Post by Gardevoir Master on Jan 19, 2007 18:05:50 GMT -8
Adventurer (default class)
-No stat bonuses
-Can equip any weapon, shield, or armor
-No special abilities
Warrior
-+10 PA, +10 PD, -10 SA, -10 SD
-May equip heavy weaponry, shields, and armor
-Abilities:
--Two-Handed: When shields are not equipped, Melee weapons deal double damage and increase Accuracy one stage.
--Battle Cry: Next attack deals double damage, but lowers Accuracy one stage. Counts as an action.
--Cover: Block an attack meant for an ally. Attack hits Warrior automatically. Must be declared in advance.
-Signature Move: Submission Hold: Physical Attack. Instead of dealing damage, lowers the Evasion of both the Warrior and the target 6 stages. If one dodges, the other is automatically hit. Effect lasts until one or the other is KO’ed, the Warrior performs another action, or the target successfully rolls their PD against Warrior’s PD, which it must spend an action to do. 75 Accuracy.
Mage
-+10 SA, +10 SD, -10 PA, -10 PD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Magic Missile: Special Attack. Power: 80. 80 Accuracy Add 5 damage for every 2 SP spent. Infuse with an element (Fire, Water, Dark, etc.) for 25 SP.
--Magic Barrier: Target’s defenses increase 50% for 10 turns for 50 SP. Add an additional turn for every 20 SP. Add elemental resistance for 25 SP.
--Inflict: Inflict any status effect on a target for five turns for 50 SP. 90 Accuracy. Add an additional turn for every 15 SP. Combine Inflict with either of the above for 35 SP.
-Signature Move: Magic Wave: Special Attack that hits all opponents. Power: 100. 80 Accuracy. Spend more SP to increase damage point-for-point. Infuse with an element (Fire, Water, Darkness, etc.) for 5 SP. Inflict any status effect for five turns for 10 SP.
Rouge
-+10 Spd, +1 Eva Stage, -10 PA, -10 SA
-May only equip light weapons, shields, and armor
-Abilities:
--Dual Wield: May equip a second weapon instead of a shield, and may attack with either. If they are both melee or ranged (as opposed to one of each), Rouge may attack with both at once for 5 SP.
--Steal: Take an item from the target, if it has one. 80 Accuracy. 10 SP.
--Poison: Special attack. Poisons target. Power: 35. 90 Accuracy. 50 SP.
-Signature Move: Backstab: Physical Attack that ignores opponent’s resistances. 100 Base Damage.
Cleric
-+10 PD, +10 SD, -10 PA, -10 SA
-May not equip bladed or ranged weapons, heavy shields, or heavy armor
-Abilities:
--Lay on Hands: Heal target by 50 HP for 30 SP. Heal an additional point for every 2 SP spent.
--Purify: Alleviate target of all status conditions except KO and MIA. 50 SP.
--Revive: Revive fallen target from KO, heal them by 50 HP, and an additional point for every 2 SP spent. 100 SP.
-Signature Move: Miracle: Revive, fully heal, and purify all allies.
Sniper
-+10 SA, +10 Spd, -10 PA, -10 PD
-May equip any shield or armor, but only ranged weapons
-Abilities:
--Aim: Next attack’s Critical Rate raises one stage. Counts as an action. 40 SP.
--Cripple: Special Attack that Injures target. 40 Base Damage. 80 Accuracy. 50 SP.
--Eagle Eye: May make ranged attacks while MIA. 20 SP per action.
-Signature Move: Called Shot: Use this ability while attacking, even if its an ability or Signature Move. That attack's Accuracy lowers one stage, but ignores resistance. 12.5% chance to triple damage, 87.5% chance to halve it.
Monk
-+20 PA, +10 PD, -10 SA, -10 SD, +10 Spd
-May only equip Knuckle weapons, shields, or heavy armor
-Abilities:
--Two Hands: Monk may attack twice each round. Both are Fighting-type attacks.
--Focus: Focus energy for one round. If not attacked this round, Monk’s next attack deals double damage. Also removes Daydream status.
--Chakra: Monk heals 30 HP. Also removes Blind, Injured, and Poison status.
-Signature Move: Magnum Fist: Monk makes any Physical Attack this round at 150% damage, then spends SP to increase damage point-for-point. If Monk deals more damage than the target has HP, deal the remainder to a second target.
