Dragoon's Lair: Ninian Is Dead

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Dragoon's Lair RPG

DLRPG Class/Ability List


FORMAT

Class name
Class progression Starting weapon/Armor = Starting weapon, Armor
Extra notes
Class: knowledge
Skill name –description- level learned, damage dealt,
MP cost (PLEASE observe punctuation!!!)
Three lines between new type sections
Two lines between new class sections
One line between different classes in same section

Melee Trees
Warrior
Fighter
Berserker
Boost Knight
Ninja
Thief
Pirate
Myrmidon
Tamer
Duelist
Knight of the Zodiac

Ranged Trees
Archer
Gunner

Mixed Trees
Swordhunter
Blade Mage
Alter

Mage Trees
White Mage
Black Mage
Summoner
Geomancer
Blue Mage
Priest
Dark Minion
Necromancer

Other Trees
Dancer
Bard
Hermit
Mechanic
Blacksmith
Painter
Paper Mage
Lumberjack

Supreme Trees
Warlord
Psychic
Angel
Devil




Melee Trees: Warrior Trees

Warrior Class

Warrior-Knight-Paladin Starting weapon/armor = short sword / light armor


Warrior: 1 Weapon Master
Attack- 1
Skilled Slash- deals more damage than a normal attack- 5, level die+3,
10MP
Gauntlet- weild one weapon in two hands for an added strength bonus of +2- 10
16 Slash- deal multiple strikes in a very short amount of time- 16, d4 rolled 4 times,
50MP
Quadri-Slash- attack four times at one enemy or many; halve damage from each attack- 20, level die,
100MP
Decapitate- remove an opponent's body part to deal halve their current HP in damage; only woks on opponents with limbs- 25, 2C (only needs one heads),
50MP
Disembowl- remove your opponent's organs to kill them; only works on opponents with organs- 30, 2C (need both heads),
100MP
GLADIATOR!- deal a crushing and unfair blow to your opponent, undogable. If hit, your opponent becomes paralyzed for the following turn; triple damage dealt- 35, level die+C (replace accuracy roll with C),
100MP
Sword-Chucks- by some amazing stroke of luck, you found a way to make two of your swords incredibly powerful; requires two or more swords to use- 40, level die x2 for each sword involved,
170MP


Knight: 1 Weapon Master
Attack- 1
Armor Break- if heads, your opponent takes an additional 2 points of damage from all attacks for the next 3 turns; deals damage even if tails- 30, d10+C,
30MP
Mental Break- if heads, your opponent takes -2 on all accuracy rolls for the next 3 turns; deals damage even if tails- 32, d10+C,
30MP
Magic Break- if heads, your opponent becomes silenced for the next 3 turns; deals damage even if tails- 34, d10+C,
30MP
Power Break- if heads, your opponent deals 3 less damage for the next 3 turns; deals damage even if tails- 36, d10+C,
30MP
Rough Divide- a powerful overhead attack with devistating strength; deals an additional d4 fire and earth elemental damage if hit (the d4 includes both elements). Replace accuracy roll with C- 40, d50,
200MP
Excalipur- if total of all dice rolls = less then 75, cause 1 damage- 45, 5d20,
100MP


Paladin: 1 Weapon Master, 1 Life, 1 Medicine
Attack- 1
Rising and Falling Slash- a quick two-hit combo with added power; deal added damage to the second attack equal to number of points you have in Jump +5- 45, level die rolled 2 times,
120MP
Divine Healing- heal the party equal to half their max HP- 50,
50%MP
Cross-Slash- fires a blast after an attack; deal the level die only if you are melleing the opponent- 55, level die+d12,
200MP
Fated Circle- deals major damage to undead (x4 instead of normal x2), this counts as a magic and physical attack- 60, d20,
70MP
Meteorain- leap into the air and fire three meteors at your opponent; ranged fire elemental attack- 65, d16 rolled 3 times,
100MP
Excalibur- summon the ultimate holy sword. If total of all dice rolls = less then 25, cause 1 damage- 70, 5d20,
100MP
Climhazzard- jam your weapon into your opponent then rip it out as you leap into the air; chance of Disembowl- 75, level die x2+2C (must both be heads),
150MP
Omni-Slash- deal a powerful 15 hit combo; unleashes all elements- 80, level die rolled 15 times,
80%MP
Combo Cut- attack once with every level die you have ever used; do not add any bonuses onto this attack's damage- 85,
70%MP
Lionheart- transform your weapon for the rest of battle into a poweful energy weapon, dealing +100 damage to each of its attacks- 90,
60%MP
Paladin's Holy Aura- Party heals 20HP and 10MP every turn- 100, passive



Samurai Class
Warrior-Samurai-Shogun Starting weapon/armor = short sword / light armor


Warrior: 1 Weapon Master (^^ See above Warrior class for skills)


Samurai: 1 Weapon Master
Attack- 1
Spiral- spin your sword as you slash your opponent- 35, next higher level die,
70MP
Zantetsu- Slash your opponent with a legendary blade attack, chance of instant death (requires 3 heads)- 40, level die+d20+3C,
300MP
Shin-Zantetsu- boost your Zantetsu to cause the d20 as shadow damage and reduce needed heads to cause instant death by 1- 43, level die+d20+2C,
400MP
Zanmato- powers up both zantetsu attacks to include all opponents; instant death coin flips are seperate for each enemy- 46,
100MP
Demi- damage your opponent by 1/4 of their current HP; only requires 1 heads- 48, 3C,
70MP
Demi 2- damage your opponent by 1/3 of their current HP; only requires 2 heads. If one head cast Demi 1. If Demi 1 is cast MP cost remains 80- 50, 3C,
80MP
Demi 3- damage your opponent by 1/2 of their current HP; requires 3 heads. If two heads cast Demi 2, if one head cast Demi 1. If Demi 1 or 2 is cast MP cost remains 90- 52, 3C,
90MP
Strikedown- beat your opponent to the ground and attack them multiple times- 55, d4+d10+level die+d4,
350MP


Shogun: 2 Weapon Master, 1 leadership
Attack- 1
Dragon Fang- stab your opponent with a flaming blade and poison them; the d10 used is fire damage- 50, level die+d10,
100MP
Ianuki- strike the ground and send a blast of ki at your opponent; you take 1/4 the damage dealt even if you would die- 55, level die x4,
150MP
Banishing Blade- a holy blade attack that kills undead (C); the d16 is holy damage- 60, level die+d16+C,
120MP
Tornado- slash the air and create a powerful tornado to slice your opponent up and cause confusion; all damage is wind element- 65, level die+d20,
160MP
Legion- summon your legion to attack the enemy- 70, 100C,
70%MP
Duel- challenge an opponent to a one on one fight and both of you gain +2 accuracy and attack, 75, no cost
Fence- same as Ianuki without the recoil- 80, level die x3,
150MP
Duel Mastery- double the +2 bonus when dueling, 85
Survival Manual- when you are below 25% of your max HP, double all damage you deal, 90
Musou- attack with a magic and skill enhanced attack- 95, 1/2 lvl die+(Weapon Bonus x10),
90%MP
Art of War- you have learned the true way to fight, all damage you deal does an additional 1/2 of what it would normally do, 100



Phalanx Class

Phalanx-War Buster-Elite Guard Starting weapon/armor = 1-H spear, heavy amor, large shield


Phalanx: 1 Defense Mastery, 1 Weapon Mastery
Attack- 1
Phalanx's Strength- anytime you are in a party with one or more Phalanx, each of you get +1 to all of your rolls; this does not stack with other Phalanx's Strengths- 1
Total Defence- take a defensive stance to be fully protected from damage for this turn; cannot attack while this is active. May also defend another party member, but you will receive damage if you do- 5,
10%MP
Heavy Strike- deal a critical hit this turn and take no action the next; if your opponent dodges or you miss you may take your next turn- 10,
10MP
Fend- attack every enemy once to knock them back and stun them for the next turn- 15, d8+C,
10MP per enemy
Shish-kabob- impale up to 3 enemies on your spear; chance of instant death to each- 20, level die+d10+2C (must both be heads),
30MP per enemy
Splatter- knock an enemy down with your shield or armor then slash them; undoagable- 25, level die+3,
70MP
Peirce- always deals the same damage; no bonuses or enemy defences apply- 30, 500 damage,
100MP
Polearm Mastery- when attacking with any polearm (includes skills) you gain +2, and with spears you gain +3- 35


Warbuster: 1 Weapon Mastery, 2 Defense Mastery
Attack- 1
Stamina- when you reach 20% of your max HP or less, halve all damage dealt to you- learned when class up
Armor up- increase you or an allies' defense for the next the turns- 35, d8,
40MP
Aid Another- take all the damage from one ally this turn and increase their rolls by +1- 40,
50MP
Crush- chance to paralyze opponent; must both be heads, if used on a rock opponent this becomes a chance of death- 45, level die+2C,
100MP
Giant Swing- attack a single enemy or group (up to 3) with a horizontal slash; double all bonuses for this attack- 50, level die,
80MP
Physical Mastery- gain +1 defense mastery and raise your max HP by 500- 55


Elite Guard: 1 Weapon Master, 2 Defense Mastery
Attack- 1
Ride- summon a horse- learned when class up
Cavalry- if you are on a mount, deal +2 damage and take -2 damage- 50
Combo- attack multiple times on one enemy- 55, d4+d8+d16+d20+level die-
200MP
Protect- all damage the party takes is dealt to only you for the next turn- 60,
150MP
United Attack- have the party deal x2 on all of their next attacks- 65,
30%MP
United Defense- have the party take 1/2 of their damage the next time they take damage- 70,
30%MP
Assault- have the party take one turn to prepare a x2 damage dealing attack the next (their choice of attack)- 75,
400MP
Omega Slash- cause a mass explosion with this multi-elemental attack; you take half the damage that the d20 deals- 80, level die+d4 (fire)+ d4 (ice)+ d4(lightning)+d20 (non elemental),
50%MP
Gathering- group the party together for each member to take no damage from the next time they would take damage- 85,
60%MP
Army- summon an allied army to fight with you; lasts for 5 turns, you may take actions while army is attacking- 90, d50 to each enemy,
80%MP
War Combo - cast United Attack, Assault, and Gathering all at once- 95,
90%MP
Masterful Guard - take 1/2 damage intended for your allies each time they get attacked by taking 1/2 of that damage (meaning you take 1/4 the total damage of the attack). Can be used at will- 100



Ronin Tree

Ronin-Samurai-Diyamo Starting weapon/armor = Katana / Half-armor


Ronin: 1 Weapon Master
Attack- 1
Study- study your opponent's movements for one turn to evade their next attack at you-5,
10%MP
Dicer- dice your opponent into a fine powder; requires 3 heads to kill and 2 heads to deal damage- 10, d20+3C,
30MP
Shadow Move- make a normal attack undodgeable and require no accuracy roll- 15,
10%MP
Hired Help- if a party member gives you some GP (minimum of 10), then add that to your damage (rounded to the nearest 10)- 20, level die+GP,
10%MP
Dirty Trick- blind your opponent and stab them in the back- 25, d12,
50MP
Disillusion- take one turn to clear your mind and rid yourself from all status ailments- 30,
10%MP
Skill- if you dealt damage to your opponent with a normal attack last turn, deal +1 damage to any of your attacks this turn- 35


Samurai: 1 Weapon Master (^^See above Samurai class for skills)


