Post by cvasquez on Oct 20, 2020 15:57:35 GMT
NOTE: Any time this class says for you to roll luck, roll it as a regular stat unless otherwise stated to roll luck normally.
(I picked this picture because that guy looks like a super pissed Colonel Sanders)
As a Gambler, you tend to live dangerously. Roaming from town to town, gambling everything you got to make ends meet. You have a motto to let fate decide what happens. One night however, it decides for your life to take an interesting turn...
Tier 1
Gambler's Die - After a particularly rowdy night in a tavern by the sea, you find an old lady with only one eye in a dark and abandoned alleyway. She can see that you're inclined to take a gamble now and then, so she challenges you to a simple game of chance. If you win, she'll give you a set of magical enchanted dice designed for an owner who likes things... dangerous. Using them properly will teach you the true secrets of luck. She lifts up a hankerchief on her table to reveal a set of 15 beautiful golden dice, all with six sides save one with seven. However, if she wins you'll freely hand over your freedom and give her your servitude for all eternity. With a puff of your chest and with not a tiny bit of bravado in your voice, you quickly agree to the challenge. After a few moments she wins fair and square, quite handily in fact, but you grab the dice and start running. It's then that you notice she actually only has one leg too as she falls to the ground. Maybe it's time to get a move on from this town. Regardless, she wasn't lying about the dice. Everytime you roll them, anything could happen... This one is simply labelled, "The Gambler's Die" with instructions to, "Roll it and let the fates decide". You roll the die and it begins to slowly open...
When using Gambler's Die, roll a 1d6. Whatever number you get will be the effect you get. Using Gambler's Die is a main action.
1. A bright flash of light shoots forth from the die! However, you and your friends are unharmed from the show. Perhaps the will of the die's owner controls it somehow. Regardless, all enemies must roll vitality versus your luck. Any that fail the roll must roll luck on the beginning of their turn to see if they hurt themselves or one of their teammates.
2. 500 credits are revealed from the die! You swiftly pocket them.
3. Nothing is immediately apparent from the die. However, a gunshot is soon heard ringing through the area. The die has summoned an assassin to randomly fire on one of your foes (roll a 1dX, where X is the number of enemy targets). Based on luck.
4. A burst of light comes forth and your wallet feels a little lighter. Whatever demon lives in these dice just played you like a chump. Lose 1d1000 credits.
5. A tiny token sits where the die once did. You pick it up and you can feel the pure powers of luck coursing through it. Use this token to redo any roll you wish to. You must take the second result.
6. A tiny complex device appears and starts to whirr and smoke. A robotic voice tells you, "TELE-SWITCHER ENGAGED". Before you have time to consider what this means, you're somewhere else entirely. Roll a 1dX (where X is the number of enemy targets). You and a random enemy then switch places on the battlefield.
Gambler's Slots - One of these dice has been scaring you for a little bit now. The note with it calls it, "The Devil's Fortune" and says, "If you wish to understand the power of luck, roll me. If you roll a six, you'll begin to walk the path of a true gambler. If not...". After a long, sleepless, booze-filled night, you finally decide that you don't have anything to lose and roll the die. As luck would have it, a six is then seen on the die's face. Before you have time to celebrate your good fortune, a huge explosion deafens you and fills the room with golden smoke. You think you can make out a grinning face before it all races towards your mouth, forcing its way into your throat. When the process is complete, you definitely feel... luckier somehow. Not sure how or what that even means. Well, you have a guess as to how now that you think about it. You turn your head to grab your bottle from the floor where it dropped and clang your skull against a slot machine that definitely wasn't there before. After a bit of befuddlement at it's sudden appearance, you start to play it a bit. After the reels stop spinning, golden floating words appear above the machine and your prize is dispensed.
When using any slot machine from this class, you'll roll a 1d6 three times. Each number always corresponds to the same symbol, and those symbols are a diamond (1), a chocobo head (2), an airship (3), Bahumut (4), bar (5), a jester hat (6), and a lucky 7 (7). Using a slot machine has a different price depending on which it is. Summoning and using a slot machine is a main action. The slot machine immediately dissapears after usage. There may be secret effects from some combinations.