Dragoon:
-+10 PA, +10 SA
-May equip any shield or armor, but only staff weapons, pole arms, lances, and launchers
-Abilities:
--Jump: Becomes airborne until the next round. Flying-type Physical Attack. 100 Power against ground targets, 80 Power against airborne targets. Spend 50 SP to instead be MIA for the next round, then perform a Physical Attack with 120 power against ground targets, 100 power against airborne targets, or 80 Power against underground targets the round after that. 80 Accuracy.
--Double Jump: After Jumping, spend 25 SP to do a Flying-type Physical Attack against another airborne target with 75 Power or deal a 95 Power Physical Attack to a ground target. 75 Accuracy.
--Launch: If equipped with a launcher, Dragoon may spend 25 SP to send another character airborne or 75 SP to make them MIA for the next round. Said character gets the same options as in Dragoon’s Jump ability. 75 Accuracy.
-Signature Move: Magnum Spike: Dragoon goes MIA for the next round, then does a Flying-type physical attack on an airborne target with 150 Power, a ground target with 100 Power, or an underground target with 90 Power the round after that and spends SP to increase damage point-for-point. If Dragoon deals more damage to a flying target than the it has HP, deal the remainder to a ground or underground target. If Dragoon deals more damage to a ground target than it has HP, deal the remainder to an underground target. 80 Accuracy, -1 Stage on each additional target.
Ninja:
-+10 Spd, +1 Eva Stage, -10 PD, -10 SD
-May only equip light weapons, armor, and shields.
-Abilities:
--Springboard: Goes MIA for two rounds, then returns with three random items. 30 MP
--Monster Arts: Ninja picks up to six of its pets at the beginning of the match. Ninja may Summon any one of them for one round to use one of their abilities. 10 SP
--Throw: +1 Accuracy stage of throwable items. May throw melee weapons for ranged attacks. Thrown weapon then drops to the floor to be picked up again.
-Signature Move: Shadow-Clone Jutsu: Lower Ninja's evasion by X stages to give Ninja X actions per turn. X is equal to the amount of SP spent on this move divided by ten, and may not exceed six. X is reduced by 1 every time Ninja gets hit. Ninja does not take damage when hit until X equals 1.
Beast Master
-No bonuses
-May equip any weapon, shield or armor.
-Abilities:
--Safety Zone: Beast Master is considered MIA while he has a pet in play and returns when said pet is recalled or KO’ed. Beast Master may still issue commands while MIA, but not use any other abilities, attacks, or signature moves. If the pet is KO’ed, Beast Master loses HP equal to the pet’s maximum HP.
--Proxy: Pets may be commanded to use Beast Master’s abilities or Signature Move
--Warning: Beast Master may raise Pet's Evasion by two stages. May give one additional command. 30 SP.
-Signature Move: Combined Assault: Beast Master returns from MIA for one round and combines his attacks with any and all of his pets in play. Each attack is tested individually, but if one hits, they all do. Beast Master and pets may use offensive abilities or Signature Moves as long as they can pay the required costs.
Beast Rider
-No bonuses
-May equip any weapon, shield, or armor
-Abilities:
--Mount: Beast Rider may ride any one eligible pet he has in play. Which pets are eligible are at the discretion of the referee. The Rider gains his mount's elemental resistances, replaces his speed with its, shares movement effects (Airborne, Haste, etc.), and takes half damage from attacks (this does not affect the mount's HP). Rider and mount still count as separate targets. May only ride one pet per round. Changing mounts after the first round counts as an action.
--Joust: Beast Rider gains +50% bonus to the power of Lances and Pole Arms while riding a pet.
--Jockey: Beast Rider's mount may not perform actions unless commanded, which counts as an action for the Rider. If Beast Rider chooses to Defend or Meditate, so does his mount.
-Signature Move: Combined Charge: If the Signature Moves of the Beast Rider and his mount use the same stat (i.e., Physical or Special), combine their effects and power, but use the average of their stats. If they are different elements, deal half the damage as one and the rest as the other. 60 SP, plus whatever additional expenditures are asked from either Move.
Chimera Knight
-No stat bonuses
-May equip any armor, shield or weapon.
