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Traveling

  • Writer: Jay
    Jay
  • May 1
  • 2 min read



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Traveling Guidelines

Traveling plays a significant role in creating immersive and dynamic roleplay experiences. To maintain realism, specific rules are in place for moving between territories and interacting with other clans.



Traveling Within Your Own Clan

  • "Teleporting" Allowed: You may freely move to any location within your own clan’s territory without restrictions. This flexibility helps streamline roleplay when staying within your clan's borders.



Traveling Into Other Territories

  • Moving Through Territory: When entering or crossing another clan’s territory, you must move from place to place, following the designated path shown on the clan maps.

  • Time Requirement: For each location you pass through:

    • Stay in the corresponding channel for five real-life minutes before moving to the next location.

    • This ensures realism and allows potential interactions with other characters in the area.



Chance of Being Caught

  • Sneaking Through: If you encounter other cats or they appear within the five-minute window, you must roll privately to determine whether your character sneaks through undetected.

    • Use your clan’s "Private Rolls" channel for this.

  • Rolling with the Movement Stat:

    • The outcome of your roll is determined by your cat’s "Movement" stat.

    • Consult the Traveling Roll Table (provided in your clan) to interpret the result and proceed with your roleplay.



Key Notes

  • Traveling rules are designed to create opportunities for dynamic roleplay, including interactions, alliances, or conflicts with other characters.

  • Planning your route and considering potential risks is essential when moving through enemy territory.

Prompt Roll + Character Stat

Category

Outcome

Rolls of 1, 2, or 3

Miss

Youve been caught.

Rolls of 4, 5, or 6

Bad

Cats notice your presence and will report it back to camp

Rolls of 7, 8, or 9 

Medium

Cats notice something is off but the shrug it off.

Roll of 10, 11, or 12

Good

You quickly pass without anyone noticing anything.



Rolls of 1, 2, or 3 result in a "Miss."  

Rolls of 4, 5, or 6 result in a "Bad" outcome.   Rolls of 7, 8, or 9 result in a "Medium" outcome.  

Roll of 10, 11, or 12 results in a "Good" outcome.  


If ANY player notices you at any point while you're in the channel. They can alert others in chat by sending an OOC statement. If you are caught you have to roleplay accordingly, even if you rolled a perfect movement roll.


 
 
 

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