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ArcheType Archetype
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Although the skill system in Shadowrun is freeform, certain combinations of skills and equipment work well together. This combination of specialization in skill and equipment is known as an archetype. The most notable archetypes are Street Samurai, characters who have heavily augmented their bodies with cyberware and bioware and focus on physical combat; Adepts, characters who have magical abilities that increase their physical combat abilities; Deckers or Hackers who are experts at manipulating computer networks; Riggers who augment their brains to achieve fine control over vehicles and drones; Magicians who cast spells and can view emotions and call spirits from astral space; and charismatic confidence tricksters and negotiators known as Faces. Archetype is a crew on the Viridian Ocean. This crew does not participate in sinking blockades or SMHs. Since the archetypes are part of the scub, Eureka seems to have the ability to communicate with them. The Nirvash being the main example of this. As she always tells how the Nirvash "feels" when something is being done to or around it. Defines the fundamental relationship between players RelationshipTypeAttachment MUST have an archetype set to either: "allied", "neutral" or "war" An archetype is a method for the analysis or writing of stories and mythology. Archetypal analysis claims that all mythologies have the same basic structure with respect to their characters, and their storyline, the most well-known combination being that of the Hero's Quest. The storyline and all characters of Lost may be analyzed by these methods. The writers of Lost almost certainly are aware of archetypal analysis, as it is a common topic of study in learning the craft of writing. An archetype is a group of player classes sharing traits or abilities in common. EverQuest has multiple ways to categorize its classes into archetypes. The following are some examples. See In psychology, an archetype is a model of a person, personality, or behavior. In philosophy, archetypes have, since Plato, referred to ideal forms of the perceived or sensible objects or types. In the analysis of personality, the term archetype is often broadly used to refer to: 1. * A stereotype— a personality type observed multiple times, especially an oversimplification of such a type. 2. * An epitome— a personality type exemplified, especially the "greatest" such example. 3. * A literary term to express details. An Archetype refers to established concepts or roles (usually of characters) that can be clearly observed and elaborated upon when looking at patterns throughout the Fire Emblem series. The long running Fire Emblem series often recycles certain concepts and roles for various characters across many different games. The commonly cited character archetypes, listed here, are a purely fan-made construction and have no official backing. As such, some fans are critical of their legitimacy and the way some archetypes are designed or how characters are assigned to various archetypes (usually, but not always based primarily on appearances and stats). However, it is interesting to observe the many trends followed throughout in the series. It would appear that the designers have their own set of offic In the first sense there are many more informal terms are frequently used instead, such as "standard example" or "basic example", and the longer form "archetypal example" is also found. In mathematics, an archetype is often called a "canonical example". An archetype, called a series (シリーズ shirīzu) or unofficially a category (カテゴリ kategori) in Japanese, is a group of cards that are supported due to part of their Japanese name. Examples of archetypes include "HERO", "Spellbook" and "Wind-Up". Groups of cards with similar names and/or artworks that are not supported or anti-supported explicitly by card effects are called a series. Archetypes are a group of cards that follows most of the following rules. __TOC__
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An archetype is a group of player classes sharing traits or abilities in common. EverQuest has multiple ways to categorize its classes into archetypes. The following are some examples. In psychology, an archetype is a model of a person, personality, or behavior. In philosophy, archetypes have, since Plato, referred to ideal forms of the perceived or sensible objects or types. In the analysis of personality, the term archetype is often broadly used to refer to: 1. * A stereotype— a personality type observed multiple times, especially an oversimplification of such a type. 2. * An epitome— a personality type exemplified, especially the "greatest" such example. 