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===Classes=== Blackbelt - you've mastered at least one martial art, which is unlikely to bear any resemblance to the real-world art of the same name. You are the best at melee combat, and have several abilities to help make that work in a world where everyone else has guns. You also can pull information out of your ass from detective training, street smarts, or ancient Chinese secrets. Supersoldier - you have the uncanny ability to shoot people and hit them in ways more serious than a nasty graze. And you have lots of guns, and will often find spare guns when you should have to reload. And you're stronger and tougher than the blackbelt (who will still kick you ass in a fistfight, don't get cocky, Rambo). You have crazy survivalist, MacGyver, or requisitioning skills. Discomancer - you look damned sharp and can dance like Pan himself. Also, you got someone to teach you disco magic (which requires great style and rhythm, congrats). Disco magic starts with anything a good light show or fireworks show can do (dazzle, misdirect, and fascinate) and so long as you can get someone to look at the wrong place, you can do anything a stage magician can do, except for real. If you don't understand how powerful this is, watch an Old Spice commercial. Disco has basically no direct attack spells, although Disco Inferno is one of the best. Metalhead - it starts with an electric guitar, leather clothes with spikes, and a crazy hairdo. It ends with everything around you looking like a metal album cover. Metal effects include summoning oversized weapons (metalheads are the second best at melee), elemental blasts, and necromancy. All metal spells slowly make things around them look more metal, that's just how metal works. Like disco, you need inherent gifts and a teacher to learn metal magic. Hippie - unlike disco and metal, hippie magic requires no innate gift: you just have to visit a guru with a open mind. Hippies get their powers from sharing, communing with nature, and lots and lots of drugs. Be careful because the better drugs can let supernatural forces into your head. A hippie might coat all your weapons in flowers so thick you can't use them, ask a passing squirrel to run an errand for him, or send a foe on trips to horrifying alternate planes of existence. Agent - The Man is the personification of the establishment, and its powers can only be accessed through contract. The obvious agent powers are telekinesis and ESP. The more dangerous agent powers are subtle: agents are always where they need to be, when they need to be there, with the equipment they need, and often with backup ready at a moment's notice. That is, supernatural preparedness, punctuality, and training.
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