Gambler's Slots - 500 credits
Any Losing Combination - "YOU'RE UNLUCKY. HAVE SOME MORE" +1 luck for 3 turns
All Diamonds (1-1-1) - "FELICITY" +2 luck to party for 3 turns
All Chocobos (2-2-2) - "LET'S SPICE THINGS UP" Foe's party gets +2 to attacks
All Airships (3-3-3) - "LUCKY LUCKY" 2500 credits
All Bahumuts (4-4-4) - "ZZZZZZZAP!" Foe's party must roll vitality versus your luck. All that fail are stunned for one turn.
All Bars (5-5-5) - "BOOM!" A bomb drops next to a random target (roll a 1dX, where X is the number of targets on the battlefield including both the enemy and ally parties)
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 5000 credits
Tier 2
Two Dice - These two dice are rather fittingly labeled, "Two Dice". Their instructions say to, "Throw these and let your foes taste misfortune". When using Two Dice, roll luck twice to attack a single target twice or two targets once.
Medic's Slots - 2,000 credits
Any Losing Combination - "HOPE THIS HELPS" You are slightly healed
All Diamonds (1-1-1) - "LET'S TAKE THIS SLOW" Regen is cast on every party member (At the end of turn, spell target rolls vitality to see how much is healed)
All Chocobos (2-2-2) - "CLEAN UP THIS MESS" Party is purged of status effects
All Airships (3-3-3) - "WHAT WAS I SUPPOSED TO BE DOING" Party gets random status effect (Roll 1d10)
All Bahumuts (4-4-4) - "I CAN HURT THEM, RIGHT" Enemy party gets random status effect (Roll 1d10)
All Bars (5-5-5) - "HEAL YOURSELF" Random target gets the superpower "Regenerative Healing Factor" until the end of the encounter
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 20,000 credits
Tier 3
Four Dice - OK, whatever demonic blacksmith in the pits of hell made these wasn't super creative apparently. These four dice are callled... "Four Dice". Their instructions say to, "Throw these and the world will know misfortune". When using Four Dice, roll luck for each enemy target.
Warrior's Slot - 1,500 credits
Any Losing Combination - "GET BETTER" +1 to all physical stats
All Diamonds (1-1-1) - "LET'S GET BEEFY"
All Chocobos (2-2-2) - "TRY GETTING BETTER" The next physical attack the enemy team uses will be unblockable
All Airships (3-3-3) - "TOUGHEN UP" Your allies all negate the first physical attack that hits them
All Bahumuts (4-4-4) - "WEAKLING" A random member of your team has their physical stats reduced to 0 for 1 turn
All Bars (5-5-5) - "SOMEBODY'S BEEN WORKING OUT. WHO IS IT?" A random target (roll a 1dX, where X is the number of targets on the battlefield) can perform two physical double attacks
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 15,000 credits
Tier 4
Lucky Dice - The "Lucky Dice" have the simple instruction, "User discretion advised". OK... Throw the Lucky Dice at a target and roll luck. Whatever happens, happens I guess.
Mage's Slots - 1,500 credits
Any Losing Combination - "THE POWER OF THE ARCANE" +1 to your next magic attack
All Diamonds (1-1-1) - "SHARING MAGIC IS CARING MAGIC" Two random party members have access to each other's magical abilities (Roll a 1dX, where X equals the number of party members, then a 1d(X-1) to exclude the already chosen person)
All Chocobos (2-2-2) - "BRAIN BLAST... BUT NOT FOR YOU" Enemy mental stats get +5 for 2 turns
All Airships (3-3-3) - "BRAIN BLAST" Party mental stats get +5 for 2 turns
All Bahumuts (4-4-4) - "NEED MANA DO DO MANA STUFF" A random target receives a full energy heal (Roll a 1dX, where X equals the number of targets on the battlefield)
All Bars (5-5-5) - "SHHHHHHH" A random party member is silenced and cannot do magic or talk for 2 turns
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 15,000 credits
Tier 5
Final Gambit (Unique) - You have one die that doesn't have any pips on any of the sides. It's simply golden six-sided cube. This strange die is labelled, "Final Gambit". The instructions say to, "Crush me in your hand when luck seems to have failed you. Be warned, my fortune comes with a price". Once per day, mission, or bounty, you can crush the Final Gambit die in your hand to ensure yourself a nat 100 on your next normal luck roll. However, you will lose access to all of your abilities from this class for the rest of the day, mission, or bounty.
