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PostPosted: Sun Jun 08, 2014 11:32 am
► Ⅰ ◄ s т α тc α т є ɢ σ r ι є s

Stats, just as in any video game, determine where a character's strengths and weaknesses lie. In this guild, in a similar way, stats exist to show a character's strengths and weaknesses, but also to guide the guild's story along. They force a person to carefully consider what sort of character they want to make, what role they will play in this world. There are four categories: agility, power, intelligence, and chakra. Each affects different skills a character has, such as how fast they can run, or how much they can carry, and they serve as guidelines in fights. For example, a character focused on power and another on agility may fight; whereas the power based character is stronger physically, the agility based character may be fast enough to slip past their defenses for quick strikes.

Below, each stat will be explained in detail.


Stat Bonuses
Every character starts with three 'points' in each stat category that can then be adjusted based on the Archetype you choose (see Archetypes further down for more details). After a character hits four [4] points in a stat, they start to get benefits from said stat that will increase their learning capabilities in the category associated with that stat, as well as, at some intervals, give strength and speed bonuses to techniques.

Agility
Agility can be defined as speed (i.e., how fast you can run), but it also affects flexibility, how high you can jump, how quickly you can climb, and how fast you can swing and throw small weapons. It can be defined as dexterity as well, determining how quick your reaction time is in order to avoid attacks. The core of agility is the Acrobat, but the Athlete (power and agility), the Magician (chakra and agility), and the Performer (intelligence and agility) also get minor agility bonuses.

Quote:
Every two [2] points in agility: one [1] stage of learning for Bukijutsu or Taijutsu, starting at four [4] points (one additional at six [6], eight [8], etc.).
Every five [5] points in agility: gains a half rank [.5] in speed for Bukijutsu, Taijutsu, and unnamed physical attacks. Also gain a five [5] stamina decrease to unnamed physical attacks, to a minimum of five [5].


Power
Power is exactly as it sounds: your character's strength. Power determines how long you can run, climb, or swim, how much and how long you can lift a heavy object, and how fast you can swing a heavy weapon. Constitution and defense also falls under power to determine how much damage you can take before becoming incapacitated. The core of power is the Fighter, but the Athlete (agility and power), the Strategist (intelligence and power), and the Paladin (chakra and power) also get minor power bonuses.

Quote:
Every two [2] points in power: one [1] stage of learning for Bukijutsu or Taijutsu, starting at four [4] points (one additional at six [6], eight [8], etc.).
Every five [5] points in power: gains a half rank [.5] in strength for Bukijutsu, Taijutsu, and unnamed physical attacks. Also gain fifteen [15] stamina for their maximum pool.


Intelligence
Intelligence is the core of imagination and critical thinking capacity. It governs how quickly you can analyze a situation, how easily you can see through illusions, how strategic you are in battle, and how charismatic you are. The Scholar is the primary intelligence archetype, but the Strategist (power and intelligence), the Mystic (chakra and intelligence), and the Performer (agility and intelligence) also gain minor intelligence bonuses.

Quote:
Every point in intelligence: one [1] Ninjutsu or Genjutsu slot, starting at four [4] points (one additional at five [5], six [6], etc.).
Every five [5] points in intelligence: gains a half rank [.5] increase to the strength of Genjutsu. Also gain a five [5] chakra decrease to the cost of Genjutsu or Ninjutsu, to a minimum of five [5].


Chakra
Chakra, most simply, governs how deep a character's chakra pool goes. The higher the chakra stat, the more chakra you have. However, the chakra stat also determines how well a character can focus and manipulate chakra and how strong chakra based techniques are. The Sage archetype has by far the deepest chakra pool of any archetype, but the Mystic (intelligence and chakra), the Magician (agility and chakra), and the Paladin (power and chakra) also gain some chakra benefits.

Quote:
Every point in chakra: one [1] Ninjutsu or Genjutsu slot, starting at four [4] points (one additional at five [5], six [6], etc.).
Every five [5] points in chakra: gains a half rank [.5] increase to the strength or speed of Ninjutsu. Also gain fifteen [15] chakra for their maximum pool.


