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== Playable Classes == This system features 9 base classes and an additional 10 advanced classes, which apparently work similar to D&D's prestige classes. Each class has three branching trees: a standard set of mechanics and two distinct separate mechanics, allowing for an autismally high amount of builds. <!-- Tier 2 classes at some point should be outlined --> ===Assassin=== Every tabletop game needs some sort of an Assassin. As opposed to their more sneaky cousins, the Assassins of Purgatoria are more focused around high-profile dramatic murders than hanging around and slapping tiny bits of poison onto people. This class also boasts tons of katanas. Katana everywhere. The classes's two unique mechanics are '''High Profile''' and '''Low Profile'''. The former turns the Assassin into a super stylish murder machine, allowing them to perform feats such as shoot targets enough to turn them into projectiles or slashing opponents with such ferocity that they're reduced to a bloody mist that debuffs enemies. The Low Profile mechanic turns the Assassin into a more lethal Batman-esque character who plays off of the fears of opponents while darting about the battlefield and cutting throats. ===Brawler=== The Brawler is an inelegant, but beefy melee class. The class features a ton of options for psyching up to such manly extremes that explosions, bullets and knives are little more than pesky distractions. The class features some of the best melee damage in the game and the means to simply wade through deadly combat like a drunken redneck wades through a child's birthday party. The Brawler's two skill trees are '''Debilitation''' and '''Improvised Weapons'''. The Debilitation tree turns the brawler into a super lethal WWE fighter, allowing them to cave in enemy heads and break arms like it's going out of style. On the other hand, Improvised Weapons allow the Brawler to grab just about anything from a location and turn it into a weapon. As the Brawler acquires more EXP, these examples can get even more extreme, allowing the Brawler to even uproot telephone poles to use for pummeling. ===Commando=== Commandos are the Clint Eastwood class of the game. Imagine the flexibility of the D&D fighter smeared with a nice helping of South American Contra and smothered with a generous helping of Cowboy. While they aren't masters of any particular role, they have some of the most diverse ranges of means in which to shoot things, meaning they'll never find themselves in a situation where shooting isn't a valid solution somehow. If a player is looking for a more cowboy interpretation of a Commando, they can grab the '''Showdown''' mechanic, which allows the character to declare a 'high noon'-esque showdown on an unfortunate opponent. From there, a Commando can unleash a barrage of devastating single-target attacks at this woefully unprepared guy(or gal) until they've been reduced to little more than a smear on the wall. Conversely, a Commando may choose to invest in the '''Trick Shot''' tree, giving them a massive range of impractical bullet-related tricks they can do. This can range from doing things like ricocheting bullets to hit awkwardly positioned enemies to entirely changing the battlefield by shooting away at things like pipes and support beams. ===Detective=== Noir themed settings need Detectives like high school proms need bitter virgins. Detectives like solving crimes, and often create a ton more in the process of doing so. When pushed into combat, the Detective uses their forensic skillset to be one of the most support-y support classes in the history of tabletop gaming. This is great, because it means that your party's support can be a rugged man in a bullet-ridden raincoat instead of an obnoxious religious zealot or super-magical prepubescent animu girl. For area control and frontline support, the detective can use the '''Crime Scene''' mechanic to establish crime scene investigations in combat. From there, the Detective has access to a set of tools that allow him to change the investigation focus to provide themed buffs, or start revealing caches of ammo, explosives, and plot coupons hidden within the crime scene. If a player wants to take more of a Sherlock-esque approach to the Detective, they can utilize the '''Deduction''' mechanic to start building an investigation which they can utilize to alter the battle with well-timed dramatic reveals. ===Gundancer=== The Gundancer class is directly inspired by numerous Gun-Fu fighting styles and brings an anime-esque style to the usual grit of battle. Gundancers all practice a unique form of the Gundance, which is like a super aesthetically-minded martial art for automatic weapons. While other classes just spray-and-pray, Gundancers do things like arrange their shots to form flower designs. Additionally, by riding the kick of their weapons Gundancers can soar through the air and do all sorts of impossibly cool airborne stuff. Using the '''Gun Fu''' style, Gundancers can evoke decades of improbably awesome action movie stunts