Post by Cecoil on Jan 5, 2013 17:39:47 GMT -5
This is fairly superfluous since just about everyone already knows what's going on, but in case there're any doubts, this is
To help.
PHYSICAL STATS,[/font]
Fairly self-explanatory, but here is what you can gain in terms of physical abilities through allocating the stats.
Strength- How strong your character is, this also relates to physical toughness. Essentially, if your character's going to be doing a lot of their fighting with just raw strength or by taking a lot of hits, getting up close and personal, this is the best stat to boost. Low strength means you're delicate and easy to injure. High strength means you're a tank who can dish out large amounts of punishment. Having a decent strength stat is important for just about all kind of fighting.
Agility- This is your character's speed and reflexes. It also affects dexterity and aim so if your characters going to be doing long range or fast-based combat this is the essential stat. If you have low agility you're sluggish and not a particularly nimble fighter. If it's high then you can use a more athletic style of combat and dodge incoming attacks with more success. If you haven't got a reasonable agility score then you can't dodge as well.
Intelligence- How brainy your character is, it doesn't apply to every kind of knowledge. It's mainly how well you understand Dying Will Flames and formulate strategies and creative use of things. Not having a high intelligence stat doesn't mean you can't use your abilities smartly, but it means the character can't come up with detailed plans. Low intelligence characters will likely not make the most of their moves and high intelligence characters will plan everything and make complicated plans.
FLAME STATS,[/font]
Not readily apparent, the stats you put in for Flames are like the Physical stats but not quite as clear-cut. Strength, Agility and Intelligence are all fairly key elements to how one deals with fights. Like if you are a brawler, a ninja, or a strategist. The flames may not be quite as obvious to their function, and it's fairly important to reach the right balance, so here's a run-down.
Flame Purity- The purity of your flame is related to the conviction behind your flame. The more determined you are that you're doing the right thing in your world view the purer the flame. Flame purity is how strong the flames themselves are. The stronger the flame, the better the result from a box and the more your respective flame attribute stands out. For example, Lightning Flames will be especially hard.
Flame Control- How well you can handle your flame, if it's too low you may have difficulty opening a box as you aren't able to modulate the power output leading to broken rings if the ring's a low level and the purity too high, or getting exhausted as you use too much of the flames strength and run out of Dying Will. Perks to being good at flame control means you can use the flames in inventive ways, such as Tsuna's Zero-point breakthrough or Gokudera with the System C.A.I. Pretty important for Mist.
Flame Strength- This is how much flame you can produce and is related to your willpower. It's essentially stamina. The stronger your flame the longer you can utilize it and the more you can produce. Having huge amounts of flame is a perk since it means your character can use boxes multiple times or special abilities that use flames more regularly. Sort of paired with Purity, Strength is quantity not quality. If you had lots of purity but not strength you wouldn't produce many flames but they'd be good flames and vice versa. Pretty important for Cloud types.
SPECIAL ATTACKS,[/font]
Special attacks are something just about every character has, but it's fairly important that when selecting them you don't fall into a few pitfalls when designing them. S here are a few tips. You may not need them, but they're things I try to bear in mind when making them up.
You don't need the strongest attack - The joy of being in the mafia - apart from truly excellent pasta - is that you don't need to be a one-man army. You can still be tough, oh yes sir, and you can still have strong attacks. But you don't need to take pain-staking effort to cover any possible weakness to make an attack that is just complete power-playing. If an attack is completely flawless and automatically beats an opponent, it won't be accepted. Even in Dragonball Z, a series fairly renowned for this kind of thing, the Spirit Bomb takes ages to charge.
It'll be more fun for all concerned if you focus on making an attack versatile rather than powerful. Rather than a ray of Flames that burns through all defenses, how about a fireball that moves in a spiral? It can still get through a defense as it'll move erratically and the foe will have trouble evading it, but it also has the perk of being useful in other ways, lighting a hallway or attacking an opponent from an unexpected angle. Anyway, don't think of just one big end all attack. By all means have one big one with suitable drawbacks, but try and think of attacks that are versatile and cpuld be used in lots of situations against a variety of enemies.
Match it to your Flames - Fairly basic, if you're a Mist flame then you probably can't justify having an attack where the flames themselves induce tranquility. You can create illusions of things to make the enemy tranquil, but it's not the flames. Better example, Rain Flames being used to activate and make a Box Animal larger. That's something sun flames do. Also, minor thing, if your main flame is Lightning and your sub flame is storm, don't have every attack use Storm Flames. You may as well just have Storm Flame.
Get creative - While a good old-fashioned fireball is always neat, REBORN! isn't exactly known for conventional attacks or weapons. Dynamite isn't a particularly common weapon, nor is a baseball bat used for kendo. Feel free to invent creative weapons or abilities that don't need boxes. Dr. Shamal doesn't need a box, and neither do you! But box weapons are useful, so you might as well have one or so.
Don't do a straight rip-off- You can do better than Getsuga Tensho with Flames. Not to mention the threat of copyright infringement, it's also really unattractive and not very fun. The point of an non-canon RP, in Cecoil's opinion, is to play as an original character with your own ideas come to life. It's a flourishing of your imagination. What kind of flourishing is it if you just take a canon character or a character from another series, slap on a few different names, and call it your own?