Stat Drawbacks
There are actually no drawbacks to having one [1] point in a stat, outside of how one chooses to play it out. For example, someone with a one [1] Intelligence might choose to not be able to speak. But this is not a requirement.

On the other hand, hitting zero [0] in any stat is automatic death. There are means of losing stats temporarily or permanently in the guild, usually in the form of poison of some sort, or diseases. However, this could be incredibly dangerous if you only have one [1] point in a stat, so as a preventative measure against immediate death, and only in this way, that last stat point before zero counts as five 'steps'. If you have a one [1] Power and are inflicted with a poison that causes three [3] points of damage to Power, you will be left at [2/5th] of a point, giving a short time to find a cure. Likewise, if you have three [3] points in Power, the same poison would reduce you to [4/5th] instead of zero [0]. Having a four [4] would first reduce you to one [1], and then to [2/5th] the next time the poison did damage. And so on.
 
PostPosted: Sun Jun 08, 2014 11:34 am
► Ⅱ ◄ ω н α тα r єα r c н є т y ρ є s ?

Essentially, archetypes define your character's physical strengths and weaknesses in a numerical, or stat-based, form. These do not determine your class or your specialization, but they may help or hinder your decision for your class or specialization. For example, a Ninjutsu user might want a large amount of Chakra and therefore go for Sage. This will be explained in more detail further on. They define the character's statistical strength and their starting pack.

Note: The starting packs only apply to characters starting at E-rank. Characters starting at D-rank only receive stats, [50] starting chakra and stamina, and none of the additional bonuses of the Archetypes. This does not affect bonuses received from stats.

Each of these eleven archetypes has its own advantages and disadvantages that help make every character unique. Again, these will be explained in further detail later on, but here are simple descriptions of each:

Jack-of-all-Trades → "Master of None", the Jack has no advantages or disadvantages.
Fighter → The Fighter focuses merely on power, letting their agility, chakra, and intelligence suffer.
Scholar → The Scholar focuses merely on intelligence, letting their power, agility, and chakra suffer.
Sage → The Sage focuses merely on chakra, letting their intelligence, power, and agility suffer.
Acrobat → The Acrobat focuses merely on agility, letting their chakra, intelligence, and power suffer.
Athlete → The Athlete is balanced in power and agility, but weaker in intelligence and chakra.
Strategist → The Strategist is balanced in power and intelligence, but weaker in agility and chakra.
Mystic → The Mystic is balanced in intelligence and chakra, but weaker in power and agility.
Magician → The Magician is balanced in agility and chakra, but weaker in power and intelligence.
Paladin → The Paladin is balanced in power and chakra, but weaker in agility and intelligence.
Performer → The Performer is balanced in agility and intelligence, but weaker in power and chakra.



► Ⅲ ◄ ω н α тι sт н є ι r ρ υ r ρ σ s є ?

What is the purpose of having archetypes? It is quite simple. Their purpose is to both aid and limit you in character development. Many people, when creating their character, what their character to be strong in every way, shape, and form, to have no weaknesses and be unstoppable.

Every character has a weakness.

The archetypes force you to choose a strength and weakness for your character. Basically, it makes you think more about what you want the character to become instead of simply allowing you to slap down just anything you want. An example is that a purely power based character will probably take the blow instead of trying to dodge it.

For those who want to be good in every category, there is an archetype for you: the Jack-of-all-Trades. He or she gets no benefits and no weaknesses, but they are proficient in no category.
 

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PostPosted: Sun Jun 08, 2014 11:35 am
► Ⅳ ◄ c н σ σ s ι η ɢα ηα r c н є т y ρ єα η ∂r α η к ι η ɢυ ρ

As mentioned before, choosing an Archetype helps determine what type of character you want to bring into this world. It gives a name to the general strengths and weaknesses of a character, and is meant to help you keep to a character build, making the character more realistic.