Diyamo: 1 Weapon Master, +2 Leadership
Attack- 1
Lead- your party gains +1 to their attack and defence just from being in your presence- learned when class up
Present Arms- have an ally lose their turn and present their weapon to you so that you may make an additional attack with it; ally gains x3 to their next attack with the weapon- 55,
40%MP
War- declare all out war on your opponents for the party to deal x3 for the next three turns on their attacks; does not apply to yourself- 60,
100%MP
Motivate- rally an ally to raise their damage and defence by number rolled for an amount of turns equal to number rolled- 65, d20,
150MP
Self-Sacrafice- kill yourself for the party to double their damage as long as you are dead- 70,
10%MP
Announce Yourself- Stun all enemies for one turn-75,
80MP
Shadow Skill- have the Shadow Move deal a critical hit- 80,
10%+40MP
Powerful Presense- every turn your opponents must roll a d4. If they roll a 1, then they lose their turn just from being near you- 85
Impressive Skill- if you dealt damage to your opponent with a normal attack last turn, deal +3 damage to any of your attacks this turn; stacks with Skill if you learned it- 90
Command- Share the MP cost of any skill (excludes uniques) that any ally uses; may be used at will- 95
Final Blade- create an energy blade between your palms that deals devestating blows- 100, d100,
200MP




Melee Trees: Fighter Trees
Fighter Tree

Fighter-Black Belt-Master Starting weapon/armor = claws / white belt


Fighter: 1 Brawl
Punch Attack- Attack with your fists or hand fighter class weaponry- 1
Kick Attack- Attack with your feet or footwear fighter class equipment- 1
Fists of Fury- Deal a critical hit with your fist/fighter weapon- 5,
70 MP
ATK Up- Amount rolled is added to all party members’ attacks for 5 turns- 10, d8,
30 MP
Death Blow- Fkip a coin. If heads deal a leathal strike; 25% of enemy's remaning HP is dealt to you- 15,
75 MP
Beat Rush- All equiped fighter weaponry is added to this attack; add damage equal to number of points in Athletics- 20, d4 rolled 4 times,
80 MP
Meteor Impact- Charge up a powerful punch for one turn. Your fighter hand weapon bonus gains +5 and add damage equal to how many points you have in Jump- 25, level die,
70 MP
Meteostrike- Attack your opponent with a blast of pure fire energy; no weapon bonus on first roll- 30, d20 + level die,
100 MP
Dolphin Kick- A water element kick that stuns your opponent for one turn; D4 gains no weapon bonus; add damage equal to number of points in Athletics- 35, D4+level die,
80 MP
Burning Rush- A strong flaming forward punch- 40, d20+level die,
130 MP
Final Heaven- Only usable if Beat Rush, Meteor Impact, Meteostrike, Dolphin Kick, and Burning Rush have been used prior to Final Heaven (all in order with no other attacks inbetween. Does not have to all be in one fight. Using Final Heaven resets order). Deal d100 Holy damage, and level die x2 with hand weapon bonus x5- 50,
no cost


Black Belt: +1 brawl , +1 athletics
Double Kick- Attack twice with your foot fighter weapon - 20, 2 D10,
50 mp
Flaming Fist- Burn an opponent - 25, 2D8, causes burn,
50 MP
Bombardment- Attack many times untill you miss using the weapon of your choice, add points in athletics to damage - 30 , Lvl D X # of heads, keep flipping until tails,
120 MP
Concentrate- Concentrate more on blocking attacks - 35, counters are now 8, 9, and 10,
20 mp + 10 every turn after
Pressure point- Knocks out an enemy temporarily - 40 , D10 sleep for 3 turns ,
70 mp
Tornado Fists- an attack that punches everyone - 45 , lvl D + D4, hit three enemies,
150 Mp
Piercing Kick- a kick that destroys all defenses - 50 , 3 D20 + ignore all buffers,
100 mp
Chi Blast- a blast of pure energy from your fists - 55, D20 X4, long ranged and no weapon bonus,
200 mp
Glory- If you learned Final Heaven, then you gain +5 to all of your normal attacks; If you didn't, this skill does nothing- 60


Master: +2 brawl, +2 athletics
Drop Kick- A kick that hurts more when you wear shoes - 40 , 2 D20 + foot weapon bonus x 2,
70 mp
Counterstance- Make your stance as you stand up to the pain - 45, use a D8 for counters instead of D4, passive
Meditate- clenses the body of all impurities - 50, remove one status effect from yourself,
50 MP
Chakra- Your body now naturally heals faster - 55, heal lvl dice to caster,
20
Tempest Storm- an insane attack with the nunchucks - 60, D10 X5, if using nunchaku then X2 weapon bonus on all 5 D10s,
200 mp
ATK&DEF Up- Now your better then ever - 65 , D12 for 5 turns,
80 mp
Rising Phoenix- a two part attack that knocks the opponent into the sky and then slams them back into the ground - 70, 2 D40, X2 weapon bonus if using Bo staff,
120 MP
Double Fang- you have learned the secretes of the zodiac and now your nails are poison - 75 , D60, causes poison ,
150 mp
Silver Wolf- The silver wolf has granted you the power of ice, 80, D80 +C, if heads target is frozen,
180 MP
Tiger Claw- The Tiger's charge - 90, D100, if enemy dies from this attack the remainder damage can be sent to another target,
220 mp
Renowned Glory- If you learned Final Heaven, then you gain +10 to all of your attacks (does not stack with glory); If you didn't, then gain +5 to all normal attacks - 95
Dragon Kick- The dragon recognizes your power - 100, D100 X3,
500 mp




Melee Trees: Berserker Trees
Brute tree
Brute - Barbarian - Berserker Starting weapon/armor: Giant Axe / Light Plate


Brute: +2 Brawl
Attack - 1, level die
Novice Berserk: A destrucive attack that has yet to realize its full potential- 1, d20,
50MP
Bloody Trade: At any time that you are over 100HP you may sacrafice any amount of HP and refill that much MP- 1,
10MP
Double-Whammy: Do a quick one-two punch attack with both fists; only useable without weapons or shields- 5, level dice rolled 2 times,
30MP
Impale: prepare your weapon one turn and deal triple damage the next, cannot dodge either turn- 10, level die,
50MP
Hurley Toss: Pick up one ally or enemy and bash an enemy with them. Ally/enemy used takes half of the damage dealt- 15, ally/enemy's level die + your level die,
30MP
Weapon Bash: After attacking an opponent with any Berserk Tree skill, that opponent loses their weapon bonus for the rest of battle; flip a coin after using the skill for effectivness- 20, C, +
30MP onto skill used
Warcry: Stun all allies and enemies around you for 3 turns (if heads), or one turn(if tails)- 25, C, 40MP
Spirited Charge: Ram into an enemy (use Brawl Bonus) to send them flying. C chance of monster getting stunned, and C chance of ramming them into another enemy (or random object if no enemies around). Enemy takes double damage if you get H on both coins- 30, d12+C+C,
30MP


Barbarian: +2 weapon master
Practiced Berserk: An incredibly powerful strike- learned at class up, d50,
150MP
Concentrate: The turn after making this attack, lower damage received by half- 30, 1/2 level die,
30MP
Pump up: Focus your power for one turn to increase the damage of normal attacks for you or one ally for the rest of the fight by d10. Can only be used on one person per battle - 35, d10,
20MP
Stone Skin: Gain +1 Defence Mastery- 40
Leap, Sense, or Survive: Choose one: gain +1 Jump, +1 Alertness, or +1 Suvival Skills- 45
Feast: Pick up a dead enemy and eat it to recover HP equal to the number rolled. Survival Skills x2 and Medicine are added as a bonus - 50, enemy's level die,
30MP
Grim Power: If an enemy is killed with this attack, increase your next normal attack by d20 (rolled if and when it works) - 55, 1/2 level die,
50MP


Berserker: +2 Brawl, +2 Weapon master
Determined Berserk: Almost the real thing- learned when upgraded to Berserker, d80,
250MP
Spiral Blade: From now on all normal attacks have an Area Effect (you may split the damage made by attacks between 4 enemys). This damage does not have to be divided evenly- 55
Insanity: increase all of your attacks by d50 but take an additional d50 when hit for the next 3 turns; cannot be stacked if used multiple times- 60,
50MP
Whirlwind: Spin around like a tornado to do multiple attacks to an enemy. Take -10 on all accuracy rolls made for the next 3 turns- 65, 1/2 level die rolled 10 times,
300MP 100HP
Natural Resistance: Any elemental damage that you receive is reduced by 5%- 70
Berserker's Ritual: Use any Brute tree attack learned 3 times in a row, regardless of cost- 75,
90%MP 300HP
Critical Boost: From now on any attacks made that don't become critical hits get another chance to become critical; must get a 9 or 10, the d10 roll does NOT add onto damage- 80, d10
Bloody Offering: When using Bloody Trade, sacrafice an amount of HP equal to how much you converted into MP (So the ratio becomes 2:1), and this amount will be added onto your next attack; you may choose to activate this at will when using Bloody Trade- 85
Berserk: After this attack is used you suffer the negative side effects of the Insanity attack (negative effects do not stack if used multiple times); You may avoid the side effects at the cost of an additional 100MP- 90, 3d100,
500MP
Fallen Will: Any time you have a chance to become confused, you will become so 100% of the time, but deal x2 to an enemy if you land a successful attack on one- 95
Berserker's Fate: Remove all status changes (such as poison, haste, etc.) and become Berserk. You now deal x3 damage instead of the usual x2. In addition, your dodge rolls are now 6, and 7, while counter attacks at 8, 9, and 10, but enemy damage will also deal x2 to you. There is C chance every attack (if you choose to) that you may use a Berserker Class ONLY skill (you must still pay all costs of the skill). Berserker's Fate is automaticaly used when once below 30% HP at no cost- 100,
25% HP and MP




Melee Trees: Dragoon Tree
Dragoon Tree
Boost Knight- Skylander- Dragoon Starting Weapon/Armor = Glaive+2, Gothic Plate+1 Usable equipment: Polearms, Spears, one-handed swords, two-handed swords NOTE: No more than a single "Roar" skill may be active at a time.


Boost Knight: +1 Weapon Master +1 Jump
Attack- 1
Polearm Mastery- when attacking with any polearm (includes skills) you gain +2, and with spears you gain +3- 1
Jump- leap into the air to avoid damage for one turn; deals level die+jump skills next turn- 1,
10MP
Desperation- Deal +5 to all attacks when under 20% HP- 5
Whelp's Roar- Summon a small dragon. It's HP is equal to 1/2 your hp. Mp is 1/2 your hp. Uses your D lvl for hit roll. Uses 1/2 d lvl rounded up for damage. Cannot be cured by any means. When it dies it can't be summoned again for the rest of the battle. When you use a skill your Whelp can use 10 mp + 10 per dice level to deal a non-elemental breath attack at the same time; Whelp disappears at the end of battle- 10,
50MP
16 Slash- deal multiple strikes in a very short amount of time- 16, d4 rolled 4 times,
50MP
Quadri-Slash- attack four times at one enemy or many; halve damage from each attack- 20, level die,
100MP
Learning- Gain +1 freebie points into any skill that you already have; may not surpass level 3- 25
Combatant's Skill- Choose to gain +1 Weapons Mastery or Brawl- 30
Defiance- While active, enemy dice damage (bonuses excluded) is halved, but they gain +3 to all accuracy rolls- 33,
50MP+10MP upkeep per turn


Skylander: +1 Weapon Master +2 Jump
Attack- 1
Boost Jump- leap into the air to avoid damage for one turn; deals (level die x2)+jump skills next turn- Learned at class up,
90MP
Might- While active, all dice damage is doubled (excludes bonuses), but take -3 on all accuracy rolls- 33,
50MP+10MP upkeep per turn
Raid Storm- Jump horizontally to fly around the area and strike at every opponent; gain +4 to accuracy rolls, but opponents gain +1 to dodge rolls- 35, level die+Jump skills,
20MP
Aero Armor- Gain +5 resistance agianst wind attacks- 37
Lightning Strike- Undodgeable attack that has a chance of killing your opponent; deals lightning damage- 39, level die x3+2C (both must be head for death),
300MP
Dragon's Roar- Summon a large dragon. It's HP and MP are equal to yours. Uses x2 your D level for accuracy rolls, and 1/2 your D level for damage, but strikes all enemies. Cannot be cured by spells any means. When it dies it can't be summoned again for the rest of the battle. When you use a skill your Dragon can use 10 mp + 10 per dice level to deal a non-elemental breath attack at the same time; Dragon disappears at the end of battle- 41,
100MP
Breath of Life- Absorb all Wind damage- 43
Flight- Gain +1 in Fly, even if your race does not allow it- 45


