JRPG
Member Title
Classes grant a unique skill, which costs a card, but no MP/AP. They may also grant armor/weapon bonuses.
White Mage: Pray - they can restore someone else, or themselves 3 MP, or 1 HP. Can only be used per turn. Requirement: Forced to have HEAL, REC as a suit.
Black Mage: Destruction - Whenever you use a skill attack, add +1 SKA to your skill attack. Can be used for as many skills in a turn. Requirement: Forced to have SKA, EFT as a suit.
Blue Mage: Change Suit - They can change one of there suit to an opponent's skill type. Can only be used per opponent. Requirement: None.
Red Mage: Black and White - They can have four suits, but they cannot use massive skills. Requirement: SKA, HEAL.
Time Mage: Haste, or Stop - Haste grants another player the ability to utilize another skill, or attack without an AP cost. Stop increases the AP cost for a card. Can be used once per turn. Requirement: Forced to have DCT, AUG as a suit.
(FIX) Summoner: Summon - Summon ancient beasts to deal massive damage. Gain +1 to SKA as a skill type without spending any XP. Requirement: Forced to have SKA as a suit.
Scholar: Analyze - Whenever you enter a battle with foe, you can choose to deduct one stat of your choice. Can only be used per opponent. Requirement: DCT as a suit.
Geomancer: Elemental- You can utilize all elemental affinities for skills only, but you cannot learn Holy/Dark/Dia. Requirement: EMP, TER as a suit.
Evoker: Evoke - Whenever you enter a battle with an ally, you can choose to augment your ally one stat, or yourself two stats. Can only be used once per ally, and once per battle on yourself. Requirment: AUG as a suit.
Warrior: Rage - Add +1 attack to your normal attack. Can only be used once per turn. Requirement: SKA as a suit.
Paladin: Cover - You can protect one ally until your hit points are gone. Requirement: SKD as a suit.
Dark Knight: Darkness - You can augment any of your stats by two for 1 HP. Can only be used once per turn. Example: Add +1 attack, but lose 1 HP. Requirement: SKA, EMP as a suit.
Magic Knight: Elemental Change - You can change the element of your weapon for normal attacks, but you cannot learn Holy/Dark/Dia. Can only be used per turn. Requirement: EMP as a suit.
Knight: Taunt - Whenever the enemy enters the fray, you taunt them for a turn. Requirement: EFT as a suit.
Dragoon: Jump - At the cost of your total AP, jump in the air and evade any normal attacks instantly, and on your next post deal +1 damage/+1 SKA. Can be used once per turn. Requirement: SKA as a suit.
Samurai: Counter - At the cost of your total AP, counter every successful normal attack with the same number as your opponent's card. Each counter costs a card. Requirement: SKE, SKA.
Thief: Steal - At the cost of your total AP, steal all your opponent's bonus reserves. Can be used once per turn. Requirement: EFT as a suit.
Ninja: Bleed - Whenever you use a SKA, you can DOT an opponent for free; DOT rules apply. Can only have 1 bleed out at a time. Requirement: SKA as a suit.
(FIX) Monk: Unarmed - At the cost of your total AP, enter a stance. Requirement: SKA, SKE as a suit.
Gun Mage: Elemental Bullets - You can utilize your choice of elemental affinities for any suit. Example: I chose Fire, Water, and Lighting for each of my three suits. Now I can use Fire, Water, or Lighting for my normal attacks, or any suit. Requirement: EMP, TER
Bard: Sing - Discard a card of your choice in order to keep singing. Singing increases the duration of all Status Effects, and Status immunities for opponents and allies respectively. Can only be used once per turn. Requirement: EFT, REC as suits.
Gambler: Gamble - Give yourself 1 more 5 card, 1 more 1 card, and 1 more 2 card, but Discard your three 3 cards. Requirement: None.
(FIX) Gunner: Guns - Don't take a -Defend penalty when using one handed ranged weapons. Requirement: None.
Dancer: Dancing - Discard a card of your choice to keep dancing. Dancing allows the persistence of all augments and deducts by 1 duration for opponents and allies respectively. Can only be used once per turn. Requirement: AUG, DCT as suits.
Alchemist: Mix - Combine cards to get a new number card. Example: Combine a 3 card and a 2 card to get a 5 card, but discard 3 and 2. Requirement: None.
(FIX) Minion master: Minion - Summon a minion of your choice to do battle with 2 HP, 2 AP, and 3 MP. This requires discarding a card. Minions can do a skill, attack, etc. Requirement: None.
Archer: Aim - At the cost of half your total AP, take careful aim at your opponent. Add +1 attack, for all your normal attacks that turn. Requirement: None.
Hunter: Predator- Add +1 movement. Requirement: None.
Generalist: Jack of Trades - Can equip 4 suit, but cannot use major, or massive skills. Requirement: None.
Illusionist: Decoy- You cannot be hit with normal attack, until someone attempts to hit you. Requirements: TER, EFT
Necromancer: Undead - Once your life points hit 0, you can use your MP as life points. 3 MP = 1 HP. Requirements:
Guardian: Soul Link - Link your stats with another person. When they get hit, you take the hit, but when they get healed, you take the heal. Requirements: None
Exorcist: Undo, or Redo - Undo undos an enemy normal attack, or skill. When Undoing a skill, you must pay equal MP to the skill you're undoing. When Redoing, you can redo an ally's skill, but you must pay equal MP to the skill you're redoing. Can only be used once per turn, and you must discard a card equal to the number of the skill you're undoing, or redoing. Requirements: AUG, DCT
Feel free to create your own class! GMs and Co-GMs will test it out.