Starting Out
It is recommended that you choose what type of character you want before choosing an Archetype, to max out the potential your character might have. For example, your probably not going to want to choose the Intelligence-based Scholar for a Taijutsu-based character. But that might not always be the case. Say you want your character to be a tactician. Then having some points in intelligence might not be so bad. By all means, the Archetype you choose does not have to match the character, but they do give an idea of what the character might be like.

What are these points that were mentioned? Well, that's where the stats come into play. When creating your character, all characters have three (3) 'points' in each stat category. It looks something like this:


Quote:
• Agility ☆☆☆ (3)
• power ☆☆☆ (3)
• Intelligence ☆☆☆ (3)
• Chakra ☆☆☆ (3)

These are also the stats of the Jack-of-all-Trades, and it is perfectly acceptable leave it that way if you can't decide what your character's strengths or weaknesses are. But keep in mind, adding stats when you rank up does not change your Archetype. Your Archetype is set from the get-go, and determines which stats are increased (if any) and what bonuses your character starts with.

Now for the important part. Once you've chosen an Archetype, besides Jack-of-all-Trades, your character will gain either two [2] points in one stat, or one [1] point in two stats. Which stat does an Archetype increase? It will say in the section dedication to that Archetype, just below its description. For example Fighter increases the Power stat by two [2], whereas Mystic increases Intelligence and Chakra by one [1] each.

From there, two [2] points must be removed from other stats. Using Fighter as an example again, they might be a pure physical character and have little use for Chakra, so both points could be taken from there. Or maybe they're strong but slow, so you could remove one [1] point from Agility, and one [1] point from Chakra.

A stat when starting a character cannot have fewer that one [1] point in a stat, nor can they have more than five [5] in a stat without outside factors such as Personal Attributes and some bloodlines. In other words, based solely on Archetypes. Here are a few examples:


Quote:
Fighter
• Agility (1)
• Power ☆☆☆☆☆ (5)
• Intelligence ☆☆☆ (3)
• Chakra ☆☆☆ (3)

• Agility ☆☆ (2)
• Power ☆☆☆☆☆ (5)
• Intelligence ☆☆ (2)
• Chakra ☆☆☆ (3)

Athlete
• Agility ☆☆☆☆ (4)
• Power ☆☆☆☆ (4)
• Intelligence ☆☆ (2)
• Chakra ☆☆ (2)

• Agility ☆☆☆☆ (4)
• Power ☆☆☆☆ (4)
• Intelligence ☆☆☆ (3)
• Chakra (1)

So, in summary, here's the process:
1. Select which Archetype you would like your character to be.
2. Based on the Stats section of the Archetype, adjust the stats that get bonuses.
3. Remove up to two [2] points from any of the unrelated stats to balance out the increase received.
4. Apply any stat bonuses from Personal Attributes, Bloodlines, or other sources.


Ranking Up
Your starting stats are not the last time you will touch your stats! In fact, that is very far from the truth. While extra stat points are fairly hard to obtain by normal means, every time a character ranks up, they receive two [2] additional stat points to apply to whichever stat they like. As your Archetype only affects your starting stats, these can be placed in any of the four categories depending on how the user would like to build their character. Simple enough, right?


► Ⅴ ◄ т н єα r c н є т y ρ є s

As stated before, there are eleven Archetypes for characters to choose from. Each has its own benefits and its own disadvantages. It is up to you to decide which of the Archetypes best suits the type of character you wish to play. With each is three examples of different playing styles--offensive, defensive, and supplementary--to both give an idea of what that Archetype is capable of and to help you if you are stuck deciding. By no means are you required to play one of these styles; they are only guides. They are listed below in alphabetical order.  
PostPosted: Sun Jun 08, 2014 11:36 am
Acrobat
The Acrobat archetype is the most agile and flexible, physically, of all the archetypes. They focus on pure speed in their actions, but also boast a great dexterity when it comes to dodging, weaving, and dancing around opponents. A thief or scout might do well having the Acrobat archetype, as well as anyone looking for stealth. While not necessarily small, they tend to have slighter frames than that of the more Power based archetypes.