Dragoon: +2 Weapon Master +2 Jump
Attack- 1
Jump Storm- leap into the air to avoid damage for three turns; deals (level die x5)+jump skills at the end of the turns. Only usable when below 50% HP- Learned at class up,
33%MP
Rising and Falling Slash- a quick two-hit combo with added power; deal added damage to the second attack equal to number of points you have in Jump +5- 45, level die rolled 2 times,
120MP
Massacre- Slash at every opponent for a chance of insteant death on all enemies (must all be heads); Reduce needed heads by 1 if using a polearm or spear class weapon- 50, level die x2+5C,
40%MP
Wrath- Gain +10 damage to all attacks while this skill is active- 55,
40MP+10MP upkeep
Lightning Fury- Strike one opponent and deal double the damae to all other enemies in lightning damage- 60, level die+2,
200MP
Warrior's Pride- Gain +2 to all damage- 65
Rudra's Roar- Gain all Dragoon race characteristics on top of your current race, and become in the Dragoon's transformed state. Rudra becomes a dragon familiar to aid in battle. It's HP and MP are equal to yours. Uses your D lvl x2 for hit and damage rolls. Cannot be cured by any means. When it dies it can't be summoned again for the rest of the battle. When you use a skill Rudra can use 10 mp + 10 per dice level to deal a fire and wind breath attack at the same time that deals damage to ALL enemies; Rudra disappears at the end of battle and you lose the Dragoon characteristics- 70,
100%MP
Trance Blade- Double your weapon bonus for the rest of the battle- 75
100MP
Giga Slash- Strike one opponent with the ultimate weapon attack- 80, level die+(weapon bonus x5),
300MP
Aerial Destruction- Next time you use any Jump skill, deal damage to all other enemies after the normal effect of the Jump skill used; wind damage- 85, d20 x3,
30%MP
Agni's Roar- Transform into the dragon of infinity. Lose any weakness to elements that you may have, and lose all racial characteristics. Your HP/MP becomes 10000/1000. Uses your D lvl x4 for hit and damage rolls. Cannot be cured by any means. When you die in this form revert to your normal form at 1HP and 0MP. You cannot use any class skills, and normal attacks target all enemies and deals Lightning/Earth damage; revert to normal at the end of battle- 95, level die x5,
100%MP
Perfect Polearm Mastery- when attacking with any polearm or spear (includes skills), gain +10; does not stack with Polearm Mastery- 99
Climactic End- In 3 of your turns after activating this skil, use Boost Jump. Level die used becomes d100, targets all enemies, and unleashes d4 of every element upon a single target at the end of the 3 turns- 100,
100%MP




Melee Trees: Ninja Trees (Work in Prgress)
Ninja Class
Ninja – Flash Warrior – Sensei
Starting Weapon / Armor
Dagger Start: 2 daggers / light robe
Kunai Start: 2 Kunai / light robe
Shuriken Start: 1 dagger, 10 shuriken / light robe

Uses:
Daggers
Kunai
Shuriken
Katana
Claws
Blow guns

Ninja: Daggers, Kunai, and Shuriken
Flash Warrior: Katana, Claws, and Blow guns


Ninja - +1 stealth, +1 weapon mastery OR +1 ranged mastery
Attack – Attack with a weapon in your possession – 1, level dice,
Ninja Heritage – Learn how to use daggers, kunai, or shuriken - 1
Steal – Take an item from an enemy – 1, C,
0 mp
(Dagger) Aim Slash – Carefully melee attack with a dagger – 1, ½ level dice, no miss ,
10 mp
(Kunai) Aim Slash – Carefully melee attack with kunai – 1, ½ level dice, no miss,
10 MP
(Shuriken) Careful Throw – Carefully throw a shuriken – 1, ½ level dice, no miss –
5 MP
(Dagger) Handle strike – Hit the enemy with the handle of your dagger – 5, ½ level dice, enemy is stunned for one turn, deals +5 if dagger has a precious stone in the hilt,
10 MP
(Kunai) Skillful Slash - Skillfully wield your Kunai to deal extra damage - 5, Level dice + weapon bonus x 2 ,
20 MP
(Shuriken) Razor Punch – Place shuriken between your fingers and punch and enemy – 5, Level dice + weapon bonus x 3 + brawl + weapon mastery,
25 MP
Shadow Meld - Meld yourself into the shadows to become invisible / Must be standing in shadows -– 10, Outside Battle: invisible while you remain motionless in the shadows – Inside Battle: Enemy cannot attack you while invisible,
In Battle: 10 MP a turn, Out of Battle: 10 MP to begin use
(Dagger) Speed Slash – Rapidly attack one enemy with your daggers – 15, four attacks, ½ level dice x 4,
100 MP
(Kunai) Hard Throw – Throw a kunai twice as hard to embed it in an enemy’s skin – 15, Level dice + 5, on next melee attack, pull out the kunai to deal the same amount of damage,
35 MP
(Shuriken) Twin Stars – Always throw two shuriken when throwing, not applicable to techs, attacks still cost one shuriken - 15, passive.
Ninja Skillz – Gain +1 in Acrobatics, Jump and Awareness - 20
(Dagger) One-two Slash – Slash an enemy and then follow up with a hit from your dagger’s hilt – 25, Level dice + D6 + one turn stun,
100 MP
(Kunai) Blind throw – Throw your kunai at an enemy’s eyes to blind them – 25, Level dice + blind (rest of battle)
100 MP
(Shuriken) Jump throw – Leap into the air and then throw shuriken at all of your enemies – 25, level dice + jump,
60 MP
FLIP OUT – Go wild with your bad @$$ ninja skillz on one opponent –30, D50, become berserk after attack,
150 MP
(Dagger) Blade Tornado - Run into the center of your enemies and spin rapidly, causing major damage – 35, 2 hits, Level dice + D10, hits all enemies,
110 MP
(Kunai) Quad Wield – Wield two kunai in each hand to double your weapon bonus while attacking (still two attacks, just double weapon bonus) - passive - 35
(Shuriken) Triple Star – Always throw three shuriken when throwing, not applicable to techs, attacks still cost one shuriken - 35, passive
Advanced Heritage Studies – Learn how to use another weapon from Ninja Heritage instead of from Assassin Heritage - 40


Flash Warrior - +2 Stealth, +1 weapon mastery OR +1 ranged mastery
Basic Flash Steps – Outside battle: Cross areas without running into random battles by moving 20 yards per meters, 100 MP unless area is extremely large (Greater than 200 meters) Inside battle: Zip past an enemy while attacking so quickly you are invisible, Level dice, 6 on a D6 for death – 30,
40 MP
Flash Heritage – Learn how to use claws, katana, or blow guns – also receive one from your ancestors that has a weapon bonus of 1/6 of your level - 35
(Claws) Dual attack – Now a single claw weapon becomes two and can make two strikes – allows claws to be dual wielded – 35, passive
(Katana) Katana wielding – Katana attacks now gain +5 in damage – 35, passive
(Blow guns) Acupuncture – Shoot a needle at an enemy’s vital organs – 35, ½ level dice + C, if H roll a D4, 1 = poison, 2 = paralyze, 3 = sleep, 4 = confusion –
80 MP
Shadow Bond – Bind yourself to the shadows to move invisibly / must be standing in shadows – 40, Outside Battle: Invisible while in shadows, moving or stationary – Inside Battle: Enemy cannot attack while invisible, next attack is undodgeable and an instant critical,
In battle: 40 MP a turn, Out of Battle: 40 MP to begin use
(Claws) Wall climb – You are now able to climb up buildings, walls, and anything else that has cracks in it to get your claws into – 45, passive
(Katana) Swallow’s Daze – Attack an enemy and deal instant paralysis 45, – Level dice + paralyze,
100 MP, 25% remaining HP
(Blow guns) Neck shot – Fire a dart into your opponent’s neck to cause sleep – 45, Level dice + C
100 MP
Advanced Flash Steps – Outside battle: Cross areas without running into random battles by moving 50 meters per second,
50 MP unless area is extremely large (greater than 400 meters) - 50, Inside Battle: Zip past an enemy while attacking so quickly you are invisible, Level dice x 1.5, 4 on D4 for death, +1 dodge to next attack, cannot pass normal limit
100 MP
(Claws) Dice – Intersect your claws and then slash away from yourself, hitting the enemy with both claws – 55, single attack, level dice x 3
150 MP
(Katana) Cleave - Outside battle: use the cutting power of your katana to slice through anything (doors, walls, anything within reason) - 55, Inside battle - cleave through an opponent's defenses - ignore defense on your attack, Level dice + weapon bonus x 3
150 MP
(Blow guns) Back shot – Fire a dart into your opponent’s back to cause paralysis – 55, counter + C
100 MP
Flash Skillz – Gain +2 in Acrobatics, Jump or Awareness and +1 in the remaining two - 60
(Claws) Twist – Slam your claws into an enemy and then turn your arms to increase damage – 65, 2 sets of two attacks, first gets bonuses, second neglects defense; Level dice + D16 (each hand)
200 MP
(Katana) Atropos – Deal incredible damage to one enemy – 65, one attack, Level dice x 3 + weapon bonus x 3,
300 MP, 25% remaining HP
(Blow guns) Eagle Eye – Blow gun attacks can no longer miss; status ailments are now two coin flips, only one requiring heads – 65, passive
Master Flash Steps – Outside Battle: Cross areas without running into random battles by moving 100 meters per second,
10 MP unless area is extremely large (greater than 1000 meters) Inside battle: Zip past an enemy while attacking so quickly you are invisible - single attack, Level dice x 2, C for death, +2 dodge to next attack, can pass normal +3 limit on dodge, 70
200 MP

Sensei – +2 Stealth, +2 weapon mastery OR ranged mastery
Level 65
Teaching – All allies gain +3 to hit rolls, +5 to damage rolls, and +1 to dodge rolls – passive - 65
Level 70
Light Fusion – Fuse yourself with the light to move invisibly / Shadows are no longer required – Outside Battle: Completely invisible, regardless of position or motion – Inside Battle: Enemy cannot attack while invisible, next attack is undodgeable, an instant critical, and deals double damage – In Battle: 100 MP a turn, Out of Battle: 70 MP to begin use- 70
Level 75
Heritage study – Increase the weapon bonus of the weapon received from your ancestors to 1/3 of your level
Level 80
Skillz of the Sensei – Gain +2 in Acrobatics, Jump and Awareness
Level 85
Reflexes – Gain +1 in dodge against all attacks, undodgeables are now dodgeable but without any dodge bonus – 60
Level 90
Experience – All class skills from Ninja and Assassin now cost 90% of what they did - Passive
Level 95
Mijin Gakure – Kamikaze into an enemy bringing it along with you to the grave - works on bosses and PCs by dealing 80% of the bosses/PC’s HP; Cannot be revived for the remainder of the battle; if alone and the battle was won, awaken in the nearest town, you gain ½ the normal exp from that battle and no gold or items – 0 MP – 95
Level 100
“You have much to learn young grasshopper…” – Double all bonuses from any passives you possess and your level dice for five turns– 50% MP




Melee Classes: Thief Trees
Thief Tree
Thief-Rogue-Assassin
Starting Weapon/Armor: Dagger/Cloak