-Abilities:
--Chimeric Fusion: Chimera Knight begins the match equipped with up to three pets, one each for Armor, Weapon, and Shield. Armor and Shield pets add half their PD and SD to their owner's Defenses and share their elemental resistances. Armor pets also add half their Spd as a speed bonus. Weapon pets PA or SA (but not both) can be used as the Attack Power. Equipped pets may be targeted separately from the Chimera Knight, but at +3 evasion stages (except Armor) and with the Chimera Knight's PD or SD. Equipped pets use Chimera Knight's SP but maintain their own HP. Chimera Knight may not have pet's in play other than those equipped, and may not change equipped pets or what they're equipped as except to replace ones that are knocked out.
--Living Equipment: Chimera Knight's pets may not perform actions unless commanded, which counts as an action for Chimera Knight. If Chimera Knight chooses to Defend so do his pets.
--Body Sharing: Healing and status effects, except for Undead and KO, affect both Chimera Knight and his equipped pets equally.
-Signature Move: Chimeric Combo: Chimera Knight combines his attacks with any and all equipped pets. Each attack is tested individually, but if one hits, the rest do as well. Chimera Knight and pets may use offensive abilities or Signature Moves. 15 SP for each additional attack past the first two.
Engineer
-+20 PD, -20 SA
-May equip any weapon or armor, but not shields.
-Abilities:
--Construct Drone: Summons a Drone into play as Engineer’s pet. (See Drone list for stats and cost)
--Repair Drone: Heal a Drone by 50 HP or remove negative status for 25 SP, or both for 50 SP.
--Integrate: Grant a Drone or other mechanical ally the non-class Abilities and Signature Move of any fallen Drone or other mechanical ally or opponent until it is revived. 100 SP. Engineer must rest for one turn afterwards.
-Signature Move: Sabotage: Cut a mechanical opponent’s HP in half and inflict them with any three status effects except for KO’ed, MIA, Toad, and Panda. 60 Accuracy.
Necromancer
-+10 SA, +10 SD, -10 PA, -10 SD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Raise Dead: Summons a Zombie into play as Necromancer’s pet. (See Zombie list for stats and cost)
--Necromancy: Heal target Zombie by 60 HP or deal a 60 Power Dark-type, special attack to any other target for 30 SP. Heal an additional point for every 2 SP spent. This does not damage the Zombie.
--Corpse Ball: Necromancer may make one attempt to capture a fallen opponent each match. If successful, pet has permanent Undead status and may be summoned by Raise Dead.
-Signature Move: Atrocity: Revive, fully heal, and purify all fallen characters and inflict them with Zombie status. They are all now Necromancer’s pets until the end of the match, and he may now give them all one command this round.
Summoner
-+20 SD, -10 PA, -10 PD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Summon: Bring into play any character from the Summon List. 50 SP. May cost additional SP per round to remain in play.
--Dismiss: The character the Summoner brought into play leaves play. 10 SP.
--This Space for Rent
-Signature Move: Contract Summon: Bring into play any character from the Summon List. Summoned character spends it's own SP to remain in play. Summoner may transfer his SP to the Summoned Creature point-for-point.
Time Mage
-+10 SA, +10 SD, -10 PA, -10 SD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Haste: Inflict Haste on someone for 5 rounds for 50 SP. Add an additional round for every 10 SP.
--Slow: Inflict Slow on someone for 5 rounds for 50 SP. Add an additional round for every 10 SP. 90 Accuracy.
--Time Dilation: Inflict Aging on someone for 5 rounds for 50 SP. Add an additional round for every 10 SP. 90 Accuracy.
-Signature Move: Worm Hole: Target is MIA until Time Mage is K.O.'ed. If there is only one target, they are MIA for 3 rounds. 80 Accuracy.
Blue Mage:
-No stat bonuses
-May equip any weapon, shield or armor
-Abilities:
--Sketch: Allow the opponent to hit in order to learn the next offensive ability they use on him. Blue Mage must survive to be successful. Must be declared in advance.
--Snatch: The next non-offensive ability used by anybody during this round is used on Blue Mage instead of its intended target, even if the target was the caster. 20 SP. Must be declared in advance.
--Blue Magic: Blue Mage may use learned abilities. Costs and effects depend on the ability.
