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Here are the characters of Streets of Rogue.


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Slum Dwellers

  • The Goomba: They are one of the weakest NPCs in this game. They don't start with any weapons, and their stats are below average.
  • Magikarp Power: They start with terrible stats in every category and no immediately-useful abilities or items, but gain XP faster than anyone else, and have a trait called "Potential To Not Suck" which raises their stats as they gains levels. Doing their quest turns them into Upper-Crusters, whose effects can be seen below.
  • Rags to Riches: The goal of their Big Quest. Succeeding makes them an Upper Cruster; Cops and Supercops will be friendlier, Cop Bots won't bother them, and they can use the Alarm Buttons in the final stages to summon a temporary Supercop buddy who will happily gun down their enemies.

Soldiers

  • Boring, but Practical: A very solid and reliable class, starting with some useful traits and gear and bearing no drawbacks. They're naturally inclined to violence, but unlike say, the Gorilla or the Jock, still have full access to other ways of resolving situations. They also shine in multiplayer, where the renegerating health ensures they'll always be able to revive dead allies.
  • A Lighter Shade of Gray: Unlike the Cops, who are rotten to the core and apathetic, Soldiers don't actively antagonize people (except Cannibals) and only attack the player if they trespass in their bases. During the War Zone disaster, they will also protect the level against the cannibal invasion, though they do ignore any concerns about accidentally shooting innocent bystanders.
  • Long-Range Fighter: Start with their firearms stat maxed out, but their melee stat is pretty mediocre.
  • Men of Sherwood: If the War Zone disaster is active, the soldiers will show themselves to be this, as while they do take casualties, their higher stats and consistently good weapons (with everybody wielding a machinegun, or a sword with the "no guns" mutator) give them the upper hand in the war.
  • More Dakka: Start with a Machinegun, a high firearms stat and an item that gives ammo per kills. Hence, the solution to most problems when playing Soldier is to just shoot their way out of them.
  • Regenerating Health: Thanks to the Modern Warfarer trait, Soldiers can heal health up to 20 if their health fell below 20 health.

Gangsters (Crepe/Blahd)

  • Expy: Very clearly based on the infamous Crip vs Blood gang war. The names sound almost the same, they wear blue and red outfits respectively, and they attack each other on sight.
  • Gangbangers: Well, of course.
  • Jack of All Stats: Their Firearm stat is high, but otherwise they are average and don't have Special Ability.
  • Mascot Mook: The Crepe Gangster is the game's icon.
  • Mob War: When the Crepe gangsters and Blahd gangsters meet, they always start a fight.
  • Palette Swap: "Gangster (Blahd)" and "Gangster (Crepe)" are two separate unlockable classes, but they have the exact same equipment, the same stats, both of them have the "other gang attacks on sight" trait, and their Big Quest involves killing the other gang. Even the short snippet of backstory for them is essentially the same: they witnessed their father being murdered by a person who looked like their rival gang. Except it wasn't a rival gang member and, in older versions, that wasn't a murder, but "something else".
    • Enforced by the resolution to their Big Quest: the line between the two gangs is eliminated, and BOTH will be completely loyal. This is identical for each.
  • The Pirates Who Don't Do Anything: Aside from their turf wars, both gangs don't do much except hanging round and act as hired guards alongside Goons. Their conversations bemoan the lack of a secret gang handshake or how their gang initiations involve helping old ladies.
  • Redshirt Army: You can recruit gangsters of your gang for free, but they are not so strong and tend to die easily.
  • Ungrateful Bastard: If an NPC of one gang is released from a cell by a player of the other gang, they'll still attack instead of turning loyal.

Thieves

  • Five-Finger Discount: They can pick the pockets of any unsuspecting NPC. Thief NPCs have the same ability, so beware.
  • Fragile Speedster: Thieves can run fast and steal things from people, but their health is low.
  • Honor Among Thieves: The Thief NPCs will never steal from other Thieves. You can pick the pockets of Thieves NPCs if you want to, though.
  • Suicidal Overconfidence: Thief NPCs that get the idea to try and pickpocket you will do so doggedly and regardless of circumstances - even if, say, you're the leader of a pack of killer Gorillas, or a Killer Robot toting a Bazooka.
  • Utility Party Member: You can order hired Thief NPCs to break windows or unlock locked doors.