White Mage: Pray - they can restore someone else, or themselves 3 MP, or 1 HP. Can only be used per turn. Requirement: Forced to have HEAL, REC as a suit.
Black Mage: Destruction - Whenever you use a skill attack, add +1 SKA to your skill attack. Can be used for as many skills in a turn. Requirement: Forced to have SKA, EFT as a suit.
Blue Mage: Change Suit - They can change one of there suit to an opponent's skill type. Can only be used per opponent. Requirement: None.
Red Mage: Black and White - They can have four suits, but they cannot use massive skills. Requirement: SKA, HEAL.
Time Mage: Haste, or Stop - Haste grants another player the ability to utilize another skill, or attack without an AP cost. Stop increases the AP cost for a card. Can be used once per turn. Requirement: Forced to have DCT, AUG as a suit.
(FIX) Summoner: Summon - Summon ancient beasts to deal massive damage. Gain +1 to SKA as a skill type without spending any XP. Requirement: Forced to have SKA as a suit.
Scholar: Analyze - Whenever you enter a battle with foe, you can choose to deduct one stat of your choice. Can only be used per opponent. Requirement: DCT as a suit.
Geomancer: Elemental- You can utilize all elemental affinities for skills only, but you cannot learn Holy/Dark/Dia. Requirement: EMP, TER as a suit.
Evoker: Evoke - Whenever you enter a battle with an ally, you can choose to augment your ally one stat, or yourself two stats. Can only be used once per ally, and once per battle on yourself. Requirment: AUG as a suit.
Warrior: Rage - Add +1 attack to your normal attack. Can only be used once per turn. Requirement: SKA as a suit.
Paladin: Cover - You can protect one ally until your hit points are gone. Requirement: SKD as a suit.
Dark Knight: Darkness - You can augment any of your stats by two for 1 HP. Can only be used once per turn. Example: Add +1 attack, but lose 1 HP. Requirement: SKA, EMP as a suit.
Magic Knight: Elemental Change - You can change the element of your weapon for normal attacks, but you cannot learn Holy/Dark/Dia. Can only be used per turn. Requirement: EMP as a suit.
Knight: Taunt - Whenever the enemy enters the fray, you taunt them for a turn. Requirement: EFT as a suit.
Dragoon: Jump - At the cost of your total AP, jump in the air and evade any normal attacks instantly, and on your next post deal +1 damage/+1 SKA. Can be used once per turn. Requirement: SKA as a suit.
Samurai: Counter - At the cost of your total AP, counter every successful normal attack with the same number as your opponent's card. Each counter costs a card. Requirement: SKE, SKA.
Thief: Steal - At the cost of your total AP, steal all your opponent's bonus reserves. Can be used once per turn. Requirement: EFT as a suit.
Ninja: Bleed - Whenever you use a SKA, you can DOT an opponent for free; DOT rules apply. Can only have 1 bleed out at a time. Requirement: SKA as a suit.
(FIX) Monk: Unarmed - At the cost of your total AP, enter a stance. Requirement: SKA, SKE as a suit.
Gun Mage: Elemental Bullets - You can utilize your choice of elemental affinities for any suit. Example: I chose Fire, Water, and Lighting for each of my three suits. Now I can use Fire, Water, or Lighting for my normal attacks, or any suit. Requirement: EMP, TER
Bard: Sing - Discard a card of your choice in order to keep singing. Singing increases the duration of all Status Effects, and Status immunities for opponents and allies respectively. Can only be used once per turn. Requirement: EFT, REC as suits.
Gambler: Gamble - Give yourself 1 more 5 card, 1 more 1 card, and 1 more 2 card, but Discard your three 3 cards. Requirement: None.
(FIX) Gunner: Guns - Don't take a -Defend penalty when using one handed ranged weapons. Requirement: None.
Dancer: Dancing - Discard a card of your choice to keep dancing. Dancing allows the persistence of all augments and deducts by 1 duration for opponents and allies respectively. Can only be used once per turn. Requirement: AUG, DCT as suits.
Alchemist: Mix - Combine cards to get a new number card. Example: Combine a 3 card and a 2 card to get a 5 card, but discard 3 and 2. Requirement: None.
(FIX) Minion master: Minion - Summon a minion of your choice to do battle with 2 HP, 2 AP, and 3 MP. This requires discarding a card. Minions can do a skill, attack, etc. Requirement: None.
Archer: Aim - At the cost of half your total AP, take careful aim at your opponent. Add +1 attack, for all your normal attacks that turn. Requirement: None.
Hunter: Predator- Add +1 movement. Requirement: None.
Generalist: Jack of Trades - Can equip 4 suit, but cannot use major, or massive skills. Requirement: None.
Illusionist: Decoy- You cannot be hit with normal attack, until someone attempts to hit you. Requirements: TER, EFT
Necromancer: Undead - Once your life points hit 0, you can use your MP as life points. 3 MP = 1 HP. Requirements:
Guardian: Soul Link - Link your stats with another person. When they get hit, you take the hit, but when they get healed, you take the heal. Requirements: None
Exorcist: Undo, or Redo - Undo undos an enemy normal attack, or skill. When Undoing a skill, you must pay equal MP to the skill you're undoing. When Redoing, you can redo an ally's skill, but you must pay equal MP to the skill you're redoing. Can only be used once per turn, and you must discard a card equal to the number of the skill you're undoing, or redoing. Requirements: AUG, DCT
Feel free to create your own class! GMs and Co-GMs will test it out.
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