-Signature Move: Sacrificial Forgery: Blue Mage may attempt throw himself in front of the next Signature Move intended for an ally in this round and learn it. Blue Mage must survive to be successful, and can only learn one Signature Move in this way. 50 SP to set this ability, then lose 10 more SP if it fails or 50 when it succeeds. Sacrificial Forgery automatically fails if Blue Mage does not have 100 SP. Must be declared in advance.
Mime
-No bonuses
-May equip any weapon, shield or armor
-Abilities:
--Unoriginal: Mime may not attack or use his own abilities (other than class abilities) after the first round.
--Mimicry: Mime may exactly copy any action used since the beginning of the previous round without losing SP.
--Mockery: Mime may exactly copy any action other than Signature Moves performed since the beginning of the match.
-Signature Move: Parody: Mime may exactly copy any Signature Move performed since the beginning of the match.
Imposter
-No bonuses
-May not equip anything
-Abilities:
--Copy: Copies the stats, weapons, class, abilities and Signature Moves of anyone in play.
-Signature Move: Quick Change: Copy another character and immediately use their Signature Move.
Berserker
-+20 PA, -20 SD, -1 Eva Stage
-May equip any weapon, shield or armor
-Abilities:
--Berserk: Berserker starts match with Berserk status, which cannot be permanently alleviated.
--Glimmer of Intelligence: Berserker can use one of their Abilities this round. 20 SP
--Pure Will: Berserker can keep fighting even if Entranced, Paralyzed or KO’ed for 10 SP per round. Spend 50 SP to break out of being Frozen or Infatuated.
-Signature Move: Rage Boost: Use Berserker’s other Signature Move. If it is a physical attack, it now does double damage. If it is a special attack, it’s now physical and ignores resistance. Both Signature Moves fail if the other is not an attack.
Mage Smith
-+10 PD, +10 SD, -10 Spd, -10 SA
-May only equip bladed weapons, may not equip heavy armor or shields.
-Abilities:
--Elemental Blade: May infuse own weapon with an element for five rounds. 25 SP. Add a round for every additional 10 SP spent. Counts as an action
--Effect Blade: Choose a status effect. For the next five rounds, Mage Smith's weapon has a 20% chance of inflicting a target with that effect. 50 SP. Add a round for every additional 15 SP spent. Counts as an action.
--Curse Weapon: Choose a status effect. Instead of causing damage, target has a 50% chance of inflicting said status effect with every attack for five rounds. 80 Accuracy. 50 SP. Add a round for every additional 15 SP spent.
-Signature Move: Gunbreaker: Remove weapon bonuses from multiple targets and prevent them from making Special Attacks for the next 10 rounds. 80 Accuracy. Add a round for every 10 SP spent.
Freelancer
-No stat bonuses
-May equip any weapon, shield or armor
-Abilities:
--Customize: Freelancer may have any one ability or Signature Move from another class until the end of the match.
Dancer
-+10 Spd, +2 Eva stages, -10 SA, -10 PD, -10 SD
-May only equip light weapons, shields, and armor.
-Abilities:
--Taunt: Attacks made on allies are redirected towards the Dancer for this round. 30 SP.
--Distract: Roll Dancer’s Spd against target’s Spd. If successful, target opponent’s accuracy drops one stage for this round. 30 SP.
--Charm: Target may not act for five rounds, plus one round for every additional 10 SP spent. 75 Accuracy. 30 SP.
-Signature Move: Tango de Muerte: Compare Dancer and target’s PA, PD, SA, SD, and Spd rolls in turn. Whoever rolls the lowest in each comparison takes the higher roll in damage. Any Bard in play may spend 20 SP to add one to any score of either the Dancer or the target for purposes of this technique.
Bard
-+20 Spd, +1 Eva stage, -10 PA, -10 PD, -10 SD
-May only equip light shields and armor and musical weapons.
-Abilities:
--Inspire: Add 10 to any one of a target’s stats for five rounds. Add one point for every additional 5 SP spent or one turn for every 10 SP spent. 30 SP
--Prechorus: All allies gain an additional action. 50 SP.
--Power Chord: Special Attack. 60 Base Damage. If successful, perform another attack using Bard's Spd instead of SA. 20% chance of Flinching. 80 Accuracy. 50 SP.
-Signature Move: In Concert: Special Attack that hits multiple targets without fail for 80 Base Damage. If it hits, perform another attack against them using Bard's Spd instead of SA. Any Dancer or Bard in play may spend 20 SP to attack any one target an additional time.