Shopkeepers

  • Screw the Rules, I Have Money!: The Shopkeeper can buy anything that NPCs have if you have money. You want to complete "Get an item from NPC" mission? Just buy it from the said NPC with money! You want to take things from someone's safe? Buy a key and safe combination from the owner of building!
  • Shotguns Are Just Better: The Shopkeeper has the Shotgun and maximum Firearm stat from the start, so they can deal high damage with their shotgun.
  • When All You Have Is a Hammer…: When all you have is stupidly-huge piles of money, just buy the solutions to all your problems...up to and including the Mayor's Hat (for a suitably-exorbitant price, of course.)

Bartenders

  • Held Back in School: They'll sometimes say they spent ten years in bartending school because they were held back a lot.
  • I Need a Freaking Drink: When people keep interrupting his victory speech to order drinks, he decides he needs one himself.
  • Slipping a Mickey: The Bartender's unique item allows him to turn any drug item into a cocktail he can then give to any NPC. This means you can neutralize/weaken people you want to eliminate by giving them a cocktail with a negative effect, such as poison, weak or cyanide.
  • The Social Expert:
    • The majority of the city likes him, so he can enter most locked buildings without making people angry, or provoking bouncers. He also starts with some Hypnotizer Mark II and Haterator, so you can outright brainwash people for your gain.
    • Taken up to eleven by finishing their Big Quest, which will take everyone from merely liking you to willing to fight and die for you.

Hackers

  • Can't Get Away with Nuthin': Laptops are apparently illegal, as anyone who witnesses you in the act of hacking (even if they can't see your target) will turn hostile. Likewise, the Cop Bots, which otherwise stick to confiscating booze and deporting non-citizens, will attack the Hacker on sight for the crime of simply carrying a laptop.
    • Averted once their Big Quest is finished; not only does their Hacking get faster and more effective, but NPCs will no longer care when they do it. (Cop Bots will still hate them, though.)
  • Hollywood Hacking: Their bread and butter. Hackers have the Laptop ability, which allows them to hack almost any electronic device for a variety of effects (deactivating security systems, triggering traps, lowering prices, etc).
  • Made of Explodium: Their hacking ability can cause many objects to explode violently. One of his level up traits upgrades this so almost every electronic object in the game can be detonated up this way.
  • The Pig-Pen: As noted by multiple parties, the Hacker apparently perpetuates the stereotype by never showering.
  • Squishy Wizard: They have below average endurance and the Skinny Nerdlinger trait, so they'll struggle with combat without some upgrades to make up for it; however, their hacking abilities can wreak havok while being a safe distance away.
  • Utility Party Member: NPC hackers can be hired to perform a hack.

Doctors

  • Boring, but Practical: The Tranquilizer Gun is completely silent, will nonlethally incapacitate its target after ten seconds, and doesn't even alert them. It's not terribly thrilling, but a shocking majority of problems can be solved by just tranq'ing goons and targets, waiting for a few seconds for them to black out, then moving on to the next.
  • Doesn't Like Guns: The Doctor chooses to not use lethal weaponry like guns or explosives, because his job is healing people, not killing.
  • Instant Sedation: The Doctor's special ability allows him to perform an instant, non-lethal takedown on any unsuspecting NPC by knocking them out with chloroform. He also starts with a Tranquilizer Dart gun, which takes several seconds to take effect, though a second shot makes it take effect immediately.
  • Technical Pacifist: The Doctor's "Pacifist" trait prevents them from using most weapons. While they do have non-lethal ways to take down enemies, and nothing technically stops the player from playing them as an Actual Pacifist, in practice this generally just means you're going to be killing people indirectly instead. Lampshaded by their Big Quest, which requires that you play them as something sort of vaguely akin to an Actual Pacifist… by killing no more than two people per level.

Scientists

  • Arch-Enemy: Gorillas hate Scientists with a passion, and they will always be hostile to a Scientist player.
  • For Science!: Their whole motivation, really.
  • Mad Scientist: Given that their Big Quest consists in inflicting random people with certain status effects and researching the results, it's a given.
  • Status Infliction Attack: Scientist players are geared towards dealing these. They start with a shrink ray, a freeze ray, and a water pistol that can be loaded with any drug item.
  • Unknown Item Identification: Scientist NPCs are able to identify the status effects of a syringe or a cocktail for a price. Scientist player characters start with the Drug-a-Lug trait, which identifies said items by default.