Thief: 1 Stealth, 1 Alertness
Attack -
1, lvl Dice
Steal-Target an item on enemy, Coin flip for steal success (Success rate may change according to story teller and the item targeted)-
1, 10 mp
Forge-Reproduce any type of signature or paper work. Uses gold rather than mp to perform. Story teller decides cost.-
1, gold payment
Mug-Perform Steal and Attack on enemy at the same time-
5, lvl Dice, 20 mp
Peek -If successful, Story Teller must tell you what's in target's inventory. Heads for success.-
5, Coin flip, 10 mp
Pilfer-Steal an amount of gold from an enemy equal to lvl dicex10 and then deal the same amount of damage. Enemy targetted must have a reasonable reason for having money-
10, lvl Dice, 10 mp
Bribe-Propose amount of money to enemy, if tails, enemy takes money and battle continues, if heads, enemy takes money and flees. More money increases chance of item drop. Enemy must have a reasonable use for taking money. Story teller may change up the rules on this effect.-
15, Coin flip, 5 mp
Pick-Only usuable if user has a pick. If heads, lock is broken open. If tails, ability fails. Only works on mechanical locks, unless user has technological knowledge, or is working with someone who does.-
20, Coin flip, 15 mp
Escape-If in battle against a non-boss enemy, flip coin to exit battle (applies to whole party, heads for success). If caught in an enemy attack that binds the character, coin flip to escape (only applies to user, heads for success). If outside of battle and caught in some sort of trap/cell/etc, coin flip to escape (only applies to user, heads for success).-
25, Coin flip, 30 mp
Clothing Steal-If heads, help yourself to one piece of the target's clothing (whichever you choose, armor is clothing). If tails, ability fails. This ability may be reused on the same target as many times as applicable.-
30, Coin flip, 30 mp
Slanted Haggle-Only usable when dealing with an NPC shop keeper. If heads, roll a D4. Whatever rolled is multiplied by 10, then that percent is taken from the normal price of whatever purchuse you are making (ie: rolling a 4 is 40%, so you would only have to pay 60 for a 100 gold item). If tails, pay an additional 10% on the purchase you are making. This move can only be used on the same shop keeper once a day.-
35, Coin flip
Trap Disable-If heads, targetted trap is disabled, if tails, ability fails. Only works on mechanical devices, unless user has technological knowledge, or is working with someone who does.-
40, Coin Flip, 40 mp


Rogue: 2 Stealth, 1 Alertness
Stealth Character always has +1 dodge. Autolearned during class up, passive ability.
Swift-Dodge +3 for the next 5 turns.-
35, 60 mp
Cat Eye-Able to see in the dark or through smoke screens without trouble. User is also immune to darkness/blind (passive ability).-
40
Fade-Enemies must target an ally as opposed to the user. Once activated, Fade becomes passive, but requires an upkeep cost.-
45, 75 mp to start, 10 mp to maintain per turn
Smoke Screen- Cause a cloud of smoke to appear in the area you are in that lasts 5 turns. Anyone in the cloud has -4 on all hit rolls.-
50, 50 mp
Mirrage Dodge- Forfeit the turn used to make this move to dodge an enemy attack.-
55, 20% mp
Perfect Pick If user learned Pick, he may now perform said move without a pick.
55, 20 mp
Feint Thrust-If hits, enemy may not dodge. This attack may only be used with melee weapons.-
60, lvl Dice,30 mp
Counterfeit-Reproduce any type of object or item. Uses gold rather than mp to perform. Item has no actual use other than fooling others. Story teller decides cost.-
65, Gold payment
Strip- Rob target of all of their armor/clothes in one move. Heads for success.-
65, Coin flip, 100 mp
Ransack -Rob target of all their items besides weapons in one move. Heads for success.-
70, Coin flip, 100 mp
Swindle -Completely disarm and steal all of an enemy's weapons. Heads for success.-
75, Coin flip, 300 mp


Assassin: 1 Weapon Master, 1 Stealth, 1 Alertnes
Gouge-Remove target's optical orbs. Causes permanent blindness. After hit roll, heads for sucess.-
65, lvl Dice+Coin flip, 70 mp
Poison Stab If attack hits, enemy is poisoned (see status effect page for info on poisoning).-
75, lvl Dice, 30 mp
Unheard -If user is in a party of 3 or more members, enemy may not dodge any of user's physical attacks for the next 3 turns.-
75, 80 pm
Sniper Dagger - Throw a dagger from a distance at a target. Damage is equal to lvl Dice+D10. If the D10 rolled lands on 9 or 10, the enemy is KO'd.-
80, lvl Dice+D10, 70 mp
Venom Jab -If attack hits, enemy is poisoned, but receives D8 damage instead of D4.-
85, lvl Dice, 60 mp
Apparition Fade -Rush an enemy with a melee weapon and fade as you pass through them. Heads for success. Damage cost only applied if successful, bosses immune. Heads for success-
85, Coin flip, 25% Max HP
Katti Critical -Deals a normal attack on the ememy x5. If any one of them misses, you may not continue with the attack.-
90, lvl Dice, 300 mp
Venom Coating Must be used outside of battle. Give any weapon a venom affinity (weapon permanently has 1/2 chance of causing poison to an enemy whenever used, until weapon is given a new affinity).-
90
Toxic Impalement -If attack hits, enemy is poisoned, but receives D20 damage instead of D4.-
95, lvl Dice, 100 mp
Fatal Return -If an enemy attacks you and you get a 9 or above on the dodge roll, flip a coin. If heads, enemy is KO'd. Passive ability.-
95, 100 mp if achieved
Orbicular Assault Target every enemy and perform 5 attacks. Each attack requires a hit roll, and an enemy must be attacked all 5 times before you move on to the next. If you miss on one of your hit rolls, the move ends there.-
99, lvl Dice, 500 mp
Massacre -Target every enemy for instant KO. Roll a D4. 1-3 for success. Must roll for each target, bosses immune.-
100, Coin flip(s), 700 mp



Pirate Class
Swashbuckler-Pirate-Captain Starting weapon/armor – Cutlass / Pirate Jacket


Swashbuckler - +1 Weapon Mastery + 1 Drive
Attack - Level Dice - 1
Steal - C – 5
Dueling- Become more proficient when wielding a one handed sword. Adds +1 weapon bonus and plus +1 accuracy. 10, Passive
Hijack- Steals an enemy’s vehicle while dealing damage, d16.You may only use this on vehicles you are able to drive. 15-
35 MP
Pillaging- Make a normal attack at someone but steal an item within the process. Flip a coin for success. - 20,
25 MP
Cutlass Wrath- Deal a series of cuts and blows to your opponent. Roll 3d6 and d12 to end the combo. – 25,
50 MP
Boarding Raid- If an enemy is in a vehicle attack and dismount it from its vehicle with a slash to your opponent using 2d16, you now possess this vehicle. You may only use this on vehicles you are able to drive. – 30,
75 MP


Pirate - +1 weapon mastery, +1 drive, +1 Defence Mastery
Anchor Kick – Kick an opponent with the force of a falling anchor – 30, D20,
40 MP
Low Wave – Swing a sword at an enemy’s feet; hit +2 – 35, D20,
50 MP
Bow Breaker – Lunge at an enemy with a sword, enemy -1 hit next turn – 40, D30,
70 MP
Cannonball Lifter – Launch an enemy into the air with a sword, enemy is unable to attack for one turn, cannot do twice in a row – 45, D30,
100 MP
One-Shot Pistol – Pull out a trusty one-shot pistol to dispose of an enemy who gets on your bad side. – 50, D40,
80 MP
Ye Scurvy Dog! – Nail an enemy with an ancient pirate’s curse, -2 to enemy’s hit until end of battle, does not stack. – 55, D10,
70 MP
X Marks the Spot!- Use your experience and cunning as a pirate to locate a weakness on the opponent letting you and your entire party do 10% more damage to the enemy (or enemies if they are the same) for the rest of the battle - 57,
10% MP
Flying Dutchman – Cleave an enemy with a leaping overhead slash – 60, D60,
100 MP


Captain - +2 weapon mastery, +1 leadership, +1 Defence Mastery
The Captain’s Ship- What good is a Captain without his ship? You now have your very own Galleon to sail the seven seas with, of course, your trusty crew. Also bestows a +1 bonus to drive. - Learned on class up, Perma Tech
Counterstrike – Automatically counter all moves made against your character next turn (Except unblockables) – 60,
10% MP
The Black Spot- Herald in the death of your enemy by giving him the Black Spot. Flip 3 coins, if 2 out of 3 are heads. The enemy will die 3 turns from when this ability is used. Bosses are immune to this ability. – 65,
120 MP
Drink Up Me Hearties!- Have you and your crew strike up some rum and have a good ol' party! You and your crew will get drunk and violent, doing 25% more damage, but have a -10 accuracy penalty. Useable once per battle - 67,
25% MP
Swab the Decks! – Force an enemy to do your bidding for one turn – 70, 20% MP
Rally – Allow your entire party to attack a second time – 75,
50% MP
Cutlass Fury – A more powerful version of
Cutlass Wrath. Deal multiple hits on one enemy and then tack on a huge finishing blow – 80, D10 x 3 + D20,
150 MP
Raid- Your crew helps out the good ol’ Captain by charging the enemy getting into a huge fight with them shielding you and your party for one turn and damage the enemy with your 1.5x your current level die. However, if you use this ability. You only get 50% of the Gil and items you would receive in this battle. Share the booty! – 83,
25% MP
Siege- Have your crew and ship help siege your enemies. At the beginning of every turn, your crew’s muskets and a cannon will fire at your opponents. Roll d20.- 85
60 MP+30 MP upkeep
Davy Jones’ Locker – Condemn the enemy to Davy Jones’ Locker which drowns them in a torrent at the bottom of the sea. Roll 2d50s for damage – 87,
225 MP
Cannon Barrage- Call in your ship to fire all of its cannons to rain down onto your opponents, useable twice per battle. Roll 8d16 – 95,
200 MP
"Dead Men Tell No Tales" - Have you and your crew take no prisoners in this fight! They rifle and kill anything that moves. Roll your level die x4 for damage as well as flip a coin for each enemy. If heads, that enemy is killed instantly, does not work on bosses, and for each enemy killed instantly, gain all of that enemy's possessions. - 100,
75% MP




Myrmidon Tree

Myrmidon - Sword Master - Sword Saint
Equips: Anything with a sharp edge.
Armor: Light Armor
Starting equipment: 1-handed sword/nothing.

