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Post by Little Alice on May 18, 2014 21:55:11 GMT
The Starting Guide
Its still work in progress and will be kept updated also by the GM team.
Introduction! This is the Starting Guide. It will be a guide that is written by me to help some newcomers and also advise some more advanced players on to tackle some things. I do apologize as I am writing this from the experience I have gained and things I have seen. This doesn't mean that my opinion or advise is the best one around. It only have helped a lot of people already, so I wish to extend this to others that don't have me on their skype etc. Lets start with the beginning. This is more or less for those who have yet to start with the RP or RP'ing in general. Those who have enough experience to create a new character and such can likely skip this part.
Beginners
The First Step of Beginning. -Where to begin? Well, everything begins and lets start with the most important thing. Reading the rules and understanding them. If you find a rule weird or vague, then you should take it up with the GM team. Really, each rule has been introduced and created to ensure the future of the RP. Not to just keep the GM's where they are, as some douches in the past have suggested. Once you have read the rules, it would be good to think of taking a choice which village you're going to join. After that, you should take it to the next step. (Choose one village which you want to join and read about it! You don't really need to read all of the info threads, just the one you want to join.) Kumogakure's info thread, Konohagakure's info thread, Kirigakure's info thread, Amegakure's info thread, The Second Step -What to do in the start? With having read the rules, its time for the more fun side. Thinking of making a character. Sounds fun right? It is! But instead of fully charging and trying to make a character that can do a lot of things or is right away your dream character, you need to keep it 'real'. How do you do that in a story and setting that has some unrealistic things going about? Simple, even with people blowing fire, using the forces of nature to build or to kill each other, there are always rules. To restrain people from going too far. Like becoming in a way 'not realistic' in the setting. After all, remember that everybody has a limit. Now, there are first Ranks that limit a character. Seeing this is the start. lets begin with the student/starting character. That rank is named Genin. See more information in the thread : Ranks. As a genin it's clear that you're nothing. Rude/Blunt? Yes, but the truth. You're nothing. Hell, your character just came out of the Academy. The fact a genin is allowed to have two C ranked techniques and six D ranked ones is already a given. But their stats, skill and experiences are nothing. Even less than being useful as cannon fodder. I will put it very simple for those who find this very offensive : A genin is like a baby. It has just came out of the womb (the academy) and has to learn how to survive. For that reason, don't expect to win everything as a genin. Don't expect to have badass moments all the time. Don't expect anything like that. Instead, work for it. While its clear that genins have a lot of disadvantages, they do have advantages that the other ranks don't have. Such as learning techniques (that are D and C ranked!) faster and being able to be moulded to fit a role, what is kind of hard for a character that already has advanced further. But we're not even that far. First, lets start with what is truly important to your character. Don't think of fighting capabilities. Or what would be awesome to have. Instead, just start with a name. A backstory (Thus also where your character is born and reading/learning about that place!) . A personality. Write them out, think of how to expand them. That is what is really important. Else you would have an empty shell with just a cool ability. Something that won't be accepted. Once you have figured that out, you could move to the next step. Links :
A list of Female Japanese names, A list of Male Japanese names,
The Ranking system of the Shinobi, Chakra basic information ;
Chakra (チャクラ, chakura) is essential to even the most basic technique; it is the moulding of the physical energy (身体エネルギー, shintai enerugī) present in every cell of the body and the spiritual energy (精神エネルギー, seishin enerugī) gained from the mind. Once moulded, it can be channelled through the chakra circulatory system, which is to chakra as the regular circulatory system is to blood, to any of the 361 chakra points (called tenketsu) in the body. Through various methods, the most common of which is hand seals, the chakra can then be controlled and manipulated to create an effect that would not be possible otherwise, such as walking on water, exhaling fire or creating illusions. Most ninja have a natural affinity to one type of chakra, but they have the capacity to create elemental chakra apart from their own affinity. There are five basic types, each stronger and weaker to another, but their relations, weaknesses, and strengths to each other are all explored. Red = FireGreen = WindYellow = LightningBrown = EarthBlue = WaterChakra is not normally visible to the human eye, though chakra can be seen in situations where a person releases as much of their chakra as possible. This is rarely seen due to the restrictions of certain chakra points (Eight Gates), limiting the amount of chakra an individual can release at a single given time. Chakra can also be visible when doing specific techniques which take an even high degree of chakra control/manipulation to perform. Of the many different types of techniques, ninjutsu, genjutsu, dōjutsu, and so on, all require the use of chakra. However, taijutsu is different, usually requiring no chakra use whatsoever; stamina is all that is needed. While the ninja still needs a set amount of chakra to live (i.e. life force energy), regular taijutsu doesn't require any active moulding or manipulation of chakra (with few exceptions). A standard attack like a punch or kick falls into this technique category. Chakra control ;
Chakra Control (チャクラコントロール, chakura kontorōru) is a term that refers to the control of one's chakra and aptitude at controlling it. In Naruto, chakra takes time and a great deal of training to gradually build up. Thus, the key is not actually having chakra, but being able to sufficiently control and conserve it. Everyone has chakra, but only skilled ninja can correctly "mould" and "manipulate" it to its fullest extent.