Gorillas

  • Arch-Enemy: Scientists. They will always be hostile to Gorilla players.
  • Crutch Character: Gorillas dominate the early game, since most foes use melee weapons, but in the late game, when almost every NPC is packing heat, the Gorilla's own inability to use firearms makes things quite difficult.
  • Doesn't Like Guns: They can't equip guns until their "Stubby Fingers" trait is removed.
  • Furry Lens: The "Ape City" mutator makes every NPC look like a gorilla but it has no effect on gameplay. Only the characters that were gorillas before will act like gorillas.
  • Genius Bruiser: Unlike other strong characters like the Jock or Wrestler, the Gorilla can use computers.
  • Lightning Bruiser: Gorillas move very fast, hit really hard, and have very high health. They also possess a unique lunge attack that deals more damage and much more knockback.
  • Talking Animal: They can talk after their "Vocally Challenged" trait is removed.
  • Trademark Favorite Food: Gorillas love bananas. Eating bananas as the Gorilla will heal 20 health instead of 10.
  • Translator Microbes: The Translator's main purpose is to let gorillas talk or other people talk to them.
  • Uplifted Animal: Their bio says they were raised in a lab and given drugs that made them hyper-intelligent.
  • When All You Have Is a Hammer…: Can't use firearms, most people will not tolerate his presence, and he can't even talk to humans without a specific item. The vast majority of objectives as a Gorilla will end up with you smashing things until it's completed (or failed). Even in lategame, Malodorous (the trait that makes business owners annoyed with you) being non-removable means you can't deal with most missions without excessive violence.

Cops/Supercops

  • Cowboy Cop: Technically ALL Cops and Supercops fit this, as they'll always take a "Shoot first, ask questions never" approach to crime, but the player Cop can still choose to simply kill criminals, rather than arrest them.
  • Difficult, but Awesome: One of the two classes that can lose XP, by attacking, arresting, or stealing from innocents. However, they have alignment with other Cops, good starting skills, and their arresting ability is not only a guaranteed takedown, but it offers a nice chunk of bonus XP. It only works on NPCs that are either not hostile or not aware of them, but being quick on the draw and having good positional awareness can let the Cop chain-arrest foes, rack up huge amounts of bonus XP, and become a powerful force by the final mission — especially if they can finish their Big Quest and become a Supercop.
  • Dirty Cop: If you don't mind losing some experience points, nothing prevents you from arresting or killing innocents. There's also a perk that lessens (and can be upgraded to remove) the experience penalty for theft or killing/arresting innocents. Also, when playing as other characters, Cops can be bribed to turn a blind eye to your misdemeanors during the current level.
  • Judge, Jury, and Executioner: NPC cops will never arrest criminals, preferring to simply shoot/beat them to death. It's a wonder how anyone ever winds up in jail.
  • Police Brutality: The Cops have no problems with beating people to death with a nightstick, and violating the "no fighting" law themselves in order to take revenge on a Cop Killer. It goes up to eleven when you play as the Cop and use weapons like the Rocket Launcher or Flamethrower.
  • Token Good Teammate: Playable cops start as this to the rest of the police force as a whole. They cannot arrest innocent people or steal their stuff without taking an experience penalty. If they become a supercop through their big quest they can even walk up to the Mayor and unceremoniously clap them in irons in front of his entire entourage to take the hat and win the game. You can defy this trope however by taking the Crooked trait which lessens or if upgraded outright removes, the experience penalty.

Vampires

  • Friendly Neighborhood Vampire: Though Vampire NPCs often kill innocent people for their blood, you can invoke this trope by not biting innocent people while playing as a Vampire.
  • Fur Against Fang: The Vampire's quest has him hunt down werewolves hidden in each level.
  • Life Drain: The Vampire's ability allows you to suck the life out of your victims to replenish your health. The downside is that this is the only way the Vampire can heal. Food/medical items can't be used and doctors will tell you "their training doesn't cover the undead".
  • Missing Reflection:
    • Sometimes when you talk to them, they'll ask who needs a mirror when you look this good.
    • In gameplay, there's the Technology Marches On variant where Vampires are invisible to security cameras and the Cop Bots.
  • Supernatural Sensitivity: The "Werewolf A-Were-ness" trait lets them detect werewolves when in human form.
  • Vegetarian Vampire: If they remove the "Jugularious" trait with the Augmentation Booth, they can gain health from food and first aid kits instead of needing blood.