3. * A literary term to express details. Archetype refers to a generic version of a personality. In this sense, "mother figure" may be considered an archetype, and may be identified in various characters with otherwise distinct (non-generic) personalities. Archetypes are likewise supposed to have been present in folklore and literature for thousands of years, including prehistoric artwork. The use of archetypes to illuminate personality and literature was advanced by Carl Jung early in the 20th century, who suggested the existence of universal contentless forms that channel experiences and emotions, resulting in recognizable and typical patterns of behavior with certain probable outcomes. Archetypes are cited as important to both ancient mythology and modern narratives. Since the archetypes are part of the scub, Eureka seems to have the ability to communicate with them. The Nirvash being the main example of this. As she always tells how the Nirvash "feels" when something is being done to or around it. Creation The Scub Corals only had one form of communication. They fuse with anything, borrowing their physical body, but allowing them to remain as being of energy, within the Scub coral. The humans being scared of fusing and the Scubs not knowing they were being to aggressive, ended up with the humans leaving Earth and going to another planet. The Scubs were left with no intelligent beings to communicate with, so they created their own. They created thousands of archetypes in an attempt to recreate humans so they could communicate with them somehow. The only problem was that the humans had all left. When they the humans finally returned to Earth, all of the archetypes had already died, and the Scubs created lady Sakua and Eureka in an attempt to communicate. The archetypes were failed prototypes of humans in an attempt to communicate with them. bandicam 2015-02-15 20-51-31-583.jpg bandicam 2015-02-15 20-51-58-921.jpg bandicam 2015-02-15 20-51-51-867.jpg Bandicam 2015-02-15 19-56-05-317.jpg|KLF Archetype An archetype, called a series (シリーズ shirīzu) or unofficially a category (カテゴリ kategori) in Japanese, is a group of cards that are supported due to part of their Japanese name. Examples of archetypes include "HERO", "Spellbook" and "Wind-Up". Groups of cards with similar names and/or artworks that are not supported or anti-supported explicitly by card effects are called a series. An archetype is a method for the analysis or writing of stories and mythology. Archetypal analysis claims that all mythologies have the same basic structure with respect to their characters, and their storyline, the most well-known combination being that of the Hero's Quest. The storyline and all characters of Lost may be analyzed by these methods. The writers of Lost almost certainly are aware of archetypal analysis, as it is a common topic of study in learning the craft of writing. In the first sense there are many more informal terms are frequently used instead, such as "standard example" or "basic example", and the longer form "archetypal example" is also found. In mathematics, an archetype is often called a "canonical example". Archetypes are a group of cards that follows most of the following rules. __TOC__ Archetype is a crew on the Viridian Ocean. This crew does not participate in sinking blockades or SMHs. An Archetype refers to established concepts or roles (usually of characters) that can be clearly observed and elaborated upon when looking at patterns throughout the Fire Emblem series. The long running Fire Emblem series often recycles certain concepts and roles for various characters across many different games. The commonly cited character archetypes, listed here, are a purely fan-made construction and have no official backing. As such, some fans are critical of their legitimacy and the way some archetypes are designed or how characters are assigned to various archetypes (usually, but not always based primarily on appearances and stats). However, it is interesting to observe the many trends followed throughout in the series. It would appear that the designers have their own set of official archetypes, which could very well differ from the fan ones. For instance, they describe Titania as a Jagen, while fans usually call her an Oifey. Defines the fundamental relationship between players RelationshipTypeAttachment MUST have an archetype set to either: "allied", "neutral" or "war" See Although the skill system in Shadowrun is freeform, certain combinations of skills and equipment work well together. This combination of specialization in skill and equipment is known as an archetype. The most notable archetypes are Street Samurai, characters who have heavily augmented their bodies with cyberware and bioware and focus on physical combat; Adepts, characters who have magical abilities that increase their physical combat abilities; Deckers or Hackers who are experts at manipulating computer networks; Riggers who augment their brains to achieve fine control over vehicles and drones; Magicians who cast spells and can view emotions and call spirits from astral space; and charismatic confidence tricksters and negotiators known as Faces. However, the archetypes are not character classes: the player is allowed to cross boundaries. Restrictions are not imposed by the system itself, but by the player's specializations. Because character-building resources are limited, the player has to weigh which game resource he or she wants to specialize in and which to neglect. This allows high character customization while still ensuring that characters are viable in the setting.