Handseals ;
The Third Step -Think about it. With a personality, background and a name, you can look a bit further. No, not a cool ability! We're not there yet, patience! First you need to make sure that everything of your previous step is alright. Is the personality at least a decent paragraph? The history around three or more? Remember, the GM's want to review characters that are interesting. This means to give them some details. My advice here is not to become something special. Believe me, there are special characters but they became special in the course of the story. Most weren't geniusses or such. No wonder kids, but most of them started as people that were more or less 'average'. Keep that in mind.
Now review the things you have written out. Its important to keep reviewing things so you can keep out the mistakes and faults that may have been created. Done that? Up to the next step!
The Fourth Step - Weaponry Now we come to the part that most people start with. In my own opinion, your character is then rather based on an ability. That doesn't work always out nice and in my opinion, it never works unless you know how to co-op with that. No really, it is not something that is easy to do or just that you can try. It requires good planning of how to do it. We're not there. Instead, lets focus on what we should take a look at!
The weapons.
Every shinobi uses weapons. Why? Cause they are useful. Depending on their situation, a weapon can be quite handy. Every character is allowed to use the standard tools, minus the pills and such, to their use. Take care that your character can't throw an endless amount of weapons. So even while no GM will demand you to describe a limit, stay realistic with it. I reckon you couldn't carry around a thousand kunai or shuriken. And want to try it out? Try to take and run around with a whole bag of knives. I bet you wouldn't like to carry that much around. Besides, to store them is a real pain. So, just keep it around a ten or such. You don't likely need more than that, trust me.
Then you also could think if you want another weapon. Such as a katana (sword), staff or such things. They require more training, but could always come in handy. But that is your own decision. A custom weapon? Don't go for that unless you have some GM's approving your idea.
The Fifth Step - Traits and such After you have decided on your weapons, its time for your traits and such. Keep in mind that they decide if you can pull off an action. That means if your character is fast and/or agile. If you're character isn't fast and your opponent is, then don't think or write that your character can outrun or outspeed the other. That is going against the character and actually just weak. Also, you need to keep in mind that there is a scale of how good a skill is. Not to forget that its also in line with rank and experience of a character.
A genin can't really for obsvious reasons have more than around one good skill. They are just fresh recruits that need to be further trained. Chuunins, depending on their experience, can have several while the difference between Jounin (let alone ANBU Black Ops) have even a bigger difference between each other. If you're unsure about it, then consult a GM or two to figure this step out.
The Sixth Step -Jutsu and such Now its time to look at the Jutsu and blood line ability/Kekkei Genkai/KG. Before you again however dart off to have something cool, question yourself first. Does your character need a KG? Does it need to have such an ability to become what you would like to have? After all, you might find out that a Kekkei Genkai is what keeps your character from getting stronger. After all, a character with a kekkei genkai is more or less fated to focus on that. Meaning that it will likely to not develop another chakra element to master. Meaning that it will be stuck with one or maybe two chakra releases. Not to forget that you will be restrained further if that will keep the game balance in check.
