You're missing the ranged shooter.
I was considering adding it, but since it's not a true universal (as there are quite many RPGs where you don't get a ranged attacking character at all) I decided to be lazy and not include.
'Cause, you know, I realized that if I added that one then I'd also feel obligated to add...
The
Bare-hands fighter guy: Y'know...
that guy? The one who kicks buttocks like crazy without you even needing to equip him with anything? If there is any one character who can rival the thief in speed, it's this guy. The bare-hands fighter guy is the 'too cool for weapons' character who scorns on equipment. If he uses weapons, then they are inevitably strap-on claws or gloves, but more often than not, he will have no weapon whatsoever because his 1337 kung fu fighting skills are just that awesome. He never uses shields or helmets, and any armor outside of a stylish robe or other very light garment is completely out of the question. More often than not, he is quite capable of fending for himself even without any equips whatsoever. On the buff and tough front, he falls in somewhere between the tank and the ram (not quite as durable as tank, not quite as strong as ram) but can easily trump them both when it comes to speed and often gets in far more attacks per turn than the others. His magic resistance is also usually better than that of his peers. He will usually be weakish early on, because of the handicap of lacking equipment both for defense and for punching through opponent's defenses and for maintaining his own, but rest assured that by the time the level cap start looming on the horizon, the bare-hands fighter guy will be at the top of the heap. Skills typically involve ways to get in more physical hits (often in counter attack), striking multiple opponents at once, and at least one that emphasizes his meditative, mind-over-matter philosophy (some kind of 'Chakra' or 'Chi' type thing, usually involves healing damage and status, but only for the bare-hands fighter guy himsef). This class is nearly always referred to as 'Monk', though they may also be 'Brawler' or 'Grappler' on occassion.
...and, of course:
The
Summoner: The only spellcaster with even bigger fireworks than the Black Mage. The summoner's arsenal is focused solely on summoning big, hulking creatures to either pound down the opposition or provide party-wide support. Depending on setting, summoners basically come in two flavors: the ones who only summon in a monster for one big, flashy attack at a time, and the ones who concretely add the monster to your party for a limited time. For the former, their spells tend to have the largest area of effect available (Typically hitting every enemy or ally in sight, depending on if it's a beneficial or harmful summon, sometimes both) but may not be quite as big in the blunt damage department than the Black Mage's. For the second, the power of their spells can vary greatly depending on what they are allowed to summon or on what conditions. Some may provide a single, big beater at a time while others will instead swarm with a huge amount of smaller minions and just try to overrun the opposition. Regardless, their spells tend to be far more expensive than those of the standard spellcaster classes, which - combined with the fact that the Summoner typically gets less MP than the others - makes spamming them problematic. Stat-wise, the Summoner is slightly buffer than other spellcasters, usually landing quite close to the Thief, save that their speed tends to be weak. Equipment tolerates a bit more variance than the other classes, but usually doesn't stray too far from the general spellcaster arsenal. 'Summoner' and 'Caller' are the generic ones, though those with a more nature-oriented flair to them can also get by with 'Druid', 'Geomancer' or 'Shaman'. Necromancers more true to their appellation than what is standard can also be considered summoners, though their spells tend to require an available corpse and usually limit themselves to summoning the undead, specifically. Necromancers also usually have an arsenal of life-draining and status-inducing spells to fall back on in addition to their summoning skills, so they are not quite 'pure' summoners.
...okay,
now I'm done with those. XD
Anyways, a randomizer RP is...well, basically just what Chibi already exemplified. Whenever a decision on what should or should not happen in the plot of the RP pop up, it is submitted to a simple program that will pick an answer at random (or some other randomizing process, depending on personal preference), then things are done as chance decrees. xD It's sort of like the damage rolls and saving throws in DnD, except we're applying the randomizing principle to determine actions instead of just outcomes.
Though mind you, if we are influencing the RPer characters' actions we would need a setting that suitably justifies this, as a randomizer could make for some highly out-of-character decisions (e.g. Q: 'Who's going to commit the gory, public murder of important plot character X?', A:'Important plot character X's sweet, pacifist daughter of eight who refuses to even look at weapons for ethical reasons and loves her daddy the mostest in the whole wide world.'). Those could be kind of...WTFish. x.O Unless of course we have something like a poltergeist or the like going around possessing people, or some kind of mind-influencing virus/curse to use as a crutch. Haha, all this plotting is waking my RP-writing instinct. Quick, someone get my pills! XD
The concept sounds fun, though. :3
Oh, and you can count me in as having a preliminary interest in the RP mastering thing, provided that it won't hinder me from participating myself. Still got to see how the plot and my own schedule end up looking before I give a final opinion on it, though.