Myrmidon: 1 weapon master, 1 Stealth
Attack - 1
Swift Strikes Let your blade fly, adds stealth to all attacks that would gain weapon bonus from now on. 5% max mp (pay once) - 5
High Critical Precise strikes are good, whenever you land a critical hit add your level dice without bonuses instead of a D4. However you now must use the level dice below for damage (cannot go below D4), Perma tech - 10
Shining Gale Dash forward and run an enemy through Level Dice +5 40 mp - 15
16 Slashes Hit your enemy with a barrage of attacks, D4x4. 50 mp - 20
Trick Attack Exploit all advantages, for each point in stealth roll a D4, if the total is 12 or above then your next normal attack deals 2x damage. 100 mp. Pay only if you succeed. - 25
Precision Up Increase your partys chances of a critical hit, lvl D, subtract that amount from your level dice and whenever you get that or higher make a critical hit. 40 mp - 30
New Moon Blade Stab your sword into an enemy and rip it out upwards in a half arc, D10 x2, if you used Shining Gale in the previous turn then do not take up a turn using this attack. 80 mp - 35


Sword Master: 1 Weapon Master, 2 Stealth

Unleash the essence of your weapon brought to life Learned on class up, When you land a critical hit on a normal attack you may choose to instead use an unleash, choose from one of the following for your unleash. Once chosen you can not change your unleash. Unleashes will replace the normal attack when activated and are considered as skills Perma Tech
Rapid Strikes 1/5 lvl D x 4 90 mp

Blaze Rush Perform a normal attack that uses the next two level dice above for damage 60 mp

Cyclone Slash Normal attack that hits everyone 50 mp

Sandstorm Disappear right before your opponents eyes and strike them from all directions, D6 x 5 180 mp - 35 Gambit Stab an enemy and leave your weapon in there, Lvl Dice +10, you may choose to leave your sword inside your enemy to deal half the original damage every turn. 60 mp, 30 mp a turn. - 40
Phantom Blade hurt your enemy without even touching them, D10 x3 90 mp - 45
Lunar Crescent perform a vertical attack by spinning with your sword, lvl D x2, Ignores enemys defenses. Can be combined with Phantom Blade or Gambit if you pay both costs. 80 mp - 50
Dancing Edge precision over strength Your next normal attack deals 2x damage 90 mp - 55
Higher Critical improved precision just like High Critical except you add bonuses to the critical roll. Still use the lvl dice below for damage Perma Tech - 60
Dancing Blades let your sword guide your body lvl D x4, Your opponent gets +1 to dodge against this attack but each strike must be dodged separately. Every time they are hit they get 1 to dodge every time for the rest of the battle. If all 4 hit add an additional lvl D without bonuses. Cannot crit on lvl Ds 100 mp - 65 Training your journey has strengthened your mind and body, you may now use the normal level dice for damage - 70



Sword Saint: 2 Weapon Master, 2 Stealth

Unleash 2 refine your technique to even higher points Learned on class up. Same as unleash 1 but replace your selected unleash with one from below depending on what you had earlier. Perma Skill
Rapid Strikes
- Silver Storm
1/2 lvl D x 3 110 mp

Blaze Rush
- Demon Fang
ranged attack, use 3 level dice above for damage. Apply bonuses you get for normal attacks only. 90 mp

Cyclone Slash
- Hurricane Slash
lvl D x2 to all, ignores any form of damage reduction. 100 mp

Critical Point - 75, armor: useless, barriers: useless, enemy: screwed, when you land a critical hit you may choose to ignore all forms of damage reduction if you pay the cost. 5% Mp for each critical.
Focus - 80, Your steel, your body, your mind, all one, add +1 to your next critical hit, if you continue to activate the skill the bonus doubles each turn, EX: first turn +1, second +2, third +4 100 mp activate, 50 per turn
Rampant Critical - 85, your on a rampage now, when you kill a person with a critical hit take another turn. 5% Mp for each critical
Critical Ascension - 90, ascend to the higher realms using your sword to cut a path when you roll a max amount on a critical you may choose to add another critical roll 5% Mp for each critical
Aggressive Critical - 95, when you use a critical attack the enemy must roll two dodge rolls, if one fails then they are hit. 5% Mp for each critical
Moonflower - 100, Strike hard, strike fast, strike to kill, D16 x [stealth + weapon mastery] . 550 mp



Tamer Tree

Tamer - Hunter - Slayer Starting Weapon/Armor = Leather whip, Leather armor


Tamer: +1 Animal Control, +1 Ride
Attack - 1
Tame- Tame an animal or monster for as many rounds as the roll- 1, d8,
10MP per creature's level
Stay- order the creature under your command to stay, it will defend itself from attacks- 1, C,
10MP
Down- prevent controlled crature from defending itself or attacking.- 1, C,
10MP
Strike- order controlled creature to attack normally against a target of your choice, always hits if this skill is succesful- 1, C,
10MP
Revolution- spin circles around the enemies while hitting them with your whip; attacks entire enemy party- 5, level die-1,
30MP
Rattlesnake- rapidly whip an opponent- 10, d4 rolled 5 times,
40MP
Thunder Ring- flick your whip at an enemy to shoot a ring of lightning at them- 15, d12,
50MP- take control of a creature as many turns as number rolled- 20, d12,
30MP per creature level
Improved Strike- order controlled creature to attack with any ability of your choice against a target of your choice- 25, C,
30MP
Abyssal Whip- summon a dark whip (+6) made from demon organs for 5 turns to make all creature commands succesful- 35,
100MP


Hunter: +2 Animal Control, +2 Survival
Attack - 1
Hunter's Chance- slash a controlled creature with your whip to halve its current HP; only usable once per battle- 35,
50%MP
Hunt- eat a slain animal (if they died from this attack) or animal-like monster to recover 100HP; whole party may eat if prey is large enough- 40, level die,
30MP
Knowledge of Weaponry- add +1 to Weapons Master, Firearms, and Archery- 45
Merciless- kill a controlled creature- 50,
50%MP


Slayer: +2 Animal Control, +1 Mind

Attack - 1
Humanoid Slayer - 50 - Perma Tech - Cause x2 to Humanoids
Air Buster - 60 - Perma Tech - Cause x2 to airborne enemies
Dragon Slayer - 70 - Perma Tech - Cause x2 to Dragons
Water Disintegration - 80 - Perma Tech - Cause x2 to swimming enemies
Animal Slayer - 90 - Perma Tech Cause x2 to all Animals
Renowned Slayer - 100 - Perma Tech - Cause x2 to all enemies.




Duelist Class

Fencer – Duelist – Champion
Starting Weapon/Armor – Shortsword +1/Leather Armor +1
Usable equipment: Duelist weapons (Sabres, rapiers, foils, épées, etc.), light armor, bucklers/small shields

Notes on Duelist weapons: These weapons, always one handed, have a maximum weapon bonus of 1/6 level. They always have an attack bonus of up to 1/2 level. They lose this attack bonus when dual wielded with anything. Duelist class perma techs only apply when using a single Duelist weapon (nothing except a small shield in the off hand) with the exception of Discipline. Duelist class abilities may only be used when using a single Duelist weapon (nothing except a small shield in the off hand) except AGI Up and Challenge.

Note on class: For the purpose of this class, attack refers to hit rolls.


Fencer – +1 Weapon Master, +1 Alertness
Attack – 1
Parry – When you are attacked by a dodgeable melee ability, in place of a dodge roll, you and your opponent make opposed attack rolls. Add +3 to your roll if using a shield in your off hand. If your roll is greater than his, you successfully dodge. If your roll is 10 or more higher than the opponent’s, you may counter – 1,
10 MP per dice level
Precise Strikes – Your precision strikes aid increase the wounding ability of your attacks. Increase melee attack damage by attack roll divided by 5 including abilities. Perma tech – 5
AGI Up – Increase party’s attack rolls by number rolled – 10, D8,
20 MP
Supernatural Parry – May Parry against ranged and magical attacks. Perma tech – 15
En Garde – May choose to go first in a battle. If you do not choose to go first, gain a +5 bonus on all attack rolls. Perma tech – 20
Counter Surge – When making a successful counter against an opponent through Parry, add 1 damage for every 3 points by which you exceed the counter threshold. Perma tech – 25
Remise – Double counter damage. Perma tech – 30
Skewer – Make a single powerful stabbing attack that ignores armor – 35, D16, pierces defenses,
50 MP


Duelist – +1 Weapon Master, +2 Alertness
Focused Strikes – Your intense focus makes it highly difficult for the opponent to dodge your attacks. Opponent subtracts your attack roll divided by 10 from their dodge roll. Perma tech. Learn on class up
Challenge – Trick an opponent into taking you one on one. Neither your allies nor his may target either of you. D10 + manipulation, must be at least a 6 for success. Only works on intelligent creatures (no animals, zombies, etc.). Bosses immune, players may choose whether or not to accept. If you defeat the opponent, receive an ALL Up (d8 + 1) for three turns – 30,
30 MP
Flourish – Your impressive display of skill boosts your confidence and intimidates your opponent. Roll a d6 and then use an ability as follows: 1-2: DEF Up, 3-4: AGI Up, 5-6: ATK Up. Add weapon bonus to rolled ability’s roll. Ability targets only the user. May only be used on the first turn of a battle or the first turn of a duel – 35,
30 MP
Discipline – Between your keen mind, fit body and sharp blade, you are extremely restistant to enemy attempts to weaken your resolve. Whenever you would be affected by a status effect, roll a d4. If you roll 2 or higher, you are uneffected. Perma tech – 40
Control – Your blade is now an extension of your mind. Add 5 to attack rolls. Perma tech – 40
Dancing Blade – Lash out at multiple opponents with a series of rapid sword strokes – 45, 3D10 divided among any number of opponents, may not be used against less than two opponents,
60 MP
Riposte – When making a successful counter with a Parry, you may choose to substitute any Duelist tree move in place of your normal counter. The move is undodgeable – 50,
1.5 x the move’s cost
Bloodseeker – Your attack leaves the opponent with a nasty bleeding wound. D40, opponent takes D10 (no bonuses) a turn for 5 turns after. Magical healing and curative spells stop the bleeding – 55,
100 MP


Champion – +2 Weapon Master, +2 Alertness
Perfect Parry – May Parry undodgeable attacks with a –8 on the attack roll. Perma tech, learn on class up
Endless Stings – Jab rapidly at a single opponent – 55, 6d8,
150 MP
Effortless Parry – Halve Parry’s MP cost. Perma tech – 60
Will of the Blade – True strength is found in complete control. On basic melee attacks, make one roll for both attack and damage. This roll combines the bonuses that would apply to either roll – 65
Testing Strikes – Series of weak attacks intended to feel out your opponent’s fighting style and find openings. Opponent gets +3 to dodge against these attacks. Gain a +2 to attack and damage that doubles exponentially (+2, +4, +8, etc.) each turn after using this ability. May only use once per opponent per battle – 70, four attacks for d4 each (cannot be critical hits),
60 MP
Stunning Parry – When successfully parrying an opponent, stun them. Perma tech – 75
Final Focus – Limit the world to you and your foe. All of your melee attacks made with duelist weapons are undodgeable as long as this ability is active – 80,
20% MP to initiate, 10% each turn it remains active.
Finishing Blows – After using Testing Strikes, instead of gaining a bonus to attack and damage, you may instead choose to increase the chance of an instant kill. Any time you make melee attack, roll a d20. If the result is 20 or more, the target dies. Gain a cumulative +1 bonus on this roll every turn – 85,
30 MP
Vital Strike – A lethal sword strike aimed at the heart. If the coin flip is heads, may not be used again for the rest of the battle. 90, D60 + D20, C for Death,
200 MP
Legendary Skill – Your prowess with a blade is beyond compare. Add the level dice two dice level below your level dice to attack rolls. Perma tech – 95
Furious Staccato – Lunge at your opponents and attack without pause. May not Parry this turn. May not be used as a Riposte. Become stunned for the turn after using this attack. Must have at least 50% MP to use – 100, roll 4d4 then make that many basic melee attacks divided amongst any number of opponents,
ALL MP





Knight of Zodiac Tree
Bronze Knight – Silver Knight – Gold Knight
Starting weapons/armor: No weapon, Bronze cloth +2 Def

Extra Notes (knight history 101):
Zodiac Knights are called Saints and also they are required to be orphans in order to fully devote their lives to their patron (any mythology God can take the place of Athena as noted by the existence of Asgard’s God Warrior’s, Hade’s Warriors, and and Poseidon’s Marines). Saints believe each atom within a human body resembles a small solar system, and since the human body consists of billions of atoms, the totality forms a "small cosmos" or a "small universe" (which is also represented by the constellation that the child was born under, you pick a constellation to be your guide). Each person's cosmos has its own unique signature. The cosmos is the source of power for the saints and can be endowed or given to others. If permission is granted, one can also draw other's cosmos to amplify one's own cosmos. The power of the cosmos can be channeled through Saint armor, Saints are tasked with protecting Saori Kido, the reincarnation of Pallas Athena (the Greek patron goddess of wisdom, art, and military strategy), and fighting against evil forces. Athena normally resides in her sanctuary, a protected physical location just outside of Athens, Greece. In the sanctuary, a hierarchical command structure is followed, with the goddess as the supreme commander, followed by the Pope, and then by a few other gold saints. Athena dislikes weapons, believing intelligence and bodily strength to be the strongest weapons of all. Thus, she only allows a few saints to carry arms. The most famous saint to carry arms is Libra Dohko. The goddess also forbids unauthorized duels among her saints in the sanctuary. Lastly, Athena bans her Gold Saints from using the technique "Athena Exclamation", which is considered to be too destructive. Athena is not the only female in her domain - females are allowed to become saints, though they are in the minority.