Redo - OK, this may be the worst roll anyone has ever made in the history of anything. How about we adjust that a little bit... You've become attuned to the powers of luck through the golden smoke. As such, you're able to manipulate it a bit and try again. You may redo any roll you wish. You must take the second result.
Tier 6
Make Your Own Luck - You really think you're starting to get it now. Luck isn't some abstract concept, it's a real thing. A real thing that you can control. Once per day, mission, or bounty, make a slot machine or Gambler's Die roll come out exactly how you want it to. However, you may not choose results that give you credits.
Tier 7
Lucky Sevens - Alright, you think it's time to find out exactly what the deal is with that seven-sided die. Apparently it is, appropriately so, called, "Lucky Sevens". The instructions say, "You have two opportunities for power here. One chance-based, and one more stable. Of course, as users of the die, we don't do so well with stable do we? Roll the die and let fortune decide your fate once more, or crush it in your hand and find a safe and boring fate". Choose now whether to simply take a four point bonus to luck from this tier, or roll a 1d7 and add the result onto luck.
Tier 8
Slot-Shaker - There's a lot of magical energy in these slot machines. What would happen if it was all let out at once? Once per day, mission, or bounty, break one of your slot machines for the rest of the day, mission, or bounty, and release a super powerful attack. The attack will differ depending on which you break.
Tier 9
Limit Break [Hero's Slots] - When your back's against the wall and everything seems lost, luck has your back. Probably. If you're lucky, of course. When you're knocked into critical condition, you get a free spin on the Hero's Slots to use if you wish, a slot machine that has the power to totally change the tides of battle either way.
Any Losing Combination - "GET BACK UP SOLDIER" You are barely healed out of critical condition
All Diamonds (1-1-1) - "REVENGE" The enemy that put you into critical condition gets put into critical condition
All Chocobos (2-2-2) - "JUST END IT ALREADY" Kills you
All Airships (3-3-3) - "BLAZE OF GLORY" Use normal stats until death
All Bahumuts (4-4-4) - "MISERY LOVES COMPANY" A random party member gets knocked into critical condition
All Bars (5-5-5) - "WHAT CRITICAL?" Full physical and energy heal
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "TIME FOR PAYBACK" Brings you back to perfect health and adds five points to all your stats for 3 turns
Tier 10
Final Gambit (Unique Bonus) - After years of searching and a countless number of credits lost in gambling for information, you've found the woman who created the dice. Unfortunately, she was not a terrifying demon or an unimaginable monster. No, she's just a regular hard-working woman doing a regular hard-working job. However, she tells you the story of one night where things weren't so regular for her. She tells you how on a rainy, dark night she stayed at a friend's house a little too little after a little too much to drink. As she was running home in the rain, she saw a strange figure wearing a ridiculously silly hat standing at the crossroads outside town. Stranger still, the rain completely vanished as she approached it. She tells you how it told her that it meant her no harm and had no intention for keeping her from home from very long, but it simply had something to give her. It raised it's hand and spewed a strange golden smoke towards her. She was too paralyzed by fear to do anything but watch as it slowly creeped up her leg and rushed into her throat. The sillhouette then told her she free to move along now that the gift has been passed along, and with a jingling of bells and a faint smell of brimstone it was gone. The next day she immediately got to work on those dice, and they've gone through many hands since before finally landing in yours. To thank you for coming to visit her and for letting her see her masterpiece one more time, she upgraded your Final Gambit die for you. You may now use Final Gambit to guarentee a target will roll the lowest roll possible once per day, mission, or bounty. You still must forfeit your gambler abilities to do so however, and may only use one of the applications of Final Gambit.