in order to build some of the game's most high-damage and intricate combos. These combos can do things like carry a gundancer across the battlefield while shooting fireworks in every direction. To ensure their survival, Gundancers can use the '''Gun Sau''' skill tree to gain access to a bunch of stances that let them fundamentally change how their approach to battle works by doing things like shutting off movement to automatically supplement combos. ===Inventor=== The City has all sorts of dark recesses full of crazy pre-city technology, which creates a niche for Inventors. While an Inventor may not have the sheer degree of badassary that their peers possess, each one typically features some sort of mechanical suit cobbled together from powerful illegal technology, allowing them to do crazy stunts with the aid of machinery. Inventors are the classes for people that love the weapon system, as their class abilities allow them to do things like combine the effects of guns, tack explosive onto things, and give guns a temporary Steampunk or Cyberpunk makeover to add extra effects. Inventors feature some of the beefiest abilities for a gun-using class, and have the best set of dodge techniques out of anyone in the game. Their '''Suppression''' skill tree reinforces the front-line role of the class, allowing the Inventor to use their machinery to wreck mayhem with things like improbably long bursts of fire or drone swarms. On the other hand, Inventors can use their '''Innovation''' skill tree to just focus on pimping out weapons as much as possible to absurdly powerful ends. ===Martial Artist=== Martial Artists fill the monk archtype within the game. As opposed to classes like Brawler, Martial Artists use a more stylish and refined style of punching things into oblivion. The class also features the strongest airborne game out of all the base classes, allowing them to fly around and act like a bird of prey while plucking people's eyes out and reciting witty mantras. Many of the Martial Artist's moves can be used as either base techniques or combos, giving them a really wide range of potential options for building a combo that delivers 100 punches in a row. If a martial artist feels like building massive airborne combos and going 'Hokuto no Ken' on people's asses, they can invest in the '''Honorable''' skill tree to add tons and tons of punches to every single attack. Otherwise, a Martial Artist can simply employ the '''Dishonorable''' skill tree to hit opponent's pressure points and add wicked debuffs and Damage-over-time effects to all of their combos. Super awesome martial artists combine both of these to make super-powerful combos that collapse the opponent's lungs while flying through the air and shouting Atatatata. ===Operative=== The Operative class is designed for people that like their rogues sneaky and their sneak attacks to be extra-fatal. Operatives are a pure-stealth class, revolving around vanishing entirely, and reappearing only to black-bag several unfortunate souls. Their stealth mechanic makes them difficult to hit and many of their techniques gain added bonuses when used while concealed. If an Operative is played properly, they can often wrap up a battle without being directly engaged by an enemy once. This stresses the need to play properly, however, as an exposed Operative has few options for surviving direct firefights beyond hoping that the enemy is running low on bullets. Operatives distill much of their murder abilities into the '''Mark-and-Execute''' mechanic, which allows them to quietly line up attacks on enemy weak points before evaporating the enemy in a barrage of silenced headshots and neckshaps. If an Operative's cover is blown, they can fall back on the '''Hit-and-Run''' mechanic to utilize their insane mobility to travel to effectively anywhere in the battlefield in one turn or less while leaving explosive surprises for anyone who tries to follow them. ===Sniper=== Snipers do exactly what their name indicates: snipe things. Instead of being reduced to a super boring long-distance single-target-damage class, Snipers function as more of a support, using incredibly well placed shot to do things like shoot down enemy bullets or create cover by shooting loose environmental features. This means that Sniper actually do something in battle besides lie in place and shoot the first people to wander into range, not that shooting people who wander into the wrong area isn't covered by their kit. If a Sniper is more interesting in directly supporting his team, he can spend EXP in the '''Overwatch''' skill tree, which allows him to do things like guide movement with well-placed environmental shots or correct the velocity of melee attacks by shooting the backs of allied weapons. You read that right: Overwatch Snipers can shoot swords to make them hit things. Otherwise, a Sniper can shoot enemies with the '''Sharpshooting''' skill tree, which capitalizes on the fact that most enemies can't do much to hurt your team if they're running for cover.
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