Wrestlers

  • Dumb Muscle: The Wrestler has tons of HP and hits like a train in melee, but the only use he has for computers is to use them as throwing weapons.
  • Hoax Hogan: His victory speech is a nod to Hulk Hogan, telling the crowd to stay out of trouble and eat their broccoli. He then does Hulk's iconic "I can't hear you!" before admitting he really can't hear due wrestling injuries.
  • Improvised Weapon: Nearly everything. Kill enemies by braining them with lamps, refridgerators, trash cans, toilets…
  • Mighty Glacier: He moves slowly, but he hits very hard, has very high health, and can throw objects.
  • With Catlike Tread: He makes noise just by moving, so stealth is pretty much out of the window when playing as him.

Assassins

  • Back Stab: The Assassin has the Backstabber trait, so they can attack from behind for massive damage.
  • Critical Hit Class: The Assassin has very low melee attack power, but you can deal 2x damage by attacking from behind. If you did it while using the Camouflage ability, you can deal a whopping 10x damage, enough to One-Hit Kill any NPC.
  • Disproportionate Retribution: Go 350 bucks in debt? Here come 7 of these guys to murder you.
  • Fragile Speedster: Their health is low, but they move very fast and have ambush capabilities.
  • Invisibility with Drawbacks: The Assassin can turn invisible by using their Camouflage ability, but it lasts for 10 seconds and can be cut short by most actions.
  • Ninja: The Assassin looks like a typical ninja. They even have shurikens as their starting item.
  • Zerg Rush: Each 45$ you are in debt causes an assassin to come after you. Considering how much debt you can get into, you can get mobbed by groups of 5-8 of them all at once.

Comedians

  • Dude, Not Funny!: In-Universe, a possible reaction to their Joke ability.
  • Functional Addict: Implied, since Comedians start with the Sugar item.
  • Laugh with Me!: Tells a joke when giving their mayor speech. When a heckler says they've heard it before, the Comedian says to laugh or be waterboarded so the crowd laughs.
  • Luck-Based Mission: Their jokes have a 50% chance of either making NPCs like you (or even join you) or pissing them off. If it succeeds, they'll be allowed to go where they wish, and missions get a lot easier. If it fails, they'll have to fall back on their (likely weak) combat or thievery skills to get things done.
  • The Social Expert: Their only notable advantage is their joke ability, so you will generally want to lean heavily on convincing a few NPCs to join up with you and letting them fight for you. Though if you're lucky, your jokes might just convince a quest NPC to hand you the win for free.

Jocks

  • Deadly Prank: Played for Laughs. The Jock's Big Quest is to wreck a bunch of stuff… because he thought it'd be a funny prank.
  • Dumb Jock: The Jock is all about wanton property damage, but can't use a computer to save his life.
  • Lightning Bruiser: The Jock has very high health, and can hit things really hard with melee weapons. His Chaaarge ability allows him to move very fast and break walls while using the ability.
  • Person of Mass Destruction: The Jock gains experience from breaking stuff, their ability is a charge that destroys almost anything in their path, and their Big Quest consists of destroying certain types of objects in every level.
  • With Catlike Tread: He makes noise just by moving, so stealth is pretty much out of the window when playing as him.