Of course, what neither you nor the blacksmith noticed was the Jester sitting at a table close by and slowly twiddling his thumbs, waiting for his moment in the spotlight. Now that it's arrived, he begins to rise to his feet and speak, "You know, there's one question that the you in this story never asked the blacksmith because it never would've occured to her. Even if she had, the blacksmith would've lacked an answer to her question. Similarly, no other CSIP agent outside of this sector that took this class would actually have the knowledge possible to ask this question. That question is, who put the jester hats on the slot machines? The answer is, of course, me. This is a feature totally unique to your group's version of this class, you should feel priveleged that I decided to honor you so. The blacksmith and the you in this class have no idea about it, because they aren't real. They're characters in a story, not like us Loppy. We're real, whatever that really means. Really really really real. And I'm right behind you as you read this. As real as you really are. Why don't you just take a little peek... Gotcha! I'm not actually there. Unless I was and just dissapeared at exactly the right moment, and I'll reappear the second you look away. Honestly, when you get to the end of this sentence it's very possible I'll have snapped your neck and taken your place among all your friends, no one would even notice if the 'Aspect of Mimicry' took your place, it'd be child's play, and I would love it, just as I love this run-on sentence I'm using to give you a few more moments to cling to life before we end it with one, final, period. See? You survived! Impressive. You were scared for a moment there weren't you? To apologize for the reminder that you're mortal and everything you've ever been will mean nothing one day (totally unlike me, the immortal and handsome genius that you so know and love), I'll give you a little class bonus of my own. Whenever you get all jester hats on the slot machines, I'll be a lot more likely to help you and your friends. Of course, I also know you're getting this class all in one lump sum and have no idea how likely I was to help you before because you've never used that ability. In fact, it's possible you didn't even realize that getting three jester hats summoned me to the battlefield. Please, grab your jaw off the floor at this revelation, I'm almost done and I would so like you to clean up your severed jaw that I will proceed to sever in 3... 2... 1... Joke! Hahahaha, isn't this fun? Man, I should invade classes more often, this is a riot. Alright, one more note before I go for good (or will I? hahahah see you in your dreams tonight kiddo). You shouldn't have taken tier 10 of Aspect of Hope. You're going to regret it soon enough. Maybe not now, but soon. Or maybe you won't. Maybe you won't be able to. Huh, guess you'll find out soon! Tata!"
(I picked this picture because that guy looks like a super pissed Colonel Sanders)
As a Gambler, you tend to live dangerously. Roaming from town to town, gambling everything you got to make ends meet. You have a motto to let fate decide what happens. One night however, it decides for your life to take an interesting turn...
Tier 1
Gambler's Die - After a particularly rowdy night in a tavern by the sea, you find an old lady with only one eye in a dark and abandoned alleyway. She can see that you're inclined to take a gamble now and then, so she challenges you to a simple game of chance. If you win, she'll give you a set of magical enchanted dice designed for an owner who likes things... dangerous. Using them properly will teach you the true secrets of luck. She lifts up a hankerchief on her table to reveal a set of 15 beautiful golden dice, all with six sides save one with seven. However, if she wins you'll freely hand over your freedom and give her your servitude for all eternity. With a puff of your chest and with not a tiny bit of bravado in your voice, you quickly agree to the challenge. After a few moments she wins fair and square, quite handily in fact, but you grab the dice and start running. It's then that you notice she actually only has one leg too as she falls to the ground. Maybe it's time to get a move on from this town. Regardless, she wasn't lying about the dice. Everytime you roll them, anything could happen... This one is simply labelled, "The Gambler's Die" with instructions to, "Roll it and let the fates decide". You roll the die and it begins to slowly open...
When using Gambler's Die, roll a 1d6. Whatever number you get will be the effect you get. Using Gambler's Die is a main action.
1. A bright flash of light shoots forth from the die! However, you and your friends are unharmed from the show. Perhaps the will of the die's owner controls it somehow. Regardless, all enemies must roll vitality versus your luck. Any that fail the roll must roll luck on the beginning of their turn to see if they hurt themselves or one of their teammates.
2. 500 credits are revealed from the die! You swiftly pocket them.
3. Nothing is immediately apparent from the die. However, a gunshot is soon heard ringing through the area. The die has summoned an assassin to randomly fire on one of your foes (roll a 1dX, where X is the number of enemy targets). Based on luck.