After all, the GM's care little for what may seem cool. They care for the game balance. After all, if that is kept in check, then the majority will be having fun. Besides, I need to disappoint you if you're here for trying to win battles. If we look at it with percentages. Not even 50% of the story is made up with battles. Battles in general are short, brutal and such. Not to mention that a battle needs a reason. To just challenge people around with no goal or such in mind may be frowned upon. Not to mention, you will be left out of plots and such when people are grouping together. Keep this all in mind.
So far, those are the Six short steps of Begin. Hope you had read something that helped out. If you have any questions then just PM me or any of the GM's. Peace out!
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Post by Little Alice on Aug 28, 2014 20:56:38 GMT
CS creating help. Intro : This is a next step that I have made for the starting guide. Mainly to further help with creating a CS, but putting links and pointers on what each part/line or requirement is needed. This is based on what is reasonably accepted, but can be bit biased on what I think is acceptable. Please keep that in mind and don't, but don't use it as an excuse to gain approval of me or any other GM. This is simply made to help you further when you need some extra help.
With help from Chromehound. It is still for a little part a WIP, but hope it does help some of you to get improving your CS building skills. Name: Something that seems fairly easy. Best and most obvious is to choose a name that you find fun, cool or nice for a character. There isn't much to it, but some more experienced users (not always the case) use a name with a meaning that can give a hint about a character or for character development.
Here are some handy sites that you could use to track down a Japanese name of your liking ;
Behind the name. Both male and female names. A random generator. Can be fun. Male names Female names Nickname/Alias: A nickname is mostly just something that is out for fun or explains something about your character. Do please keep in mind that a nickname can be given over time or that is sometimes fun to ''earn'' a nickname. That means another character giving you one, cause you did something to deserve that.Gender: Please tell me this is self explanatory...Age and date of birth: How old do you want your character to be, and when were they born? This is to keep track of time while we move through the roleplay, as several years have already passed from the point in which it started. Some things you may want to keep in mind are how your character's age impacts the character, such as growth, ability to learn quickly, etc. Younger characters are able to learn more quickly, but they will have reduced speed and strength in comparison to older characters.Age Appearance: This really doesn't affect too much aside from some IC interaction as well as whether or not you would like your character to appear older or younger.Sexuality: This should also be straight forward enough. Basically, this is for character development in the future of your character. If you ever feel like your character may get into a relationship at any point, this is where you show your character's preference.Parents: Who birthed you? This has more of an effect if you are a part of a clan, and it is entirely up to you if you wish to have your parents be important to your character's story. With that in mind, just know that all you need to do here is give them a name.Length and build What height would you like your character to be, and how would you like them to be built? One of the things to consider is that it isn't likely for there to be an eleven year old who is six feet tall and built like an Olympian. As long as you keep a measure of logic and realism here then I am sure it will be fine. Weight Helps to explain the build portion a little easier. Same as above though, as long as you keep some logic and realism with it this should be fine.Favorite weather and season This doesn't impact much, but it helps to add a little bit of a personal touch to the character. You can choose whatever you would like here.Village: Which of the village that are open you want to join. But Before you join a village, please read on what the history (summarized is often enough, but detailed is always better) is of the place. This helps you maybe to understand on some of the history and knowing what fits and doesn't fit there. For example, a loudmouthed and filled with energy brat in Kirigakure? That is almost asking for trouble and not the one you think is fun or helpful in character development.
The links ;
History of Kumogakure History of Konohagakure History of Kirigakure History of Amegakure Birthplace: The best thing is to pick the birthplace in the village you join. Else be careful on any foreign country you pick. The politics are quite easy to effect, meaning that if you would come from a country that hasn't been made as a vassal or allied with the country/village you join, that it can cause you quite some trouble of working up or gaining any trust. This isn't to punish you, but to stay realistic. For example, a native from Kumogakure settling in Iwagakure, though there is some clear hostility between the two due the aftermath of the Great War? Reckon that it will cause you a lot of trouble.