-No stat bonuses
-Can equip any weapon, shield, or armor
-No special abilities
Warrior
-+10 PA, +10 PD, -10 SA, -10 SD
-May equip heavy weaponry, shields, and armor
-Abilities:
--Two-Handed: When shields are not equipped, Melee weapons deal double damage and increase Accuracy one stage.
--Battle Cry: Next attack deals double damage, but lowers Accuracy one stage. Counts as an action.
--Cover: Block an attack meant for an ally. Attack hits Warrior automatically. Must be declared in advance.
-Signature Move: Submission Hold: Physical Attack. Instead of dealing damage, lowers the Evasion of both the Warrior and the target 6 stages. If one dodges, the other is automatically hit. Effect lasts until one or the other is KO’ed, the Warrior performs another action, or the target successfully rolls their PD against Warrior’s PD, which it must spend an action to do. 75 Accuracy.
Mage
-+10 SA, +10 SD, -10 PA, -10 PD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Magic Missile: Special Attack. Power: 80. 80 Accuracy Add 5 damage for every 2 SP spent. Infuse with an element (Fire, Water, Dark, etc.) for 25 SP.
--Magic Barrier: Target’s defenses increase 50% for 10 turns for 50 SP. Add an additional turn for every 20 SP. Add elemental resistance for 25 SP.
--Inflict: Inflict any status effect on a target for five turns for 50 SP. 90 Accuracy. Add an additional turn for every 15 SP. Combine Inflict with either of the above for 35 SP.
-Signature Move: Magic Wave: Special Attack that hits all opponents. Power: 100. 80 Accuracy. Spend more SP to increase damage point-for-point. Infuse with an element (Fire, Water, Darkness, etc.) for 5 SP. Inflict any status effect for five turns for 10 SP.
Rouge
-+10 Spd, +1 Eva Stage, -10 PA, -10 SA
-May only equip light weapons, shields, and armor
-Abilities:
--Dual Wield: May equip a second weapon instead of a shield, and may attack with either. If they are both melee or ranged (as opposed to one of each), Rouge may attack with both at once for 5 SP.
--Steal: Take an item from the target, if it has one. 80 Accuracy. 10 SP.
--Poison: Special attack. Poisons target. Power: 35. 90 Accuracy. 50 SP.
-Signature Move: Backstab: Physical Attack that ignores opponent’s resistances. 100 Base Damage.
Cleric
-+10 PD, +10 SD, -10 PA, -10 SA
-May not equip bladed or ranged weapons, heavy shields, or heavy armor
-Abilities:
--Lay on Hands: Heal target by 50 HP for 30 SP. Heal an additional point for every 2 SP spent.
--Purify: Alleviate target of all status conditions except KO and MIA. 50 SP.
--Revive: Revive fallen target from KO, heal them by 50 HP, and an additional point for every 2 SP spent. 100 SP.
-Signature Move: Miracle: Revive, fully heal, and purify all allies.
Sniper
-+10 SA, +10 Spd, -10 PA, -10 PD
-May equip any shield or armor, but only ranged weapons
-Abilities:
--Aim: Next attack’s Critical Rate raises one stage. Counts as an action. 40 SP.
--Cripple: Special Attack that Injures target. 40 Base Damage. 80 Accuracy. 50 SP.
--Eagle Eye: May make ranged attacks while MIA. 20 SP per action.
-Signature Move: Called Shot: Use this ability while attacking, even if its an ability or Signature Move. That attack's Accuracy lowers one stage, but ignores resistance. 12.5% chance to triple damage, 87.5% chance to halve it.
Monk
-+20 PA, +10 PD, -10 SA, -10 SD, +10 Spd
-May only equip Knuckle weapons, shields, or heavy armor
-Abilities:
--Two Hands: Monk may attack twice each round. Both are Fighting-type attacks.
--Focus: Focus energy for one round. If not attacked this round, Monk’s next attack deals double damage. Also removes Daydream status.
--Chakra: Monk heals 30 HP. Also removes Blind, Injured, and Poison status.
-Signature Move: Magnum Fist: Monk makes any Physical Attack this round at 150% damage, then spends SP to increase damage point-for-point. If Monk deals more damage than the target has HP, deal the remainder to a second target.
