Arcana

http://en.wikipedia.org/wiki/Carl_Jung

http://en.wikipedia.org/wiki/Jungian_archetypes

http://en.wikipedia.org/wiki/Archetype

You also need to codify your character according to the Myers-Briggs
http://en.wikipedia.org/wiki/Myers-Briggs_Type_Indicator

http://en.wikipedia.org/wiki/Major_Arcana

Player’s start with 10 Attribute points for STR MAG AGI and END. Points past 5 cost 2; past 15 cost 3, and past 25 cost 4. Stats start with one point.

Magician
— Action, Creativity, Self confidence, Determination
Musts: 1 Elemental resistance, 1 Elemental weakness
Restrictions: Spells from elemental weakness
Disadvantage: Recovery skills cost 2x BP to learn
Advantage: Requirements are -5 for each attribute when qualifying for purchase of elemental spells from the chosen elemental resistance group.
Tarot Ability: Sleight of Hand – Once per day set 1 card from your hand aside for later use. The card remains to the side until used, or the end of the session.
Suit Affinity: Choose One
Starting Skills: Basic Spell from Resistance (Agi if Fire, ect.), Cleave
HP Mod: x3
Suggested Stats
Str 1
Mag 6
Agi 4
End 2

Priestess
— Relationships, Serenity, Intuition, Introspection
Musts: 1 Physical Weakness, 1 Elemental Resistance
Restrictions: Strike and Slash skills; Dark and Light Spells
Advantages: Recovery skills requirements are -5 for each attribute when qualifying for purchase.
Tarot Ability: Serenity – Once per day grant party resistance to status spells
Suit Affinity: Cups
Starting Skills: Dia, Basic Spell from Resistance (Agi if Fire, ect.)
HP Mod: x2.5
Suggested Stats
Str 1
Mag 7
Agi 2
End 2

Empress
— Fertility, Comfort, Desire, Satisfaction
Musts: Ice Resistance; 1 Elemental or Physical weakness
Restrictions: Strike Skills; Fire Spells
Advantages: Ice spells cost half the normal amount of BP to learn
Tarot Ability: Spell Mastery Once per day ignore discard requirements from spells
Suit Affinity: Cups
Starting Skills: Bufu, Cleave
HP Mod: x3.5
Suggested Stats
Str 4
Mag 5
Agi 3
End 1

Emperor
— Stability, Discipline, Order, Experience
Musts: Lightning Resistance; Wind Weakness
Restrictions: Wind Spells
Advantage: Lightning Spells cost half the normal amount of BP to learn
Tarot Ability: Heat Riser Once per day grant all -kaja spells on one ally.
Suit Affinity: Wands
Starting Skills: Zio, Bash
HP Mod: x3.5
Suggested Stats
Str 5
Mag 3
Agi 2
End 4

Hierophant
— Education, Maturity, Respect, Group Identification
Musts: 1 Resistance, Dark Weakness
Restrictions: Dark Spells
Tarot Ability: Scholar’s Sight – Once per day scan one enemy for weaknesses and resistances.
Suit Affinity: Wands
Starting Skills: Bewilder, 1 Basic Elemental
HP Mod: x3
Suggested Stats
Str 3
Mag 5
Agi 2
End 4

Lovers
— Union, Pleasure, Individual Values, Romance
Musts: 1 Physical Weakness, 1 Magical Weakness, 1 Magical Resistance
Restrictions: Slash and Strike skills
Tarot Ability: Divine Grace – Once per day double the face value on one card for recovery spells
Suit Affinity: Coins
Starting Skills: Dia, Double Fangs
HP Mod: x2.5
Suggested Stats
Str 2
Mag 4
Agi 5
End 3

Chariot
— Conquest, Ego-centrism, Willpower, Impulsivity
Musts:1 Physical Resistance, 1 Elemental Weakness
Restrictions: Light, Darkness and Bad Status spells
Disadvantage: Recovery spells cost double the BP value to learn
Tarot Ability: Arms Master – Once per day ignore discard requirements from physical skills
Suit Affinity: Swords or Wands
Starting Skills: Sonic Punch, Tarukaja
HP Mod: x5
Suggested Stats
Str 5
Mag 1
Agi 3
End 5

Justice
— Impartiality, Insensitivity, Realism, Rationality
Musts:Light Immunity, Dark Weakness, 1 Weakness
Restrictions: Dark Spells
Advantage: Choose one physical skill set. That skill set and Light spells cost half the BP value to learn
Tarot Ability: Weighing the Odds – When drawing a card, spend 1 SLP and pull the first 2 cards from your deck. Choose one to add to your hand and shuffle the other into your deck.
Suit Affinity: Coins or Wands
Starting Skills: Hama, Bash or Cleave or Double Fangs
HP Mod: x2.5
Suggested Stats
Str 4
Mag 4
Agi 3
End 3

Hermit
— Reflection, Solitude, Deep Understanding, Philosophical Attitude
Musts: 1 Physical Resistance, 1 Physical Weakness, 1 Elemental Resistance, 1 Elemental Weakness
Restrictions: Recovery and Enhance spells
Advantages: Bad Status spells cost half the BP value to learn
Tarot Ability: Oracle – Once per day pull the top 10 cards from your deck. Rearrange these cards in any order and place them on the top of your deck.
HP Mod: x2
Suit Affinity: Choose One
Starting Skills: Basic Spell from Resistance (Agi if Fire, ect.), Provoke or Poisma
Suggested Stats
Str 2
Mag 5
Agi 2
End 5