Quote:
Stats:
»» +2 to Agility

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +150 Ryo
»» +2 Stages [Bukijutsu or Taijutsu]
»» +2 Proficiency Points

Suggested classes:
»» Bukijutsu
»» Taijutsu
»» Tracker
»» Dervish
»» Adventurer
 

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PostPosted: Sun Jun 08, 2014 11:37 am
Athlete
Whirlwinds of speed and pain, Athletes know that the best combination of tactics is to attack fast and hard instead of focusing on either. A healthy helping of both goes a long way. Warriors who typically choose this methodology of combat often come from the school of guerrilla warfare, striking with blinding speed and hitting with enough strength to leave a lasting impression. Other types of warriors found in other media outlets would be Scouts, Rangers, and Rogues who happen to find the title "thug" something of merit.

Quote:
Stats:
»» +1 Power
»» +1 Agility

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +150 Ryo
»» +2 Stages [Bukijutsu or Taijutsu]
»» +2 Proficiency Points

Suggested classes:
»» Bukijutsu
»» Taijutsu
»» Beastmaster
»» Oathkeeper
»» Soldier
 
PostPosted: Sun Jun 08, 2014 11:38 am
Fighter
Fighters do what the name suggest: fight. While this can be used to describe any of the Archetypes, none focus more on hitting harder than a Fighter. Focusing on their Power, the Fighter makes each hit count by utilizing overwhelming force with their blows to make sure that nothing dares to stand against them. At least, not a second time. The Fighter is the best you can be if you're looking to pick up the biggest weapon and make sure the least amount of enemies stand back up after you knock them down.

Quote:
Stats:
»» +2 Power

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +150 Ryo
»» +2 Stages [Bukijutsu or Taijutsu]
»» +2 Proficiency Points

Suggested classes:
»» Soldier
»» Bukijutsu
»» Taijutsu
»» Oathkeeper
»» Beastmaster
 

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PostPosted: Sun Jun 08, 2014 11:39 am
Jack-of-all-Trades
As the saying goes there are those who truly learn to dabble in all things, never truly sitting down in one place and instead learn to be generally "good" at everything instead of "great" at one. While this is merely the more common definition, the Jack-of-all-Trades is merely the Archetype of one who cannot decide where best their abilities should be focused, and instead opts for none of it.

Quote:
Stats:
»» No Bonuses

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +125 Ryo
»» +1 Stage [Bukijutsu or Taijutsu]
»» +2 Slots [Ninjutsu or Genjutsu)
»» +1 Proficiency Point
»» +1 Skill Point

Suggested classes:
»» Any!
 
PostPosted: Sun Jun 08, 2014 11:40 am
Magician
A trickster, born to use flashy tricks and slight of hand to accomplish what their techniques and knowledge simply cannot, a Magician is a step away from the typical "mage". Whereas Mystics rely on their intelligence and overwhelming chakra, the Magician learns to use their white and fast movements to bring realism to their tricks. A Magician is the best Archetype you can be because it gives the strength and mysticality of Chakra knowledge while giving the dexterity, poise, and rapid response of an Agility focus.

Quote:
Stats:
»» +1 Agility
»» +1 Chakra

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +125 Ryo
»» +1 Stage [Bukijutsu or Taijutsu]
»» +2 Ninjutsu Slots
»» +1 Proficiency Point
»» +1 Skill Point

Suggested classes:
»» Tamer
»» Puppeteer
»» Performer
»» Medic
»» Physician
 

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PostPosted: Sun Jun 08, 2014 11:41 am
Mystic
The "mage" of the Narutoverse, someone who has truly invested their time and energy into the mystical arts and into knowing one's chakra better than any other could. Or, at least, that's what is assumed. With Intelligence and Chakra blended the focus of the Mystic is in the effects their techniques make, the mystery they hold, and most importantly, how best to abuse, or not abuse, its functions. The Mystic is best suited for those who wish to master the use of their Chakra associated powers, whether of the fireball persuasion or bending the definition of "reality", and become the very best that no one ever was.