Dragoon:
-+10 PA, +10 SA
-May equip any shield or armor, but only staff weapons, pole arms, lances, and launchers
-Abilities:
--Jump: Becomes airborne until the next round. Flying-type Physical Attack. 100 Power against ground targets, 80 Power against airborne targets. Spend 50 SP to instead be MIA for the next round, then perform a Physical Attack with 120 power against ground targets, 100 power against airborne targets, or 80 Power against underground targets the round after that. 80 Accuracy.
--Double Jump: After Jumping, spend 25 SP to do a Flying-type Physical Attack against another airborne target with 75 Power or deal a 95 Power Physical Attack to a ground target. 75 Accuracy.
--Launch: If equipped with a launcher, Dragoon may spend 25 SP to send another character airborne or 75 SP to make them MIA for the next round. Said character gets the same options as in Dragoon’s Jump ability. 75 Accuracy.
-Signature Move: Magnum Spike: Dragoon goes MIA for the next round, then does a Flying-type physical attack on an airborne target with 150 Power, a ground target with 100 Power, or an underground target with 90 Power the round after that and spends SP to increase damage point-for-point. If Dragoon deals more damage to a flying target than the it has HP, deal the remainder to a ground or underground target. If Dragoon deals more damage to a ground target than it has HP, deal the remainder to an underground target. 80 Accuracy, -1 Stage on each additional target.
Ninja:
-+10 Spd, +1 Eva Stage, -10 PD, -10 SD
-May only equip light weapons, armor, and shields.
-Abilities:
--Springboard: Goes MIA for two rounds, then returns with three random items. 30 MP
--Monster Arts: Ninja picks up to six of its pets at the beginning of the match. Ninja may Summon any one of them for one round to use one of their abilities. 10 SP
--Throw: +1 Accuracy stage of throwable items. May throw melee weapons for ranged attacks. Thrown weapon then drops to the floor to be picked up again.
-Signature Move: Shadow-Clone Jutsu: Lower Ninja's evasion by X stages to give Ninja X actions per turn. X is equal to the amount of SP spent on this move divided by ten, and may not exceed six. X is reduced by 1 every time Ninja gets hit. Ninja does not take damage when hit until X equals 1.
Beast Master
-No bonuses
-May equip any weapon, shield or armor.
-Abilities:
--Safety Zone: Beast Master is considered MIA while he has a pet in play and returns when said pet is recalled or KO’ed. Beast Master may still issue commands while MIA, but not use any other abilities, attacks, or signature moves. If the pet is KO’ed, Beast Master loses HP equal to the pet’s maximum HP.
--Proxy: Pets may be commanded to use Beast Master’s abilities or Signature Move
--Warning: Beast Master may raise Pet's Evasion by two stages. May give one additional command. 30 SP.
-Signature Move: Combined Assault: Beast Master returns from MIA for one round and combines his attacks with any and all of his pets in play. Each attack is tested individually, but if one hits, they all do. Beast Master and pets may use offensive abilities or Signature Moves as long as they can pay the required costs.
Beast Rider
-No bonuses
-May equip any weapon, shield, or armor
-Abilities:
--Mount: Beast Rider may ride any one eligible pet he has in play. Which pets are eligible are at the discretion of the referee. The Rider gains his mount's elemental resistances, replaces his speed with its, shares movement effects (Airborne, Haste, etc.), and takes half damage from attacks (this does not affect the mount's HP). Rider and mount still count as separate targets. May only ride one pet per round. Changing mounts after the first round counts as an action.
--Joust: Beast Rider gains +50% bonus to the power of Lances and Pole Arms while riding a pet.
--Jockey: Beast Rider's mount may not perform actions unless commanded, which counts as an action for the Rider. If Beast Rider chooses to Defend or Meditate, so does his mount.
-Signature Move: Combined Charge: If the Signature Moves of the Beast Rider and his mount use the same stat (i.e., Physical or Special), combine their effects and power, but use the average of their stats. If they are different elements, deal half the damage as one and the rest as the other. 60 SP, plus whatever additional expenditures are asked from either Move.
Chimera Knight
-No stat bonuses
-May equip any armor, shield or weapon.