Bronze Knight: +1 to Brawl, +1 to Defense Mastery
Bronze Cloth adds +2 Def, +2 dam
Attack- Attack with own fists-1
Athena’s Wish- Saints cannot use weapons at all(unless they are chains, see Shun of Andromeda), this cannot be overridden. Perma tech.-1
Humble Beginnings- Saints cannot ride horses or cars, ships, etc... When fighting. Perma tech-1
Bronze Cloth- Knight’s only armor. First turn of battle is used putting the cloth on (think transformation sequence). Protects the knight with -10 to damage received. Perma tech.
20 MP initial+5 cost per turn.-1
Cloth Alive- You can now pay MP costs with HP with a ratio of 2HP=1MP. Perma Tech-1
Knight 's Fervor- Every single time a knight is damaged he can shake it off and negate a portion of it by throwing a lvl D. The result is then divided by his/her Defense Mastery. (1 point in Def Mastery = lvlD/5, while 4 points = lvlD/2, and 5 points= lvl). Perma Tech. Must have Bronze/Silver/Gold Cloth on, does not work on self-inflicted damage.
Fist- Use the power as a Zodiac Knight to attack with your fist-4- D6.
MP:20
Kick- Deal a strong kick in the name of your constellation.-1- lvlD+9.
MP20.
Cosmos Gathering- Draw your constellation with your body and hands taking a whole turn. Next turn everything all damage you deal is doubled.-10-
30% MP
ATK Up-Increase the attack power for the party by the number rolled for 5 turns. -6- D8
30MP
Gallop- Attack 4 enemies with trusting kicks on each.-16- lvlD+5 each.
MP: 80
Dust- Ranged attack. -20-D10.
MP:50
Stream- Attack all enemies.-25- D8 each.
MP:30+5 for each enemy.


Silver Knight- +2 to Brawl, +2 to Defense Mastery
All Bronze Knight Abilities
Silver Cloth adds +5 Def +3 Dam
Silver Cloth-Class Up Same as Bronze Cloth but is -20 damage taken instead. Perma Tech.
50 initial, 20MP a turn
Cloth Alive2-Class Up Same as Cloth Alive but with a ratio of 1HP=2MP. Perma tech
Cosmos to Me-Class Up Same requirements as Cosmos Gathering but instead of dealing x2 Damage next turn half damage you deal is a MP Leech from opponent.
30% MP
Rolling Defense- For every party member -10 damage is dealt to you but now all attacks are directed against you.-30-
50Mp activation+ 15 upkeep.
Shield- Use the cosmos as a shield. Instead of dodging your MP takes the hit thus saving your HP (if damage exceeds current MP count then cloth is destroyed and must be revived by sacrificing half your blood…ie HP). Cloth must be put on again. Perma Tech 35
Comet Fist- Hits a single enemy with a dead defying blow. -40- lvlD+ D10(9 or 10 being K/O).
25% MP
Rolling Crush- Kicks 3 enemies with a chance of paralysis, H must be for paralysis.-42- D20+C each.
100MP
Ring- Creates a ring that hits all enemies and has D6 healing ability for all party. -45- D10 to each enemy.
80MP
Execution- Execute an enemy for its wrongdoings. Bosses and Players inmune. -50-
10% MP
Stardust Revolution- Create a storm that attacks all enemies for 3 turns.-55- D20 to each enemy.
150MP
Group Attack- Gain +1 to all rolls for each party member for five turns, exept dodge.60
90MP


Gold Knight- +2 to Brawl, +2 to Defense Mastery
All Silver Knight Abilities
Gold Cloth adds +10 def and +5 to damage
Once you Class Up you can wear the Gold Cloth permanently outside of battle at no cost.
Gold Cloth-Class Up Same as Silver Cloth. Now you dont need a whole turn to put on the cloth as well. Now -40 damage taken. It does not take a turn to activate your Cloth but you still need to pay the initial MP cost. Perma tech.
80MP initial, 40MP a turn.
Cloth Alive3-Class Up Same as 2 but with a ratio of 1HP=5MP. Perma Tech
Golden Knight’s Cosmos-Class Up Same requirements as Cosmos to me. Damage next turn is multiplied by 1.5 and half the damage is an MP Leech while the other half is an HP leech.
30% MP
Meteor Fist- Hit all enemies with the power of your constellation.-70- lvlD+40D.
150MP+10MPper enemy
Storm- Create a storm that attacks all enemies and increases your attacks with +5 for 3 turns.-75- D10 to each enemy per turn.
200MP
Starlight Extinction- Create a chance of death to all enemies with the tip of your fingers. Must have 2 H for each enemy. Bosses and Player characters immune. lvlD+3C per enemy.-80-
50% MP
Atomic - attack with the powers of the stars themselves in your constellation.-90- lvlD+D40+D20+D10+D4.
180MP
Golden Triangle-90 Attack tree times without using any special moves. 100MP
Wall-95 Same as Rolling Defense but you gain an additional +10 Def Up.-95-
100MP activation + 60 upkeep.
Athena’s Wisdom- Athena has seen your Progress and now has granted you the use of a weapon that gains +5 to all rolls except dodge-100 Perma tech
Golden - One Blow that is lethal. Storyteller’s choice of cost and dodgeable/undodgeable.-100
Infinity Break- From now on you roll a D10 to know if you’ve landed a Critical Hit for that turn with 10 being a successful critical hit. The dice damage for a critical hit is now a D20-100 Perma tech.





Ranged Trees: Archer
Archer Class

Archer-Longbowman-Archer Mage
Starting Weapon/armor = Bow+2, Light armor +1
Uses: Bows, knives


Archer: 1 Ranged Mastery, 1 Jump
Attack - 1
Blunt Arrow - An arrow that stuns people instead of dealing much damage. - 5, ½ Level Dice and 1 turn stun (cannot use twice in a row),
10 MP
Aim - Take time to make sure you don't miss. - 10, Next attack can’t miss or be dodged
10 MP
Aim Foot - pin someone down with an arrow to the foot - 15, Level Dice, makes target unable to evade for two turns and cannot use melee weapons,
15 MP
Aim Hand - Fire a barbed arrow that prevents a person from attacking. - 20, Level Dice, target cannot attack for two turns,
20 MP
Poisoned Arrow - Shoot an arrow dipped in poison at your enemy - 25, Level Dice and poison,
25 MP
Blinding Arrow - Fires an arrow with a special poison that blinds people - 30, Level Dice, blinds target,
25 MP
Guided Arrow - Shoot an arrow that weaves in and out of the opponents - 35, Hits all enemies for level dice damage,
40 MP
Unbreakable arrow - permanent ability- all of your arrows used in battle can be retrieved- 40


Longbowman: 2 Ranged Mastery, 2 Jump
Attack - 1
Aim High- attack with an arrow that hits next turn - 20, D10 next turn,
20 MP
Eagle Eye Arrow - Attack with an arrow designed for flying prey - 25 ,x2 undodgeable damage to flying enemies,
10 MP
Power Arrow - use your full strength for a shattering attack - 30, draw back bow on first turn, attack on second for x2 damage on any arrow attack,
50 MP
Disarm Arrow - knocks weapon out of enemy’s hand - 35, cannot attack with weapons for 5 turns (however you can still use your fist),
40 MP
Tri-shot – Arrow breaks into three arrows in the sky – 40, D4 x 3(each arrow gets bonuses and must be dodged separately),
60 MP
Aimed arrow- Fires a arrow that is guided by your will - 45, Level Dice, undodgable,
20 MP
Horseshoes and Hand grenades – fires an explosive arrow - 50, deals ½ damage if misses and full if hits, D20,
60 MP


Archer Mage: 2 Ranged Mastery, 2 Elements
Attack - 1
Fire Arrow - Fires an arrow enchanted with fire magic - 30, D20 + burn,
50 MP
Wind Arrow - Fires an arrow enchanted with wind magic - 35 , D30,
50 MP
Ice Arrow - Fires an arrow enchanted with ice magic - 40, D20 + freeze,
50 MP
Water Arrow - Fires an arrow enchanted with water magic - 45 ,D30,
50 MP
Thunder Arrow - Fires an arrow enchanted with lightning magic - 50, D20 + paralyze,
50 MP
Light Arrow - Fires an arrow enchanted with lightning magic - 55, D40 + blind,
80 MP
Dark Arrow - Fires an arrow enchanted with dark magic - 60, D40 + blind,
80 MP
Steam Arrow- Fires an arrow that is enchanted with fire and water magic - 65- D50 + burn,
100 MP
Storm Arrow- Fires an arrow enchanted with lightning and water magic - 70, D60 + paralyze,
120 MP
Warring Elements Arrow- Fires an arrow enchanted with two opposing elements of your choice - 75, D75 + blind,
150 MP
Ultima Arrow- Fires an arrow enchanted with peircing magic - 80, D80 ignores defense,
200 MP
Mage Arrow - Creates arrows from magic - 90,
10 mp per arrow
All Elements Arrow - pwned - 100, D100 ,
300 MP




Artillery Tree
Gunner - Heavy Arms - Artillery
Gunner - Light Arms - Specialist
Starting Weapon / Armor: Hand Gun +2, Coat


Gunner - +1 ranged mastery
Attack– 1
Reload – Reload all the guns in your possession – 1, D10: 2-10 reload a gun, failed reload prevents reloading of other guns,
0 MP
Accuracy shot – Fire a move accurate shot - 5, +3 to hit roll,
30 MP per gun (so 60 if dual wielding)
Armor piercing rounds – Fire bullets that ignore the enemy's defense - 10, add +1 to bullet damage and negate any defense against it,
30 MP per gun
Power shot – Fire a more powerful shot - 15, add +2 to the damage roll of a bullet,
20 MP per gun
Point blank – Counter an enemy's melee attack from right next to them - 20, Add +5 damage to counters against melee attacks,
40 MP
Double shot – fire two bullets per gun, up to two guns – 25, D4 x 2 per gun,
50 MP per gun
Guided Bullet – Fire a bullet that homes in on your opponent – 30, level dice; undodgeable,
30 MP+10 per dice level
Quick draw – PENDING
Spin shot – Spin arond while firing to attack the entire enemy party – 40, Level dice per enemy,
50 MP +5for every dice level per gun


Heavy Arms: +1 Ranged Mastery +1 Defence Mastery
Big Shot- Fire 2 shots at once when making normal attacks; still uses up two bullets- learned when class up
Missle- Shoot an entire clip at up to 4 enemys (damage split evenly) to deal fire damage to them all- 35, level die x2,
50MP
Rocket- Shoot two full clips to decimate one enemy with fire damage; pierces armor- 40, level die x3,
100MP
Bazooka- You may unload three full clips in a single shot whenever you choose for a normal attack to make the weapon bonus on your gun x3- 45,
50MP
Snipe- If this makes a critical hit, then opponent dies- 50, level die,
50MP
Heavy Machine Gun- you may fire as many bullets as you want in a normal attack (dealing 1/2 the damage each) so long as you can pay the MP cost; must fire at least 3 bullets- 55,
100MP for every bullet fired over 2
Nuke 'Em- Blow up the entire enemy party, all enemis suffer Burn and Poison, C chance of allied party taking 1/4 the damage and Poison- 60, level die x3 +C,
50%MP