Helpful link ; Diplomacy and map.Organization: An organization is simply a group you're part off. Everybody is part of the military of the shinobi village they are in. Clans can also be listed here. Custom groups, like the Konohagakure Guardians, Storm Guard and such.Clan/Bloodline: A clan that your character is part off. Do remember that being a clan less shinobi is perfectly normal. Nothing bad with having a character that isn't part of a shinobi clan or have any bloodline ability!Rank: This says it all., just look at what rank you want to make a character. Do remember that jounin and ANBU have some limitations, but those are more decided on the character as the GM's haven't yet decided on how to limit those characters.Chakra Nature: Which chakra natures your character controls. A reminder : If you go for an elemental KG/Bloodline ability, remember that this will be limited. Both to put more focus on your bloodline ability and to make sure you won't have too many chakra natures under control.Appearance: This is quite simple. If you do need some help, try to go for this site or ask some help. I don't mind help hunting down some OC/appearance.Personality: Really simple, I guess. Yet some people struggle with this. This is basically how your character is, how he/she reacts and thinks. It is also a good idea to pour some personality of yourself into a character or at least a personality that you can truly understand. This may sound odd, but it is often easier and more fun if you can stay in character. This is often more respected than going out of character.
If you really like a challenge? Don't rush it and think about it. Research a bit and try to find some inspiration. Also, try to make this section at least one or two paragraphs. Else the GM's might think you're slacking off. Not something you want them to think you're doing if you're smart enough.History: What I really want to put emphasis on is something very simple : The world isn't made with orphans, sad sob stories and such. Yes, the world of the setting is grim and harsh, but not to the point that every child is a sobbing little brat that calls out ''Believe it!'' every five seconds. I am maybe a bit stern on this, but history is very important. Maybe even more than your personality in regards of how your character will be viewed. This because the history tells about the experience of your character AND how they react on it. If you have skipped the personality, try to mould one out of your history. It can work if you have the right eye for it.
Anyways, don't go for something unique. Uniqueness is shaped over the story. The RP has been around for some time and have seen how many characters that there is barely anything unique if you make your character being an one-eyed little punk that doesn't want to eat his yogurt, cause his uncle killed his parents. Really, it is even more boring than most things I can think off. Just go with something average, not cause you should just have something average, but try to settle down an accepted history and try to shape it into something cool over the story. That is how most of the older characters got their cool and lengthy history.
A few pointers that may help you along the way ;
*Parents? How was the interaction between your character and his/her parents? Maybe on how the parents were, thus trying to work in some history of the village into your CS. * How did your character grew up further? What caused that your character went to the village Academy to become a shinobi? *Academy? How was the time at the academy? Please don't go with the : He/She was the best of the class or belonged to the top #. Most genins start at the same level, so it will be kind of embarrassing if your character will boast that and then lose to a more average character. Also, maybe explain if he/she was good at making friends. *Goals and dreams? Does your character have any dreams/goals already? How did they came to existence? * Current? Expand thus over time with the events and what has happened, all in order to create a bigger and better history.Theme Song: Seems pretty simple, not?Weapons/Items: Name of Weapon or Item: The name of a weapon. Seems quite easy. Do however keep in mind to not go overboard with any customized weapon. A small handcanon that can lay waste to a huge village? Not going to happen.Description: Be very, very clear on the abilities and weaknesses of the weapon that you describe. Also for what purposes you use it.Appearance: Simple, an appearance. Describe or put an image hereName of Weapon or Item: Description: Appearance: Skills/Abilities(What are the skills that make your character good at some points or bad. Chakra control, reflexes and such are needed to be placed here.) The skills of your character. How good is the chakra control, reflexes, agility and most things that can be improved? Do try to balance this out. If you go for a good chakra control, make the chakra reserves in traits average. Is your character fast and agile, lower the strength. Things that will balance a character out makes it more fun to have it fight by and with others.Special Traits(Place unique traits like "High Chakra levels" or "multiple limbs" here. If it isn't here it won't be counted, even if you come from the Uzumaki clan, high chakra won't be accepted unless here.) Traits are more thing that can't be easily changed. This are chakra reserves, creativity, cunning and things like being ruthless. Try to balance this out and maybe use some of the personality. A cold person is more easy to be ruthless, for example, but will have maybe some trouble of teamwork with those he/she isn't familiar with.Kekkei Genkai: Name of Kekkei Genkai: Quite easy..Clan:Quite easy.. To which clan belongs the Kekkei Genkai?Description:What can de KG/Kekkei Genkai do? Do remember what I said before. It is perfectly fine if you don't have a Kekkei Genkai. They limit you more than that they will actually be of use.Jutsu: Custom Jutsu
Name of Technique: Type of Jutsu: Rank: Range: Nature Type: Handseals: Description: Weakness:
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Name of Technique: Type of Jutsu: Rank: Range: Nature Type: Handseals: Description: Weakness:
Summons Name: Species: Age: (If applicable) Size: (Small, medium, large, colossal. The size and strength dictate the chakra cost.) Unique Traits: (Just like the one for you character. This can mean flight for birds, or swimming for fish.) Jutsu: History: (Optional)
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Post by Little Alice on Sept 6, 2014 15:25:19 GMT
Battle Roles
Intro ;
This is to help to introduce where your character can be of full use in a fight or any battlefield. Do keep in mind that it is written and influenced by my past experiences and opinion. It isn't a full objective work, though I will try to be more objective than subjective like before. This is also something to be used and discussed in general, not into every kind of situation or application. Keep that in mind.