Fortune
— Opportunities, Fate, Surprises, Speed
Musts: 1 Weakness, 1 Resistance
Restrictions: None
Tarot Ability: Luck of the Draw – Once per day shuffle your hand into your deck and redraw that many cards.
Starting Skills: Basic Spell from Resistance (Agi if Fire, ect.), any Basic
HP Mod: x3
Suggested Stats
Str 3
Mag 3
Agi 5
End 3

Strength
— Self-control, Perseverance, Kindness, Comprehension
Musts: 2 Physical Resistances, 2 Elemental Weakness
Restrictions: May not learn spells which require the use of 2 or more cards (including discards).
Advantages: Physical skill requirements are -5 for each attribute when qualifying for purchase.
Tarot Ability: Apt Pupil – Once per day double the face value on one card for physical attacks.
Suit Affinity: Wands or Cups or Coins
Starting Skills: Bash, Cleave
HP Mod: x4.5
Suggested Stats
Str 6
Mag 1
Agi 1
End 5

Hanged Man
— Sacrifice, Patience, Contemplation, Conformism
Musts: Light Weakness, 1 Physical Resistance, 1 Elemental Weakness, Dark Resistance
Restrictions: Light, Enhance and Recovery spells
Disadvantages: Elemental spells cost double the BP value to learn
Advantages: Choose one physical skill set. That set and dark spells cost half the normal amount of BP to learn.
Tarot Ability: Endure – Spend one SLP when you would be reduced to 0 HP. Your are instead reduced to 1 HP. (Cannot be done when at 1 HP)
Starting Skills: Mudo, Bash or Cleave or Double Fang
HP Mod: x4
Suggested Stats
Str 4
Mag 4
Agi 2
End 4

Death
— Loss, Transition, Regeneration, Deep Change
Musts: Light Weakness, Dark Resistance
Restrictions: Light spells, Enhance spells
Tarot Ability: Paradigm Shift – Spend one SLP to change the orientation of a drawn card (upright or reversed).
Starting Skills: Mudo, Bufu
HP Mod: x3.5
Suggested Stats
Str 2
Mag 5
Agi 2
End 5

Temperance
— Balance, Recovery, Transcendence, Synthesis
Musts: None
Restrictions: None
Tarot Ability: Spring of Life – Spend one SLP to restore 25% of user’s max HP during a battle.
Starting Skills: Any two Basic
HP Mod: x3.5
Suit Affinity: Choose One
Suggested Stats
Str 3
Mag 4
Agi 3
End 4

Devil
— Materialism, Obsession, Passion, Pessimism
Musts: Dark Resistance, Light Weakness, 1 Weakness
Restrictions: Light Spells, Recovery Spells
Tarot Ability: Negotiate – Spend one SLP to double the value of any card for trait checks.
Starting Skills: Mudo, Evil Touch
HP Mod: x3
Suit Affinity: Coins or Cups
Suggested Stats
Str 2
Mag 5
Agi 5
End 2

Tower
— Chaos, Disruption, Disillusion, Ruin
Musts: 1 Elemental Weakness, 1 Physical Resistance
Restrictions: Lightning Spells, Ice Spells, Light Spells, Dark Spells
Advantages: Physical skills cost half the normal amount of BP to learn.
Disadvantage: Spells cost 1.5x the normal amount of BP to learn.
Tarot Ability: Stagnant Air – Spend one SLP to have all bad status effects work 75% of the time for 3 turns.
Starting Skills: Bash, Assault Dive
HP Mod: x4.5
Suit Affinity: Swords or Wands
Suggested Stats
Str 5
Mag 1
Agi 4
End 4

Star
— Trust, Peace of Mind, Hope, Harmony
Musts: Fire Resistance, Ice weakness
Restrictions: Ice Spells, Light Spells, Dark Spells
Advantages: Fire spells cost half the normal amount of BP to learn.
Disadvantages: Slash and Strike skills cost 1.5x the normal amount of BP to learn.
Tarot Ability: Invigorate – Once per battle, spend one SLP to double the amount of cards drawn by the party at the end of each turn, for three turns (ex: A character using the “wait” action during the round draws 4 cards at the end of each turn).
Starting Skills: Agi, Patra
HP Mod: x3.5
Suit Affinity: Swords
Suggested Stats
Str 3
Mag 5
Agi 3
End 3

Moon
— Doubt, Deception, Fear, Romanticism
Musts: Light Weakness, 1 Elemental Resistance
Restrictions: Light Spells, Dark Spells, -dyne spells
Advantages: All physical skills cost half the normal amount of BP to learn.
Tarot Ability: Trafuri – Spend one SLP to automatically flee a random encounter (note: only works when fleeing is an option).
Suit Affinity: Choose one
Starting Skills: Basic Spell from Resistance (Agi if Fire, ect.), Pulinpa
HP Mod: x3.5
Suggested Stats
Str 5
Mag 2
Agi 3
End 4

Sun
— Expansion, Enlightenment, Energy, Splendor
Musts: Wind and Light Resistance, Dark and Electricity Weakness
Restrictions: Bad Status, Dark, Electricity and Ice Spells
Disadvantages: Physical skills cost double the normal about of BP to learn
Tarot Ability: Victory Cry – Once per day restore all allies to full health at the end of a battle
HP Mod: x4
Suit Affinity: Wands
Starting Skills: Garu, Hama
Suggested Stats
Str 3
Mag 4
Agi 3
End 4

Judgement
— Absolution, Release, Renewal, Salvation
Musts:Light and Dark Resistance, 2 Weaknesses
Restrictions: None
Tarot Ability: Debilitate – Once per day inflict all -unda spells on one enemy
Suit Affinity: Choose one
Starting Skills: Hama or Mudo, Bash or Cleave or Double Fangs
HP Mod: x4:
Suggested Stats
Str 5
Mag 5
Agi 2
End 2

Arcana

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