4. A burst of light comes forth and your wallet feels a little lighter. Whatever demon lives in these dice just played you like a chump. Lose 1d1000 credits.
5. A tiny token sits where the die once did. You pick it up and you can feel the pure powers of luck coursing through it. Use this token to redo any roll you wish to. You must take the second result.
6. A tiny complex device appears and starts to whirr and smoke. A robotic voice tells you, "TELE-SWITCHER ENGAGED". Before you have time to consider what this means, you're somewhere else entirely. Roll a 1dX (where X is the number of enemy targets). You and a random enemy then switch places on the battlefield.
Gambler's Slots - One of these dice has been scaring you for a little bit now. The note with it calls it, "The Devil's Fortune" and says, "If you wish to understand the power of luck, roll me. If you roll a six, you'll begin to walk the path of a true gambler. If not...". After a long, sleepless, booze-filled night, you finally decide that you don't have anything to lose and roll the die. As luck would have it, a six is then seen on the die's face. Before you have time to celebrate your good fortune, a huge explosion deafens you and fills the room with golden smoke. You think you can make out a grinning face before it all races towards your mouth, forcing its way into your throat. When the process is complete, you definitely feel... luckier somehow. Not sure how or what that even means. Well, you have a guess as to how now that you think about it. You turn your head to grab your bottle from the floor where it dropped and clang your skull against a slot machine that definitely wasn't there before. After a bit of befuddlement at it's sudden appearance, you start to play it a bit. After the reels stop spinning, golden floating words appear above the machine and your prize is dispensed.
When using any slot machine from this class, you'll roll a 1d6 three times. Each number always corresponds to the same symbol, and those symbols are a diamond (1), a chocobo head (2), an airship (3), Bahumut (4), bar (5), a jester hat (6), and a lucky 7 (7). Using a slot machine has a different price depending on which it is. Summoning and using a slot machine is a main action. The slot machine immediately dissapears after usage. There may be secret effects from some combinations.
Gambler's Slots - 500 credits
Any Losing Combination - "YOU'RE UNLUCKY. HAVE SOME MORE" +1 luck for 3 turns
All Diamonds (1-1-1) - "FELICITY" +2 luck to party for 3 turns
All Chocobos (2-2-2) - "LET'S SPICE THINGS UP" Foe's party gets +2 to attacks
All Airships (3-3-3) - "LUCKY LUCKY" 2500 credits
All Bahumuts (4-4-4) - "ZZZZZZZAP!" Foe's party must roll vitality versus your luck. All that fail are stunned for one turn.
All Bars (5-5-5) - "BOOM!" A bomb drops next to a random target (roll a 1dX, where X is the number of targets on the battlefield including both the enemy and ally parties)
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 5000 credits
Tier 2
Two Dice - These two dice are rather fittingly labeled, "Two Dice". Their instructions say to, "Throw these and let your foes taste misfortune". When using Two Dice, roll luck twice to attack a single target twice or two targets once.
Medic's Slots - 2,000 credits
Any Losing Combination - "HOPE THIS HELPS" You are slightly healed
All Diamonds (1-1-1) - "LET'S TAKE THIS SLOW" Regen is cast on every party member (At the end of turn, spell target rolls vitality to see how much is healed)
All Chocobos (2-2-2) - "CLEAN UP THIS MESS" Party is purged of status effects
All Airships (3-3-3) - "WHAT WAS I SUPPOSED TO BE DOING" Party gets random status effect (Roll 1d10)
All Bahumuts (4-4-4) - "I CAN HURT THEM, RIGHT" Enemy party gets random status effect (Roll 1d10)
All Bars (5-5-5) - "HEAL YOURSELF" Random target gets the superpower "Regenerative Healing Factor" until the end of the encounter
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 20,000 credits
Tier 3
Four Dice - OK, whatever demonic blacksmith in the pits of hell made these wasn't super creative apparently. These four dice are callled... "Four Dice". Their instructions say to, "Throw these and the world will know misfortune". When using Four Dice, roll luck for each enemy target.