-Abilities:
--Chimeric Fusion: Chimera Knight begins the match equipped with up to three pets, one each for Armor, Weapon, and Shield. Armor and Shield pets add half their PD and SD to their owner's Defenses and share their elemental resistances. Armor pets also add half their Spd as a speed bonus. Weapon pets PA or SA (but not both) can be used as the Attack Power. Equipped pets may be targeted separately from the Chimera Knight, but at +3 evasion stages (except Armor) and with the Chimera Knight's PD or SD. Equipped pets use Chimera Knight's SP but maintain their own HP. Chimera Knight may not have pet's in play other than those equipped, and may not change equipped pets or what they're equipped as except to replace ones that are knocked out.
--Living Equipment: Chimera Knight's pets may not perform actions unless commanded, which counts as an action for Chimera Knight. If Chimera Knight chooses to Defend so do his pets.
--Body Sharing: Healing and status effects, except for Undead and KO, affect both Chimera Knight and his equipped pets equally.
-Signature Move: Chimeric Combo: Chimera Knight combines his attacks with any and all equipped pets. Each attack is tested individually, but if one hits, the rest do as well. Chimera Knight and pets may use offensive abilities or Signature Moves. 15 SP for each additional attack past the first two.
Engineer
-+20 PD, -20 SA
-May equip any weapon or armor, but not shields.
-Abilities:
--Construct Drone: Summons a Drone into play as Engineer’s pet. (See Drone list for stats and cost)
--Repair Drone: Heal a Drone by 50 HP or remove negative status for 25 SP, or both for 50 SP.
--Integrate: Grant a Drone or other mechanical ally the non-class Abilities and Signature Move of any fallen Drone or other mechanical ally or opponent until it is revived. 100 SP. Engineer must rest for one turn afterwards.
-Signature Move: Sabotage: Cut a mechanical opponent’s HP in half and inflict them with any three status effects except for KO’ed, MIA, Toad, and Panda. 60 Accuracy.
Necromancer
-+10 SA, +10 SD, -10 PA, -10 SD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Raise Dead: Summons a Zombie into play as Necromancer’s pet. (See Zombie list for stats and cost)
--Necromancy: Heal target Zombie by 60 HP or deal a 60 Power Dark-type, special attack to any other target for 30 SP. Heal an additional point for every 2 SP spent. This does not damage the Zombie.
--Corpse Ball: Necromancer may make one attempt to capture a fallen opponent each match. If successful, pet has permanent Undead status and may be summoned by Raise Dead.
-Signature Move: Atrocity: Revive, fully heal, and purify all fallen characters and inflict them with Zombie status. They are all now Necromancer’s pets until the end of the match, and he may now give them all one command this round.
Summoner
-+20 SD, -10 PA, -10 PD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Summon: Bring into play any character from the Summon List. 50 SP. May cost additional SP per round to remain in play.
--Dismiss: The character the Summoner brought into play leaves play. 10 SP.
--This Space for Rent
-Signature Move: Contract Summon: Bring into play any character from the Summon List. Summoned character spends it's own SP to remain in play. Summoner may transfer his SP to the Summoned Creature point-for-point.
Time Mage
-+10 SA, +10 SD, -10 PA, -10 SD
-May not equip shields, heavy weapons, or heavy armor
-Abilities:
--Haste: Inflict Haste on someone for 5 rounds for 50 SP. Add an additional round for every 10 SP.
--Slow: Inflict Slow on someone for 5 rounds for 50 SP. Add an additional round for every 10 SP. 90 Accuracy.
--Time Dilation: Inflict Aging on someone for 5 rounds for 50 SP. Add an additional round for every 10 SP. 90 Accuracy.
-Signature Move: Worm Hole: Target is MIA until Time Mage is K.O.'ed. If there is only one target, they are MIA for 3 rounds. 80 Accuracy.
Blue Mage:
-No stat bonuses
-May equip any weapon, shield or armor
-Abilities:
--Sketch: Allow the opponent to hit in order to learn the next offensive ability they use on him. Blue Mage must survive to be successful. Must be declared in advance.
--Snatch: The next non-offensive ability used by anybody during this round is used on Blue Mage instead of its intended target, even if the target was the caster. 20 SP. Must be declared in advance.
--Blue Magic: Blue Mage may use learned abilities. Costs and effects depend on the ability.