Quote:
Stats:
»» +1 Intelligence
»» +1 Chakra

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +100 Ryo
»» +5 Slots [Ninjutsu or Genjutsu]
»» +2 Skill Points

Suggested classes:
»» Medic
»» Medium
»» Sensor
»» Ninjutsu
»» Genjutsu
 
PostPosted: Sun Jun 08, 2014 11:42 am
Paladin
A quintessential "Magic Knight" of the Archetypes, the Paladin looks to utilize chakra and their physical might to pave the way to victory. A Samurai who enchants their blade with their spirits and charges the masses with weapon in hand! The Paladin is the best one can be as it blends the weapon and mystical arts for greatest effect, granting a wide variety of play styles and combat prowess.

Quote:
Stats:
»» +1 Power
»» +1 Chakra

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +150 Ryo
»» +2 Stages [Bukijutsu or Taijutsu]
»» +2 Proficiency Points

Suggested classes:
»» Bukijutsu
»» Taijutsu
»» Medic
»» Oathkeeper
»» Tamer
 

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PostPosted: Sun Jun 08, 2014 11:43 am
Performer
Through movement and intellect the Performer ensures that every movement is a masterpiece, thought out and placed with precision for greater effect. Anyone can dance, can sing, but only the Performer knows how to make every action nothing short of a grand display of their whit and prowess. The performer utilizes their intellect to ensnare the minds of their enemies while skillfully avoiding them. The illusionist with a penchant for being a part of their performance is just one example of the variety Performer promises.

Quote:
Stats:
»» +1 Agility
»» +1 Intelligence

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +125 Ryo
»» +1 Stage [Bukijutsu or Taijutsu]
»» +2 Genjutsu Slots
»» +1 Proficiency Point
»» +1 Skill Point

Suggested classes:
»» Performer
»» Dervish
»» Puppeteer
»» Tinker
»» Merchant
 
PostPosted: Sun Jun 08, 2014 11:45 am
Sage
Chakra has suffused the planet in unique, powerful, and disturbing ways that none could have foreseen. Despite it's frequent use in the old world few truly invested time into understanding those depths. The Sage is one who has decided to put the study of Chakra, and the raw, world-altering power it gives. A Sage is the best one can be for it focuses upon the use of Chakra and chakra effects such as Jutsu, and offers a slew of options for those who truly wish to learn what it means to be a Chakra User.

Quote:
Stats:
»» +2 Chakra

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +100 Ryo
»» +5 Ninjutsu Slots
»» +2 Skill Points

Suggested classes:
»» Ninjutsu
»» Genjutsu
»» Sensor
»» Medic
»» Medium
 

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PostPosted: Sun Jun 08, 2014 11:46 am
Scholar
Intelligence is the stat most associated with creativity, problem solving, and creation, as only the Scholar truly knows. While Genjutsu is by far the influenced by this stat, the Scholar learns that anything can be done, influenced, or changed if only one puts their mind to it. The character who is intrigued by mysteries, who seeks to learn all that can be learned, and who thinks and strategizes before they act are all hallmarks of a Scholar.

Quote:
Stats:
»» +2 Intelligence

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +100 Ryo
»» +5 Genjutsu Slots
»» +2 Skill Points

Suggested classes:
»» Genjutsu
»» Gatherer
»» Artisan
»» Researcher
»» Merchant
 
PostPosted: Sun Jun 08, 2014 11:47 am
Strategist
Where the Scholar stays behind closed doors with their nose in a book it is the Strategist who puts into practice that which the Scholar only studies. The Warlord who stares at a map to foresee the coming battle and out think their opponent, the Bladehaunt fighting with a mix of blade and illusion, and the generals on the field of battle are all of the Strategist Archetype.

Quote:
Stats:
»» +1 Power
»» +1 Intelligence

Starting Package:
»» +100 Chakra
»» +100 Stamina
»» +125 Ryo
»» +1 Stage [Buki or Taijutsu]
»» +2 Genjutsu
»» +1 Proficiency Slot
»» +1 Skill Point

Suggested classes:
»» Tracker
»» Adventurer
»» Puppeteer
»» Tinker
»» Gatherer
 

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PostPosted: Sun Jun 08, 2014 11:50 am
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