Also, before we start lets make some things clear ;
* More techniques =/= mean your stronger. That is just an idiotic belief that when a character has learned or mastered all kind of techniques, that they are powerful. Yes, it makes it sometimes easier, but it doesn't help you if you are not used to make use of the technique. Or being able to use it in an useful tactic. This also applies to chakra natures or weapons.
* Don't complain about a character that is OP. A character that isn't easy to beat isn't OP, lets be very clear about that. Everybody has a weakness and if they don't? Only then they are OP. This however means that if you can't see a weak spot(s) in a character, that the said character is OP or should be tuned down. Instead, try to learn from this or get more information before you judge. Won't you find it annoying that somebody labels your character as OP, just because you're good with him/her? Thought so.
* This RP isn't about being the best in battles. Want to know a fact? Most of the RP isn't even resolved around real battles! Most time is placed in preparation for it, true, but that doesn't mean you will get battles that will last days. Like in real life, the battles in New Generation are short, brutal and deadly. Make a mistake and it is often over in a real fight. Be a sport and admit your loss, cause people don't look kindly on those who try to bargain, complain or powerplay their way out. If you want to get better, try to suggest a practice fight (fights that are being collabed, but not posted. Thus simply used to develop some insights on how to fight better).
What are battle roles? Battle roles are the roles or classes you give a character, that is based on how they fight or what their abilities are. A medical shinobi can be classified as a more defensive role, seeing that it relies on defending and patching up other allies. While a more focused stealth user can be seen as an assassin. There are thus many diverse roles, but lets take it easy for now. We will keep it at ; - The Assaulter
- The Defender
- The Assassin
- The Balanced one
What is the purpose of a role? Does it add anything? No. Plainly, it is labeling people and characters. You could even say it is just to categorize on how a character fights, but that is just the surface. What the purpose is of a role is to make it clear what the general weaknesses is of such a role and of course the advantages. Cause each role has its advantages as disadvantages. Going by this logic, it can be said that every role can be defeated. Which is nothing more than logic, as nobody is allowed to be unbeatable. This also means that everybody can be beaten. There isn't an exception to this rule, as it is common logic. Other than that, a role doesn't add anything to a win chance. It will always be up to you, do well to remember that!
How does each role work then? Each role has like I said common traits, skills and abilities that make several different character fit to the same role. How that is done? Simply, by looking at how they fight and what their abilities are. This sounds as something easy, but you should be careful with this. Putting a character in a wrong kind of role can cause that you will start to mess up with mistakes and end up losing, cause you assumed it had the general weaknesses of a role that the opponent didn't is! Lets first take the Assaulter role. This is a character that is mostly focused on attack and suppressing an opponent, trying to overwhelm or keeping them occupied with fierce attacks. We take ninjutsu, taijutsu and such departments together, so just keep it focused on what the character is best at. Assaulters are often characters that use more force than tactics, trying to not outsmart their opponents, but trying to corner them and then crush them. This kind of sadly, in my opinion, applies to many people. Cause you can also put people/writers in roles. The next role is that of a Defender. This are characters that often try to be more defensive, using their abilities to keep themselves standing as their opponents tire themselves out. When their opponent makes a mistake or leaves an opening, the defender strikes them down. If it won't work, then they will just fall back and try to outlast their foes. Defenders can thus be said to be more tactical characters than the generic Assaulter, but that isn't always the case. While you need to have a good idea how to keep up a good defense, an assaulter with just the right abilities can crush a defender with ease. The third role is that of stealth characters, Assassins. Those who rely more on striking hard and fast. Not in the same sense as the assaulter, who fights more in the open, the assassin often try to ambush or lure a foe out of their comfort zone and once that is done, defeat them. Most generic assassin characters have the preference to focus on taking somebody out quickly, which can sometimes leave them open and cause them sometimes to be quickly defeated if somebody can make use of their opening/weakness. The last one is that of a Balanced character. One can say that it fits with almost any character, as who doesn't have some focus on being strong in offensive and defensive, with also some slight stealth? You would be actually surprised if you would hear my opinion about it, but lets not indulge into that. The Balanced role is often a character that is hard to uncover what the weakness is, making it often tricky to see what they will do. Another name for them is maybe Dynamic fighters, as they can often switch between two, sometimes even three, roles! The best thing to do with these kind of characters is to simply be calm and not to be rash with judging them.