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BREEZE'S PLAYER'S GUIDE,[/font]
To help.
PHYSICAL STATS,[/font]
Fairly self-explanatory, but here is what you can gain in terms of physical abilities through allocating the stats.
Strength- How strong your character is, this also relates to physical toughness. Essentially, if your character's going to be doing a lot of their fighting with just raw strength or by taking a lot of hits, getting up close and personal, this is the best stat to boost. Low strength means you're delicate and easy to injure. High strength means you're a tank who can dish out large amounts of punishment. Having a decent strength stat is important for just about all kind of fighting.
Agility- This is your character's speed and reflexes. It also affects dexterity and aim so if your characters going to be doing long range or fast-based combat this is the essential stat. If you have low agility you're sluggish and not a particularly nimble fighter. If it's high then you can use a more athletic style of combat and dodge incoming attacks with more success. If you haven't got a reasonable agility score then you can't dodge as well.
Intelligence- How brainy your character is, it doesn't apply to every kind of knowledge. It's mainly how well you understand Dying Will Flames and formulate strategies and creative use of things. Not having a high intelligence stat doesn't mean you can't use your abilities smartly, but it means the character can't come up with detailed plans. Low intelligence characters will likely not make the most of their moves and high intelligence characters will plan everything and make complicated plans.
FLAME STATS,[/font]
Not readily apparent, the stats you put in for Flames are like the Physical stats but not quite as clear-cut. Strength, Agility and Intelligence are all fairly key elements to how one deals with fights. Like if you are a brawler, a ninja, or a strategist. The flames may not be quite as obvious to their function, and it's fairly important to reach the right balance, so here's a run-down.
Flame Purity- The purity of your flame is related to the conviction behind your flame. The more determined you are that you're doing the right thing in your world view the purer the flame. Flame purity is how strong the flames themselves are. The stronger the flame, the better the result from a box and the more your respective flame attribute stands out. For example, Lightning Flames will be especially hard.
Flame Control- How well you can handle your flame, if it's too low you may have difficulty opening a box as you aren't able to modulate the power output leading to broken rings if the ring's a low level and the purity too high, or getting exhausted as you use too much of the flames strength and run out of Dying Will. Perks to being good at flame control means you can use the flames in inventive ways, such as Tsuna's Zero-point breakthrough or Gokudera with the System C.A.I. Pretty important for Mist.
Flame Strength- This is how much flame you can produce and is related to your willpower. It's essentially stamina. The stronger your flame the longer you can utilize it and the more you can produce. Having huge amounts of flame is a perk since it means your character can use boxes multiple times or special abilities that use flames more regularly. Sort of paired with Purity, Strength is quantity not quality. If you had lots of purity but not strength you wouldn't produce many flames but they'd be good flames and vice versa. Pretty important for Cloud types.
SPECIAL ATTACKS,[/font]
Special attacks are something just about every character has, but it's fairly important that when selecting them you don't fall into a few pitfalls when designing them. S here are a few tips. You may not need them, but they're things I try to bear in mind when making them up.
You don't need the strongest attack - The joy of being in the mafia - apart from truly excellent pasta - is that you don't need to be a one-man army. You can still be tough, oh yes sir, and you can still have strong attacks. But you don't need to take pain-staking effort to cover any possible weakness to make an attack that is just complete power-playing. If an attack is completely flawless and automatically beats an opponent, it won't be accepted. Even in Dragonball Z, a series fairly renowned for this kind of thing, the Spirit Bomb takes ages to charge.
It'll be more fun for all concerned if you focus on making an attack versatile rather than powerful. Rather than a ray of Flames that burns through all defenses, how about a fireball that moves in a spiral? It can still get through a defense as it'll move erratically and the foe will have trouble evading it, but it also has the perk of being useful in other ways, lighting a hallway or attacking an opponent from an unexpected angle. Anyway, don't think of just one big end all attack. By all means have one big one with suitable drawbacks, but try and think of attacks that are versatile and cpuld be used in lots of situations against a variety of enemies.
Match it to your Flames - Fairly basic, if you're a Mist flame then you probably can't justify having an attack where the flames themselves induce tranquility. You can create illusions of things to make the enemy tranquil, but it's not the flames. Better example, Rain Flames being used to activate and make a Box Animal larger. That's something sun flames do. Also, minor thing, if your main flame is Lightning and your sub flame is storm, don't have every attack use Storm Flames. You may as well just have Storm Flame.
Get creative - While a good old-fashioned fireball is always neat, REBORN! isn't exactly known for conventional attacks or weapons. Dynamite isn't a particularly common weapon, nor is a baseball bat used for kendo. Feel free to invent creative weapons or abilities that don't need boxes. Dr. Shamal doesn't need a box, and neither do you! But box weapons are useful, so you might as well have one or so.
Don't do a straight rip-off- You can do better than Getsuga Tensho with Flames. Not to mention the threat of copyright infringement, it's also really unattractive and not very fun. The point of an non-canon RP, in Cecoil's opinion, is to play as an original character with your own ideas come to life. It's a flourishing of your imagination. What kind of flourishing is it if you just take a canon character or a character from another series, slap on a few different names, and call it your own?
[/blockquote]
Credit goes to Breeze. RPIP. Roleplay in peace.
Slightly modified by Cecoil.
[/size][/i]Slightly modified by Cecoil.