Artillery: +3 Ranged Mastery
Disance- Opponents cannot attack you the following turn that you attacked them without taking -5 accuracy- learned at class up
Tank Shell- All normal attacks now use 3 shots at 1/2 the damage- 55
Support Shot- When an enemy damages an ally, gain +5 accuracy and damage to that enemy- 60,
50MP
Flamethrower- Deal massive fire damage and cause Burn to one opponent, replace accuracy with 2C (must get 1 heads to hit)- 65, level die x1.5,
60MP
Artillery Cannon- summon a giant 2-handed cannon. Holds 1 shell at a time, has a weapon bonus of +50, and comes with 3 shots- 70,
300MP
"I came from the US"- normal attacks may now split the damage evenly between two enemies- 75
Cannon Fodder- raise your level die to d100 for 5 turns- 100
200MP



Gunner - +1 ranged mastery
Attack– 1
Reload – Reload all the guns in your possession – 1, D10: 2-10 reload a gun, failed reload prevents reloading of other guns,
0 MP
Accuracy shot – Fire a move accurate shot - 5, +3 to hit roll,
30 MP per gun (so 60 if dual wielding)
Armor piercing rounds – Fire bullets that ignore the enemy's defense - 10, add +1 to bullet damage and negate any defense against it,
30 MP per gun
Power shot – Fire a more powerful shot - 15, add +2 to the damage roll of a bullet,
20 MP per gun
Point blank – Counter an enemy's melee attack from right next to them - 20, Add +5 damage to counters against melee attacks,
40 MP
Double shot – fire two bullets per gun, up to two guns – 25, D4 x 2 per gun,
50 MP per gun
Guided Bullet – Fire a bullet that homes in on your opponent – 30, level dice; undodgeable,
30 MP+10 per dice level
Quick draw – PENDING
Spin shot – Spin arond while firing to attack the entire enemy party – 40, Level dice per enemy,
50 MP +5for every dice level per gun


Light Arms: +1 Ranged Mastery +1 Acrobatics
Quick Shot- Gain +2 accuracy to all normal attacks- learned when class up
Guide Reactor- Take one turn to deal a double damage, no miss, undodgeable attack next turn- 35, level die,
60MP
Split Shot- fire a bullet that has C chance of unlashing Demi1 upon an opponent- 40,
70MP
Rapid Reload- When making a normal attack, flip 2C. If you get both heads, then you may use Reload in the same turn- 45
Acrobat Locust- Make a melee attack at 1/3 your weapon bonus, then shoot the enemy with a normal attack. Enemy is stunned- 50, level die+level die,
70MP
Light Machine Gun- you may fire as many bullets as you want in a normal attack (dealing 1/4 the damage each) so long as you can pay the MP cost; you must fire at least 3 bullets- 55,
60MP for every bullet fired over 2
Nuke 'Em- Blow up the entire enemy party, all enemies suffer Burn and Poison, C chance of allied party taking 1/4 the damage and Poison- 60, level die x3 +C,
50%MP


Specialist: +3 Ranged Mastery
Close Combat- You may add your Acrobat knowledge to all normal attacks. In addition, whenever an opponent attacks you that you attacked last turn, they gain +1 accuracy but you gain +1 dodge- learned at class up
Gattling- you may make 2 normal attacks per turn at 1/2 the damage- 55
Front Line Support- When an enemy damages an ally, gain +10 damage to that enemy- 60,
50MP
Storm- fire 10 shots into the air. 5 turns later, they will hit the enemy party. Use C for accuracy roll on the turn that you make the attack, and pick the targets at that time- 65, level die x0.5,
60MP
Golden Gun- Summon a golden pistol. Holds 1 shot at a time, has a weapon bonus of +40, has 2C chance of causing instead death at each attack (must get both heads), and comes with 5 bullets- 70,
300MP
"I came from the US"- normal attacks may now split the damage evenly between two enemies- 75
Cannon Fodder- raise your level die to d100 for 5 turns- 100
200MP





Blade Mage Tree:
Blade Mage - Rune Knight - Sword Caster
Usable Weapons: Single-handed swords, knives, staves, staffs, 2-handed weapons
Armor: robes, leather, heavy
Starting Weapon: Choose; Single-handed sword +1, double-handed sword +2, or stave +1
Starting Armor: Leather Armor +1


Blade Mage:
1 Weapons Master and 1 Elements, or 1 Dark, or 1 Life (Choose one)
Attack - 1
Attack Up - raise a party's physical attack strength - D8 - 30 mp - 5
Element enchant – Add an element to your weapon. - add D4 elemental damage to a weapon - 40 mp, 10 mp a turn, Dosn't take up your turn - 10
Blade Summon – Enchant a weapon to float around you - 60 mp - 10 mp a turn. Reduce the initial cost 10 mp per life. - 15
Blade Enchant - Magicaly sharpens one weapon to deal more damage - adds +5 damage to only 1 weapon - 20 mp every time you use that weapon - 20
Speed Chant – Chanting no longer takes up your turn. However if you decide to not use your turn to start a chant then you must atleast pay 10 mp. Perma-tech only one extra chant a turn and it costs 10 mp more, applies only to blade summon. – 25
Speed slasher - Attack at such a fast pace the enemy can't move in time - 1/2 D lvl - 50 mp - 30
Specialize – Gain +1 in all magical knowledges you know. – 35



Rune Knight:
+1 Weapon Master +2 elements
Drain – absorb HP from an enemy - lvl D - 100 mp - 30
Aspir – Reduce an enemy’s attack power - D8 - 80 mp - 35
Time Lag – Make an enemy moved at a reduced speed - C enemy gets -2 to dodge and hit - 140 mp - 40
Armor peeler – Reduce the defense of an enemy with your magic - D8 - 100 mp - 45
Double Master – When Dual Wielding with swords add 2 damage - perma-tech - 50
Rob Sight – Reduce an opponent’s acc. - D8 - 90 mp - 55
Mult-Ttarget – you can cast any of the rune knight's spells on multiple targets if you pay the cost for each target. - 60



Sword Caster:
+2 Weapon Master +2 Elements
Power Drive - Sacrifices armor for power - adds +10 to damage and take 10 more damage - 50 mp a turn, 20 mp a turn after - 60
Power Slash - Put all your power into a increadable attack - D40 - 120 mp, -1 to dodge next turn - 65
Time displacement - +1 correspondence – 70
Penta seal – Attack an enemy in the pattern of a pentagram D12 x 5 - 350 mp - 75
Quicksilver – Party can take 2 turns, first turn is normal and second must be just a normal attack - lasts 5 turns - 200 mp - 80
Terror Slashes - Attack viciously at an opponent - D12 x 4 add darkness - 250 mp - 85
Sword burst – Sacrifice a weapon to deal extreme amounts of damage - 1/2 lvl D x WB of weapon - 200 mp - 90
Chaos Seal - Harness the power of chaos, but allow it to eat away at your sheilds - each turn, add 1 point to damage and take an additional point delt to you - 10 mp a turn, can be turned off and on but it restarts every time you reactivate the spell - 93
Rough Slicer - Slash at an enemy's life force - 50% of enemy's hp + C (H needed) - 200 mp - 95
Cruel Ruin - A powerful attack that obliterates everything - D50 x 6 to all, add elements and darkness x2, Flip a C for each enemy for check of death (Bosses need 3 C all with H). Enemies must dodge all 5 attacks seperatly with a -2 to dodge roll. You cannot move, dodge, or attack for 10 turns - 100% mp + 10% hp. - 100




Melee Trees: Swordhunter Tree
Swordhunter Tree
Swordhunter- Swordhunter Combatant- Swordhunter Master
Starting weapon/armor = Short Rune Blade, Long Rune Blade / Red Robe


Swordhunter: +1 Weapon Mastery, +1 Acrobatics
Attack: 1, level die
Dodge: Dodge any attack- 1,
30%MP
Shinbatsu: A jumping sword slash combined with explosive energy- 5, Level die +10% of total damage dealt,
10MP
Zephyr Blade: A blade attack so fast that the only sign of its passage is rushing air. Air elemental damage- 15, d10
20 MP
Heijinsen: Strike the ground and spray energy blasts out at every enemy in the battle- 10, level die,
50MP
Shinbatsu 2: A jumping sword slash with combined with explosive energy- 20, Level die +20% of total damage dealt,
50MP
Haste: Can only target yourself. Give yourself +1 dodge and +1 accuracy for turns equal to number rolled- 25, d10,
40MP
Rapid strike: Hit many times on one enemy or many. If dual weilding, then alternate between both swords (each one will be considered a seperate attack); may attack a single enemy a max of 4 times- 30, Level die-2,
40MP per hit


Swordhunter Combatant: +1 weapon master, +1 acrobatics
All Swordhunter abilities
Improved dodge: Gain +1 on a dodge roll- learned when class up,
50MP
Attack up: Increase next 5 sword attacks by number rolled- 35, D8,
40MP
Shinbatsu 3: A jumping sword slash combined with explosive energy- 40, Level die +30% of total damage dealt,
100MP
Gymnastics: Gain +1 Acrobatics, and you may also add all Acrobatics skills as a bonus to all attacks- 45
Swordhunter Combatant Mastery: Gain +1 on all Accuracy and Damage rolls- 52
Shinbatsu 4: A jumping sword slash combined with explosive energy; Attack hits every other enemy for 1/2 the damage done to target- 57, Level die +40% of total damage dealt,
200MP


Swordhunter Master: +3 weapon master, +2 Acrobatics
All swordhunter and swordhunter blue abilities.
"WTF!?" Dodge:Gain +1 on all dodge checks- learned when class up
Make Haste: Cast Self-Haste for a large amount of turns, and bonuses become +2- 61, d20,
100MP
Swordwhirl: Strike an area of enemies (up to 4) with 3 attacks each, take -5 on accuracy and -3 on dodge rolls for the next 3 turns- 65, Each attack = 1/2 lvl dice,
250MP
Heijinsen 2: Strike the ground and spray massive energy blasts out at every enemy in the battle- 70, Next Level die,
150MP
Trance Blade: Double your weapon bonuses for the rest of battle- 75,
100MP per sword
Shinbatsu 5: A jumping sword slash with combined with explosive energy; Attack hits every other enemy for 1/2 the damage done to target - 80, Level die +50% of total damage dealt,
300MP
Oiuchi: Instant death attack (must make a critical hit for death), if the opponent dies gain +3 Dodge, Accuracy, and Damage for the next 3 turns- 85, level die,
200MP
Ultimate Haste: All party members gain +5 Dodge and Accuracy for as long as this skill is active- 90,
100MP per turn
Swordhunter Master: Gain +1 on all rolls- 95
Shinbatsu LIMIT: Uses every Shinbatsu previously learned all in rapid succession; Attack hits every other enemy for 1/2 the damage done to target- 100,
100%MP 100HP




Alter Tree

Alter User – Refined Alter – Alter Master

Starting Equipment: None


Alter User: +1 Matter
Summon Basic Alter: Call upon your Alter in its weakest form. Summoning an alter takes one turn. The Alter gains Matter and one other knowledge ((Weapon mastery, Ranged Mastery, or Brawl)) as damage bonuses. The Alter has no weapon bonus. If your Alter is not of the summon type, it is counted as having 25% of your max HP. Destruction of this Alter, regardless of type, stuns you for one turn. If you resummon it, all damage it would deal is 1/4 of normal and has 50% of its normal HP. This penalties are applied again if resummoned more than once –
1, 10 MP per turn


CREATING AN ALTER
Your Alter must be of one of three types, Attack, Support, or Summon. Attack Alters function primarily as weapons for the Alter User. Support Alters are generally offensively weak, but have powerful abilities. Summon Alters are semi-independent entities created by the Alter user. They have 20% x Matter knowledge of the Alter user’s max health when summoned. A basic Alter starts with 15 points. Gain one point for your basic Alter eveytime you gain a new level as an Alter User. Abilities not of your type cost double. All basic Alter abilites cost 5 points.