Is there a way how one role beats another? That is actually why I have put it in four roles. To make it a lot short and easier for both you (and me), I will put it like this ; - The Assaulter defeats the Assassin, - The Assassin defeats the Defender, - The Defender defeats the Assaulter, Where the balanced is? That is why they are tricky, cause of their ability to switch between roles, you need to figure out what they can be! Also, don't think that this kind of system applies to every fight. A defender doesn't have to lose to an assaulter. Their way of fighting often wears an assaulter out, causing them to make more mistakes or become less efficient, meaning that the stalwart defender can take them out. The same goes for the Assassin against the Defender. An assassin is often a character that pin points the weak points of a defender and neutralize their defenses, ending a match in their favor. Don't be surprised to see that it sometimes doesn't work. A smart defender that can keep up the defense, will wear out the Assassin. A clever assaulter that manages to figure out the weak points of the Defender can overwhelm them and so forth. The thus best rule you can use in a combat situation? COMMON SENSE!
I do hope this newest addition helped to clear some things out. Keep the intro however in mind before commenting in the chat or in person. Next time I will try to explain and talk about fighting styles, as it is very close to this topic.
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Post by Little Alice on Sept 13, 2014 20:26:22 GMT
Fighting Styles, Each resembles a typical animal! Intro :This is a more dedicated and focused part on combat, on the variant styles and such. In the previous part you could read about how I tried to explain the various big roles that both characters and sometimes players have when they write a combat sequence/scene or facing against others. Do remember what has been said at the start of Battle Roles and that fighting styles are a more focused and deeper look at the roles!
Why go deeper into this? Why? Very simple. Even while I may have been good enough to explain about battle roles and help some people understand how it work, it isn't everything. It is just the general, the surface or the tip of the iceberg. I will not write down a huge tale, but will try to be clear and detailed about each role. For a short summarized list, here you go : - The Tiger, - The Ox, - The Wolf/Dog, - The Serpent, - The Dragon
The Tiger! Majestic and proud.
The tiger, a strong and majestic creature. A fierce and strong animal that has not too many rivals when it comes to combine grace and strength, yet doesn't always show it. Characters that can be listed as a tigers are kind of the same. I will use a character who just fits in this. Though it is known that he is a highly skilled shinobi, not many can't be too sure about his combat prowess as he doesn't use too flashy or big techniques that would make him look strong. It is known that he is strong and powerful, yet he doesn't parade it. Just like how a tiger doesn't charge in by every prey. Characters that are strong, but hide their true combat strength often also share the common traits that can be compared to the battle roles of an Assassin or Defender. More so, the Tiger kind of characters are characters that are often level-headed and don't want to use all of their power in a fight, unless they can end it with a clean kill. More examples that can fit in this place are for example, Yumi Hasewaga, Kensuke Nimatsu, Ryoku Samidare, Hiroshi HonTheir fighting style is however sometimes easy to predict. The best way to combat a ''Tiger'' is to discover their pattern as they often use a specialized style that defines them. Keep in mind however that most characters that can be called ''Tigers'' are also often clever people that know how to combat their weakness. The fact that they can be predicted, doesn't mean that their attacks are weaker!
