.

->Samp Pel has taken two positives and balanced them out with one negative. These include a small description and what the trait does. Their keen eyes allow them to see very well, but have a drawback of sensitivity to bright lights, making it both a positive and a negative. 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!


Khasar Mankhad
He/Him

STATSSTR - oooo (+4)
DEX - o (+1)
CON - ooo (+3)
INT - o (+1)
WIS - o (+1)
MAG


TRAITS-Taunt - Khasar can use his action to Taunt up to three enemies at once. When Taunted, the opponents are also rolling for hit against Khasar's STR. This can be used once per combat, lasting until Khasar's next action.-Defender - Khasar is a defender of those that need it. The Guard Ally ability can be used on a non-critical failed defense roll.-Chef - Khasar knows his food! Bonus for anything cooking-related or food-adjacent.-Grouchy Face - He can't help his resting bitch face, and the "strong, tall, and silent type" doesn't help. He may accidentally intimidate new company or the meek, imposing a penalty to dealing with many NPCs.-Rage - A strange force causes an unstoppable rage when in combat. Any AoE (including Taunt) will also affect any nearby melee allies.-Strange Words - The Xaelic common and Mankhad tongue come more natural to him than his thick, clumsy Eorzean common. Bonus in necessary communication when dealing with those from the Steppe. Penalty when dealing with any other language, on top of any existing penalties.


Robin Chikul
He/Him

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


TRAITS-"Professional" Gambler - Robin's bad habit rarely has him turn down a game of chance. Bonus when rolls are made for gambling. DM's choice when/if specific cards are used.-Ain't Never Lied! - Deception is the name of the game. Bonus when trying to lie or con an individual. (This can include rigged games!)-Engines & Mechanisms - If it has an engine, magitek, a wind-up, a cog, crank, or goes whrr!, Robin might be able to figure it out. Bonus to tinkering, machines, crafting, or repair, and gunblades. (This does not extend to combat.)-Sneak Thief - Robin's learned a thing or two about subterfuge. Bonus to sneaking, stealing, hiding self or object, or lockpicking.-Gambling Addiction. - Robin can not turn down a game. This comes at an impulsive fault. Any challenges in games of chance made (unless to him obvious shams or scams) must be accepted.-Wanted - "Borrowing" your fil of things comes with certain risks. Massive penalty for speaking or dealing with local law or merchants, no matter where it may be. Chance to be recognized as a thief.


Rupert Bauerlien
He/Him

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


TRAITS (2)-He burns EGGS? - Rupert has horrible luck in anything that is not boiling water for cooking. Major penalty for rolls based around cooking.-That's a squiggle - Rupert can’t read. He is trying to learn but so far only knows a handful of letters with no context. He can try to figure out with context clues...but will fail every time. Major penalty In any attempts to read.


I'zoa Tia
He/Him

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


TRAITSMarksman - Bonus to attacks made using bullets.Toxic Alchemist - Bonus to interpreting man-made poisons and toxins. Natural poisons and toxins aren't included in this.Poisoned Attacks - One action round is spent to apply or load a weapon with a poisoned element. The weapon becomes infused until used. The target rolls a CON check of at least 10. On failure, they are afflicted with the Poisoned status effect.Seaman - Bonuses to swimming, fishing with a rod, and fishing with a spear-like object.Volatile Aether - Major Penalty to rolls involving magical use or detection.Social Wasp - Penalty to rolls involving socialization of any kind.Tropical Preference - I'zoa thrives in tropical climates but he hates the cold. He takes a penalty to situationally appropriate rolls for the cold, while heat or hot weather have no effect on him.Good Smell - I'zoa has a good nose. Bonus to rolls made for sniffing out a particular smell or otherwise using his nose, but a penalty is given for any negative or grotesque smells.


Name

Bio text and carrd link (if any!)Replace the picture, add their text, and take a screenshot of this space to post it as an image in a container!