Warrior's Slot - 1,500 credits
Any Losing Combination - "GET BETTER" +1 to all physical stats
All Diamonds (1-1-1) - "LET'S GET BEEFY"
All Chocobos (2-2-2) - "TRY GETTING BETTER" The next physical attack the enemy team uses will be unblockable
All Airships (3-3-3) - "TOUGHEN UP" Your allies all negate the first physical attack that hits them
All Bahumuts (4-4-4) - "WEAKLING" A random member of your team has their physical stats reduced to 0 for 1 turn
All Bars (5-5-5) - "SOMEBODY'S BEEN WORKING OUT. WHO IS IT?" A random target (roll a 1dX, where X is the number of targets on the battlefield) can perform two physical double attacks
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 15,000 credits
Tier 4
Lucky Dice - The "Lucky Dice" have the simple instruction, "User discretion advised". OK... Throw the Lucky Dice at a target and roll luck. Whatever happens, happens I guess.
Mage's Slots - 1,500 credits
Any Losing Combination - "THE POWER OF THE ARCANE" +1 to your next magic attack
All Diamonds (1-1-1) - "SHARING MAGIC IS CARING MAGIC" Two random party members have access to each other's magical abilities (Roll a 1dX, where X equals the number of party members, then a 1d(X-1) to exclude the already chosen person)
All Chocobos (2-2-2) - "BRAIN BLAST... BUT NOT FOR YOU" Enemy mental stats get +5 for 2 turns
All Airships (3-3-3) - "BRAIN BLAST" Party mental stats get +5 for 2 turns
All Bahumuts (4-4-4) - "NEED MANA DO DO MANA STUFF" A random target receives a full energy heal (Roll a 1dX, where X equals the number of targets on the battlefield)
All Bars (5-5-5) - "SHHHHHHH" A random party member is silenced and cannot do magic or talk for 2 turns
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "BIG WINNER" 15,000 credits
Tier 5
Final Gambit (Unique) - You have one die that doesn't have any pips on any of the sides. It's simply golden six-sided cube. This strange die is labelled, "Final Gambit". The instructions say to, "Crush me in your hand when luck seems to have failed you. Be warned, my fortune comes with a price". Once per day, mission, or bounty, you can crush the Final Gambit die in your hand to ensure yourself a nat 100 on your next normal luck roll. However, you will lose access to all of your abilities from this class for the rest of the day, mission, or bounty.
Redo - OK, this may be the worst roll anyone has ever made in the history of anything. How about we adjust that a little bit... You've become attuned to the powers of luck through the golden smoke. As such, you're able to manipulate it a bit and try again. You may redo any roll you wish. You must take the second result.
Tier 6
Make Your Own Luck - You really think you're starting to get it now. Luck isn't some abstract concept, it's a real thing. A real thing that you can control. Once per day, mission, or bounty, make a slot machine or Gambler's Die roll come out exactly how you want it to. However, you may not choose results that give you credits.
Tier 7
Lucky Sevens - Alright, you think it's time to find out exactly what the deal is with that seven-sided die. Apparently it is, appropriately so, called, "Lucky Sevens". The instructions say, "You have two opportunities for power here. One chance-based, and one more stable. Of course, as users of the die, we don't do so well with stable do we? Roll the die and let fortune decide your fate once more, or crush it in your hand and find a safe and boring fate". Choose now whether to simply take a four point bonus to luck from this tier, or roll a 1d7 and add the result onto luck.
Tier 8
Slot-Shaker - There's a lot of magical energy in these slot machines. What would happen if it was all let out at once? Once per day, mission, or bounty, break one of your slot machines for the rest of the day, mission, or bounty, and release a super powerful attack. The attack will differ depending on which you break.
Tier 9
Limit Break [Hero's Slots] - When your back's against the wall and everything seems lost, luck has your back. Probably. If you're lucky, of course. When you're knocked into critical condition, you get a free spin on the Hero's Slots to use if you wish, a slot machine that has the power to totally change the tides of battle either way.
Any Losing Combination - "GET BACK UP SOLDIER" You are barely healed out of critical condition
All Diamonds (1-1-1) - "REVENGE" The enemy that put you into critical condition gets put into critical condition
All Chocobos (2-2-2) - "JUST END IT ALREADY" Kills you
All Airships (3-3-3) - "BLAZE OF GLORY" Use normal stats until death
All Bahumuts (4-4-4) - "MISERY LOVES COMPANY" A random party member gets knocked into critical condition
All Bars (5-5-5) - "WHAT CRITICAL?" Full physical and energy heal
All Jester Hats (6-6-6) - "" Roll normal luck to see what happens.
