Hmm, all right. Here's what I have. Just letting you know ahead of time that A: I'm not changing it from 'booty' because I'm immature and B: Trophy is kind of situational; it doesn't have a set effect.
IRONYOWL
Bounty Raider: You have a knack for hunting dangerous enemies. ('Named' foes - usually bosses - will always give Claire a bag of gold upon victory.) Lv2: Claire can take two pieces of loot from a boss kill.
Trophy Raider: You always take momentos from the things you slay. (Claire has a 50% chance to get a random enemy-related-item upon killing a foe. These items can be used in ways that relate to that enemy.) Lv2: These items are more powerful.
Battle Raider: You rush into the battle with sword and pistol, giving no quarter and asking none in return. (Claire can choose to use her melee weapons on the same turn as her subweapon at the cost of 2x the MP her subweapon+effects normally uses.) Lv2: No additional cost incurred.
Booty Raider: You plunder whatever the hell you feel like. (If a standard enemy is below 10% HP, Claire can attempt an autokill as a standard roll to take his/her heart, which automatically restores 1d4 HP.) Lv2: The threshold rises to 25% HP and the heart restores 1d6 MP.
TALARION
Swift Caster: You are especially adept at reacting to danger. (+10 to initiative) Lv2: +25 to initiative.
Focused Caster: You are especially adept at manipulating mana. (Once per battle can 'supercharge' a spell to add another damage rank.) Lv2: Damage dice of Magic Books is always increased by one rank; can still 'supercharge.'
Skilled Caster: You are especially adept at making each spell count. (Once per battle can bypass the accuracy roll, although it's still possible to fail the damage roll.) Lv2: It is impossible to fail the damage roll when using this ability.
Defensive Caster: You are especially adept at defending yourself from incoming attacks with your spells. (When defending, can expend MP at a 2 MP = +1 defense rate.) Lv2: The rate becomes 1 - 1.
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Final note: Has everyone chose a quest reward? I remember that Dwarmin wants an offense-based magical artifact, Ahra wants an artifact, Krath improved his throwing daggers, Darvi took +2 to magic damage rolls at the cost of +1 to enemy damage rolls, and Zako took a level 2 cross... Well, I guess that leaves just the pair of you to pick your three evos and grab a mission reward. ^^ Grimmjow6th has a mission reward too. Once I get that settled and use Turn 102 to move everyone into intermission, I'll review skills and such and make sure everyone has their correct amount and detail the small changes (more like expansion pack since the base is going to stay the same) to combat.