The Ox, Stubborn and strong!
Ox's don't sneak around or cower away! They don't hide their strength and power, they show it! It terrifies the enemy, as they cower away for the might and overwhelming power of the Ox! Characters that can carry the ''Ox'' title are just like that. They are in pride and skill fighters that have skills and abilities that are designed to overwhelm another one's defense. They lack particular or noticable skill in sneaking like for example the Tiger and aren't near that of the Serpent, but they make that up for their raw power. A prime example would be, Katsuko Moto, now Strife and member of the Ghost ANBU of Konohagakure. In Katsuko's case it is mostly strength and endurance that can make him an Ox. Though like the Tiger, it is at times fairly easy to predict and know what the character will do. How? Cause they don't sneak around like some other archetypes, but often try to charge in. Either to keep the enemy focused on them while their allies prepare to strike at them and end the fight. The best way to combat an Ox? Trick them. While they charge, let them waltz straight into traps. They are too stubborn to concede? Repeat and keep outsmarting them. This can be fairly irritating, but in the end you can try to keep on predicting their movements until it is clear who is the winner. However, this may sound that the Ox archetypes aren't that smart, but always be aware that they sometimes can outsmart another archetype! Examples : Sho Deshuga
The Wolf, Cunning and fierce!
Wolves are renown to be animals that use cunning attacks to take down their prey. With their speed, claws and fangs they are opponents to not be taken easily. Characters that can be fit in this archetype are those who have what we can call a semi-dynamic fighting style. They have not just one pattern, but several of them to confuse or counter an enemy. This allow them to be versatile in most combat situations. Takeshi Shun, a character that fits the Wolf archetype. Characters that are Wolf archetypes are not that easy to read. With them being able to go in several patterns and roles, they however don't have skills or abilities that let them overwhelm others like that of the Ox or Tiger. They are often a bit of a light mix, like an assassin that has some good defense skills for example. The way to beat them is to use a style or tactic that neutralize most of their style, thus causing them to leave openings. Examples ; Rika Suzu, Tora Hatake, Hiron Hon, Aiko Cho-Hon
The Serpent, Fast and silent!
Silent, backstabbing and often creatures that launches deadly ambushes that not many can escape from without being seriously wounded. Serpent archetypes are characters who excel in ambushing, using poison, sneaking around and other styles that are resolved around to take a position in.. [21:38:44 | 21:39:34 bewerkt] Melanie: in which they have the obvious advantage. Once that is achieved, they will ruthlessly attack their prey(s) without trying to give any quarter. A good example of a Serpent archetype would be, Serpents are crafty and cunning characters that excel in surprising people with luring them into traps. The best way is to stay cautious or try to keep them from getting an advantage in the surroundings. Cause if they get that, it will become much harder to beat them. Of course it is easier said than done, as most Serpents are also masters of illusions and tricking their opponent. From genjutsu to just faking their condition. It is safe to say that you need to be cautious and try to keep your guard up, cause the Serpent will try to make you lower it! Examples : Mika Hayashi, Kimi IomaskiKoike Hon
The Dragon, Wise and powerful!
A dragon is rumoured to be a wise and very powerful creature. Beings that are either helpers of heroes or opponents that instill dread in their enemies by simply with their name. A character being a Dragon Archetype is however what one can call full Dynamic fighting style user. What that is? Dynamic fighters are the type of fighters that have managed to learn and use a lot of fighting styles, in order to overwhelm other archetypes with their diverse abilities and skill. One can say perhaps that they are elite, but that doesn't have to be the case. It are characters who excell in strategic and tactical manouvres that allow them to outsmart and surprise their opponent. The way to beat Dragon archetypes is tricky. They are not easy at all to predict, even if you have fought them before. Their diverse abilities and skill allow them to adapt to a situation, which they will try to turn in their advantage. The only way to beat a dragon archetype is to try to use what your character is at best, in order to hope that it will cause enough pressure to make an opening. Cause even while they have good abilities and are often (not always!) more or less elite fighters ( or at least cunning or great tactical players), they are often having a skill or ability that is very high like some focused/specialized characters. Examples ; Kiyomi Sato-Hon, Waki Sanosuke, Midori Sato
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