-Signature Move: Sacrificial Forgery: Blue Mage may attempt throw himself in front of the next Signature Move intended for an ally in this round and learn it. Blue Mage must survive to be successful, and can only learn one Signature Move in this way. 50 SP to set this ability, then lose 10 more SP if it fails or 50 when it succeeds. Sacrificial Forgery automatically fails if Blue Mage does not have 100 SP. Must be declared in advance.
Mime
-No bonuses
-May equip any weapon, shield or armor
-Abilities:
--Unoriginal: Mime may not attack or use his own abilities (other than class abilities) after the first round.
--Mimicry: Mime may exactly copy any action used since the beginning of the previous round without losing SP.
--Mockery: Mime may exactly copy any action other than Signature Moves performed since the beginning of the match.
-Signature Move: Parody: Mime may exactly copy any Signature Move performed since the beginning of the match.
Imposter
-No bonuses
-May not equip anything
-Abilities:
--Copy: Copies the stats, weapons, class, abilities and Signature Moves of anyone in play.
-Signature Move: Quick Change: Copy another character and immediately use their Signature Move.
Berserker
-+20 PA, -20 SD, -1 Eva Stage
-May equip any weapon, shield or armor
-Abilities:
--Berserk: Berserker starts match with Berserk status, which cannot be permanently alleviated.
--Glimmer of Intelligence: Berserker can use one of their Abilities this round. 20 SP
--Pure Will: Berserker can keep fighting even if Entranced, Paralyzed or KO’ed for 10 SP per round. Spend 50 SP to break out of being Frozen or Infatuated.
-Signature Move: Rage Boost: Use Berserker’s other Signature Move. If it is a physical attack, it now does double damage. If it is a special attack, it’s now physical and ignores resistance. Both Signature Moves fail if the other is not an attack.
Mage Smith
-+10 PD, +10 SD, -10 Spd, -10 SA
-May only equip bladed weapons, may not equip heavy armor or shields.
-Abilities:
--Elemental Blade: May infuse own weapon with an element for five rounds. 25 SP. Add a round for every additional 10 SP spent. Counts as an action
--Effect Blade: Choose a status effect. For the next five rounds, Mage Smith's weapon has a 20% chance of inflicting a target with that effect. 50 SP. Add a round for every additional 15 SP spent. Counts as an action.
--Curse Weapon: Choose a status effect. Instead of causing damage, target has a 50% chance of inflicting said status effect with every attack for five rounds. 80 Accuracy. 50 SP. Add a round for every additional 15 SP spent.
-Signature Move: Gunbreaker: Remove weapon bonuses from multiple targets and prevent them from making Special Attacks for the next 10 rounds. 80 Accuracy. Add a round for every 10 SP spent.
Freelancer
-No stat bonuses
-May equip any weapon, shield or armor
-Abilities:
--Customize: Freelancer may have any one ability or Signature Move from another class until the end of the match.
Dancer
-+10 Spd, +2 Eva stages, -10 SA, -10 PD, -10 SD
-May only equip light weapons, shields, and armor.
-Abilities:
--Taunt: Attacks made on allies are redirected towards the Dancer for this round. 30 SP.
--Distract: Roll Dancer’s Spd against target’s Spd. If successful, target opponent’s accuracy drops one stage for this round. 30 SP.
--Charm: Target may not act for five rounds, plus one round for every additional 10 SP spent. 75 Accuracy. 30 SP.
-Signature Move: Tango de Muerte: Compare Dancer and target’s PA, PD, SA, SD, and Spd rolls in turn. Whoever rolls the lowest in each comparison takes the higher roll in damage. Any Bard in play may spend 20 SP to add one to any score of either the Dancer or the target for purposes of this technique.
Bard
-+20 Spd, +1 Eva stage, -10 PA, -10 PD, -10 SD
-May only equip light shields and armor and musical weapons.
-Abilities:
--Inspire: Add 10 to any one of a target’s stats for five rounds. Add one point for every additional 5 SP spent or one turn for every 10 SP spent. 30 SP
--Prechorus: All allies gain an additional action. 50 SP.
--Power Chord: Special Attack. 60 Base Damage. If successful, perform another attack using Bard's Spd instead of SA. 20% chance of Flinching. 80 Accuracy. 50 SP.
-Signature Move: In Concert: Special Attack that hits multiple targets without fail for 80 Base Damage. If it hits, perform another attack against them using Bard's Spd instead of SA. Any Dancer or Bard in play may spend 20 SP to attack any one target an additional time.