All Lucky 7s - (7-7-7) - "TIME FOR PAYBACK" Brings you back to perfect health and adds five points to all your stats for 3 turns
Tier 10
Final Gambit (Unique Bonus) - After years of searching and a countless number of credits lost in gambling for information, you've found the woman who created the dice. Unfortunately, she was not a terrifying demon or an unimaginable monster. No, she's just a regular hard-working woman doing a regular hard-working job. However, she tells you the story of one night where things weren't so regular for her. She tells you how on a rainy, dark night she stayed at a friend's house a little too little after a little too much to drink. As she was running home in the rain, she saw a strange figure wearing a ridiculously silly hat standing at the crossroads outside town. Stranger still, the rain completely vanished as she approached it. She tells you how it told her that it meant her no harm and had no intention for keeping her from home from very long, but it simply had something to give her. It raised it's hand and spewed a strange golden smoke towards her. She was too paralyzed by fear to do anything but watch as it slowly creeped up her leg and rushed into her throat. The sillhouette then told her she free to move along now that the gift has been passed along, and with a jingling of bells and a faint smell of brimstone it was gone. The next day she immediately got to work on those dice, and they've gone through many hands since before finally landing in yours. To thank you for coming to visit her and for letting her see her masterpiece one more time, she upgraded your Final Gambit die for you. You may now use Final Gambit to guarentee a target will roll the lowest roll possible once per day, mission, or bounty. You still must forfeit your gambler abilities to do so however, and may only use one of the applications of Final Gambit.
Of course, what neither you nor the blacksmith noticed was the Jester sitting at a table close by and slowly twiddling his thumbs, waiting for his moment in the spotlight. Now that it's arrived, he begins to rise to his feet and speak, "You know, there's one question that the you in this story never asked the blacksmith because it never would've occured to her. Even if she had, the blacksmith would've lacked an answer to her question. Similarly, no other CSIP agent outside of this sector that took this class would actually have the knowledge possible to ask this question. That question is, who put the jester hats on the slot machines? The answer is, of course, me. This is a feature totally unique to your group's version of this class, you should feel priveleged that I decided to honor you so. The blacksmith and the you in this class have no idea about it, because they aren't real. They're characters in a story, not like us Loppy. We're real, whatever that really means. Really really really real. And I'm right behind you as you read this. As real as you really are. Why don't you just take a little peek... Gotcha! I'm not actually there. Unless I was and just dissapeared at exactly the right moment, and I'll reappear the second you look away. Honestly, when you get to the end of this sentence it's very possible I'll have snapped your neck and taken your place among all your friends, no one would even notice if the 'Aspect of Mimicry' took your place, it'd be child's play, and I would love it, just as I love this run-on sentence I'm using to give you a few more moments to cling to life before we end it with one, final, period. See? You survived! Impressive. You were scared for a moment there weren't you? To apologize for the reminder that you're mortal and everything you've ever been will mean nothing one day (totally unlike me, the immortal and handsome genius that you so know and love), I'll give you a little class bonus of my own. Whenever you get all jester hats on the slot machines, I'll be a lot more likely to help you and your friends. Of course, I also know you're getting this class all in one lump sum and have no idea how likely I was to help you before because you've never used that ability. In fact, it's possible you didn't even realize that getting three jester hats summoned me to the battlefield. Please, grab your jaw off the floor at this revelation, I'm almost done and I would so like you to clean up your severed jaw that I will proceed to sever in 3... 2... 1... Joke! Hahahaha, isn't this fun? Man, I should invade classes more often, this is a riot. Alright, one more note before I go for good (or will I? hahahah see you in your dreams tonight kiddo). You shouldn't have taken tier 10 of Aspect of Hope. You're going to regret it soon enough. Maybe not now, but soon. Or maybe you won't. Maybe you won't be able to. Huh, guess you'll find out soon! Tata!"