ATTACK
Increase damage by ¼ level dice. This ability doubles in cost each time you gain a half level dice over the first whole level dice.
Deal damage of one element of your choice. Damage is split evenly between elemental damage and normal damage. Attacks have Element bonus (one for each element). This ability doubles in cost each time purchased
Ranged attack

SUPPORT
Place one of the following status effects on target opponent or ally: Blind, Haste, Confusion, Berserk. Choose which status effect when purchasing this ability. Must flip a coin if targeting an opponent.
Use Defense Up, as the White Mage spell, once per battle for no MP cost
Act as if you had +1 point in one knowledge of your choosing. Only effective while the Alter is being used. If this would give you more than 5 in a knowledge, it has no effect. Everytime this ability is purchased to give a bonus to a knowledge that already gets a bonus, the cost increases by 5 points.

SUMMON
Summon has +100 HP
Summon gains +1 to all rolls except dodge
Summon takes 50% of the damage of all attacks made against you



Alter Knowledge: Gain 1 knowledge point in the knowledge that effects your Alter’s abilities. Choices: Weapon Mastery, Brawl, Ranged Mastery, or Elements - 1
Rest: See Summoner tree -
20



Refined Alter: +2 Matter
Summon Refined Alter: You have trained your Alter to the next level. Your Refined Alter has all the abilities of the basic one, plus 30 points more. You also gain access to the ablity list below. Alter now has 50% of your max (unless of summon type). Resummoning penalties are now damage to 1/2, and HP to 75% –
learned when class up, 50 MP per turn


Refined Alter abilites cost 10 points if they are from your own list, 20 if not. You gain two points for your refined Alter every level of Refined Alter. You may still purchase abilites from the basic list.

ATTACK
Increase critical range by 1 point. The cost of this ability increase by 10 each time it is purchased.
Attack twice per turn
Alter has weapon bonus equal to 1/5 your level. Cost increases by 5 each time purchased.

SUPPORT
Place one status effect on target ally or enemy. Choose two status effects when purchasing this ability. May choose any effect except Barrier. Must flip a coin if targeting an opponent
Your Alter’s status inflicting abilities target all enemies or allies. If coin flips would be required, must flip one for every target. To use this ability, pay MP equal to 10 x the number of targets.
Use Magic Up, as the Black Mage spell, once per battle for no MP cost

SUMMON Summon may take all damage that would be directed at you
Summon subtracts your Matter knowledge ranks x 10 from all attacks. This ability doubles in cost each time purchased.



Dual Alter: Your Alter may use abilities from a second category for the same number of points as your own. You may also buy abilities from the corresponding categories below. Note: You MUST have the required combination to use these abilities -
40


Dual abilities cost 15 points each.

ATTACK/SUPPORT
You may fly as if you had 3 Flying
You may flip a coin to inflict a status effect upon a successful hit. It must be one that you could normally inflict. The effect last for 1 turn.

ATTACK/SUMMON
Summon may use one class move you possess. You must pay ½ of the move’s cost per use. Per battle use limits still apply.
Summon may attack twice per turn.

SUPPORT/SUMMON
Summon gets +1 to dodge rolls, to a max of +3
Summon may fly as if it had 3 Flying



Gate to the Other Side: Expend a massive amount of power to tear open the fabric of reality. All enemies vanish into the gate, as do you. Your opponents are stranded there (aka dead) and you reappear at a random location somewhere in the same area (forum). You gain no XP from this battle –
65, All remaining MP (At least 50%), 25% HP



Alter Master: +2 Matter
Summon Ultimate Alter: You have perfected your Alter power. The Ultimate Alter merges with your body. If you previously had a summon Alter, you gain all bonuses that your Alter would instead gain. Gain 60 points, and access to the ablities below. Resummons have 3/4 normal attack, 100% normal HP –
learned on class up, 100 MP per turn


Ultimate abilities have no categories. They cost 20 points each. You may still purchase abilities from the refined and basic lists

ABILITIES
Fly as if you had 5 Flying
Extra attack per turn. You may only purchase this ability once.
Class move unleash
Attack any number of opponents. Pay 20 MP for each opponent attacked.
Gain 1/5 of all damage dealt as health. This ability only applies to basic attacks.



Quick Alter: Summoning your Alter no longer requires a turn -
60
Alter Regeneration: If your Alter is destroyed, you do not become stunned. Also, re-summoning penalties no longer apply -
65





Mage Trees
Black Mage - Red Mage - Black Wizard
Starting Weapon/Armor = Mage Rod+1, Dagger+1, Robe+0
Usable Equipment: Rods, Staffs, Staves, Wands, Daggers
White Mage - Red Mage - White Wizard
Starting Weapon/Armor = Mage Rod+1, Hammer+1, Robe+0
Usable Equipment: Rods, Staffs, Staves, Wands, Mace class weapons
Blue Mage - Time Mage - Sage
Starting Weapon/Armor = Rod+1, Sword+1, Robe+0
Usable Equipment: Rods, Staffs, Staves, Wands, One-Handed Swords
Geomancer - Enchanter - Alchemist
Starting Weapon/Armor = Rod+1, Sword+1, Robe+0
Usable Equipment: Rods, Staffs, Staves, Wands, One-Handed Swords

Equipment Notes: Rods, Staffs, Staves, and Wands all grant bonuses to magic (unless stated otherwise), while Daggers, Maces, and Swords all grant bonuses to melee (unless stated otherwise).



Black Mage: 1 Elements
Fire- shoot a weak fireball at your opponent- 1, D4,
5MP
Water- shoot a weak blast of water at your opponent- 1, D4,
5MP
Blizzard- shoot a weak blast of ice at your opponent- 1, D4,
5MP
Thunder- shoot a weak stream of electricity at your opponent- 1, D4,
5MP
Aero- slice your opponent up with a weak vacuum of air- 2, D4+1,
10MP
Dark- fires a small shot of negative energy at your opponent- 3, D4+2,
15MP
Magic Up- increase the party's magic skill damage by the number rolled for 5 turns- 6, D8,
30MP
Fire2- shoot a medium strength fireball at your opponent- 10, D6,
10MP
Water2- shoot a medium strength blast of water at your opponent- 10, D6,
15MP
Blizzard2- shoot a medium strength blast of ice at your opponent- 10, D6,
15MP
Thunder2- shoot a medium strength stream of electricity at your opponent- 10, D6,
15MP
Aero2- slice your opponent up with a medium strength vacuum of air- 11 D6+1,
20MP
Dark2- fires a medium shot of negative energy at your opponent- 12, D6+2,
25MP
MP Absorb-drain an opponent's MP and add it to your own by number rolled- 15, D8
Fire3- shoot a strong fireball at the enemy party- 17, D8,
20MP +10MP for each additional enemy over 1
Water3- shoot a strong blast of water at the enemy party- 17, D8,
20MP +10MP for each additional enemy over 1
Blizzard3- shoot a strong blast of ice at the enemy party- 17, D8, 20MP
+10MP for each additional enemy over 1
Thunder3- shoot a powerful electrical stream at the enemy party- 17, D8,
20MP +10MP for each additional enemy over 1
Aero3- slice up the enemy party with a powerful vacuum of air- 17, D8+1,
25MP +10MP for each additional enemy over 1
Dark3- shoot a large blast of negative energy at the enemy party- 17, D8+2,
30MP +10MP for each additional enemy over 1
Comet- hurl a flaming ball of ice at your opponent- 20, D10,
40MP
Flare- a piercing attack, no enemy defenses are applied. If opponent would absorb fire damage, then this will still deal normal damage- 25, D12,
50MP
Meteor- summons a massive hunk of space rock to deal damage to all of your enemies; Fire element- 30, 2d8,
70MP
Ultima- powerful non-elemental spell creates a blast over the enemy party- 35, 5d4,
100MP
Hadoken- shoots a massive blast of pure energy (non elemental) at one opponent- 40, d10x4,
120MP


Red Mage: 1 Life, 1 Elements
Attack - 1
Lesser X-Magic- You may cast one additional spell per turn- learned when class up
Double Blaze- any fire spell you cast automatically deals additional damage equal to half of what it's damage was. If you did not know any previous fire spells, learn Fire2 instead- 30
Double Drown- any water spell you cast automatically deals additional damage equal to half of what it's damage was. If you did not know any previous water spells, learn Water2 instead- 32
Double Freeze- any ice spell you cast automatically deals additional damage equal to half of what it's damage was. If you did not know any previous ice spells, learn Blizzard2 instead- 34
Double Shock- any lightning spell you cast automatically deals additional damage equal to half of what it's damage was. If you did not know any previous lightning spells, learn Thunder2 instead- 36
Double Bright- any light spell you cast automatically deals additional damage equal to half of what it's damage was. If you did not know any previous light spells, learn Cure2 instead- 38
Double Dark- any dark spell you cast automatically deals additional damage equal to half of what it's damage was. If you did not know any previous dark spells, learn Dark2 instead- 40
Black and White- Any Holy or Dark spell may be used as it's opposite- 45
Greater X-Magic- you may cast two additional spells each turn; does not stack with Lesser X-Magic- 50
Counter Casting- When making a successful counter, you may cast one spell that you learned at level 10 or below in place of the counter- 55,
20MP
Omni Knowledgeable- gain +1 to all of your "Magical" skills- 60
Trance Cast- Double a single weapon's Magic Bonus for the rest of battle- 65,
100MP
Time Spirit- learn Haste2 and gain +1 in Time knowledge. If you have any points in Time or already know haste 2, this skill does nothing- 70
Burst- Once per battle every party member may deal an extra 1.5 to any type of black or white magic- 75
Final X-Magic- you may cast three additional spells each turn; does not stack with Greater or Lesser X-Magic- 80
Burst2- Twice per battle every party member may deal an extra 1.5 (may all be applied to a single spell) to any type of black or white magic; does not stack with Burst- 85
X-Meld- you do not need an ally to use combo magics if you can cast the spells needed yourself all in one turn- 90
Burst3- Three times per battle every party member may deal an extra 1.5 (may all be applied to a single spell) to any type of black or white magic; does not stack with Burst or Burst2- 95
Ultimate Casting- add +20 to any spell/s that you cast- 100,
+40MP on to original spell cost


Black Wizard: +3 Elements
Elemental Mastery- All attacks gain elemental knowledge bonus- learned when class up,
passive
Aura- halve the MP cost of any spell from the Black Mage tree for the rest of the battle-
50, 50%MP
Elemental Vortex- Cast a spiral of death upon the enemy party, element is of your choosing-
55, d20, 100MP
Earth Shifter- Shift the surrounding tectonic plates to cause devestating damage to all enemies on the ground (earth element). Has C chance of dealing half the damage to all grounded allies, and C chance to cause an additional x1.5 fire damage-
60, 3d20, 170MP
X-Zone- Swallow the enemy party in a cloud of death. Bosses immune-
62, 3C for entire enemy party (must get all heads), 300MP
Flaredoken- shoots a massive blast of pure fire energy at one opponent. Choose to either destroy all buffers after they are applied, or to pierce them and leave them intact-
60, 2d20, 180MP
Mana Leech- Steal your opponent's MP. May target one enemy, or be divided between multiple-
68, d16
Chaos Wind- Create a swirling tornado that damages everyone in the battle over the next 5 turns-
70, d20 for enemy party, d10 for allied party, 150MP
Bio- potent poison attack, requires 3C to poison, number of C flipped lowers by one for each 200 damage dealt-
72, 2d20, 150MP
Super Hadoken- shoots a massive blast of pure energy (non elemental) at one opponent-
75, d20x3, 200MP
Multi Flare- piercing attack, no enemy defenses are applied. If opponent would absorb fire damage, then this will still deal normal damage. Targets any number of enemies desired, but damage will be divided up between them-
80, 2d20+5, 170MP
Halley Gazer- fire a massive comet at the enemy party. Deals fire and ice damage, undog