Shapeshifters

  • Expy: Their original origin had them being sent from Heaven to stop the corrupt mayor. This is a nod to the protagonist of the video game, Messiah.
  • Full-Frontal Assault: Shapeshifters are stark naked, which makes Cops automatically hostile to you and makes business owners angry, preventing you from buying stuff from them.
  • Grand Theft Me: The Shapeshifter's whole playstyle revolves around possessing other people, gaining their inventory items and skills.
  • Mechanically Unusual Class: Probably the most unusual of all the classes; in his base form, he's exceptionally weak and disadvantaged, and everyone will either dislike him or attack him on sight. In that state, he won't survive long in combat. However, they can possess an NPC, taking over their ownership and relationships, which can open up some very interesting gameplay options.
  • Metal Slime: NPC Shapeshifters fulfill all three criteria: spawn uncommonly (and never on their own, just inside random NPCs), can avoid combat entirely by running away at high speed, and drop relatively large quantities of money upon death.
  • Mission from God: They were sent from Heaven to stop the mayor, later changed to just causing chaos.
  • Necessary Drawback: Though they inherit the ownership and inventory of whoever they possess, related NPCs will still recognize and act on out-of-character behavior — snag a Shopkeeper and try to have him break into his own safe, and his Goons will become hostile. While the Shapeshifter is still very powerful, it requires smart planning to make it work.
  • Not Using the "Z" Word: Being sent from Heaven and based on Bob from Messiah, they're presumably angels. Though never called that in-universe.
  • Our Angels Are Different: Small, demonic-looking, and can possess other humanoids.
  • Squishy Wizard: Due to their diminutive size, Shapeshifters are pitifully weak in combat and can take almost no damage, making possessing someone a priority.
  • Toilet Teleportation: Can flush themselves down toilets and emerge from a random toilet on the same level.
  • Unusable Enemy Equipment: Players have a "Possession Stone" that can't be removed from their inventory or be looted from NPC Shapeshifters.
  • When All You Have Is a Hammer…: Shapeshifters start with an unremovable trait that makes Cops hostile and most business owners annoyed, and expensive-to-remove trait that makes them piss-poor in direct combat, which forces you to primarily rely on possessing NPCs.

Investment Bankers

  • Addiction-Powered: With the Big Quest done, the Banker gains a plethora of extra buffs when he's not experiencing withdrawal.
  • Functional Addict: With the right playstyle, the Banker can kick ass and take names as well as any other class.
  • Undiscriminating Addict: The Investment Banker needs to take drugs once per minute, or he will enter Withdrawal state and take continuous damage. You can take any drug to satisfy your drug need, from cigarettes, sugar, some unknown syringes, or the cyanide pill.

Werewolves

  • Lightning Bruiser: When transformed, Werewolves are really fast and hit like a truck, making short work of most enemies.
  • Master of None: In human form, Werewolves have very mediocre stats and have to pay extra at shops.
  • Muggle Sports, Super Athletes: Their bio mentions they win highschool basketball games as a nod to the movie, Teen Wolf.
  • Necessary Drawback: The Werewolf is a juggernaut when transformed, but when they return to human form, they'll become disoriented and defenseless for a few seconds, which may put you in danger if any enemy survived your Werewolf attack.
  • Squishy Wizard: Not only does their human form have the lowest stats possible, but if your transformation wears off at the wrong time, you'll be defenseless.

Cannibals

  • Always Chaotic Evil: Cannibals are one of the classes that are invariably hostile towards everyone. Avoided with the use of a certain mutator, however.
  • Animal Wrongs Group: They are opposed to eating animal meat for ethical reasons, and can't stand vegetarian food due to it tasting bad, leaving human meat as the only acceptable source of food for them.
  • Beast in the Maze: They patrol Hedge Mazes in the park levels.
  • Cannibal Clan: Many Cannibal NPCs roam in the Parks district. Staying far away from them unless you have the Cool With Cannibals trait (or are a Cannibal yourself) is highly recommended. They also like to set bear traps and hide in bushes to ambush unsuspecting players.
  • I'm a Humanitarian: The Cannibal can eat human corpses to heal themselves. They refuse to eat regular food, but they can drink alcoholic drinks.
  • Moral Event Horizon: In-universe, cannibalism is one to non-Cannibals. They will not be thrilled with you should they catch you mid-meal. Averted after the Big Quest is completed, however.
  • Unusually Uninteresting Sight: Once they finish their Big Quest, they can chow down on dead people all they like, and passersby won't so much as bat an eye.

Slavemasters

  • Explosive Leash: This is what they use to enslave people. Slavemasters start with a detonator that can be used three times per map.
  • Slave Revolt: A job hazard. Slaves may randomly rebel, so it's best to be prepared to deal with them at any time. Averted once the Big Quest is finished, which prevents it from happening.
  • Slavery Is a Special Kind of Evil: In-universe, slavery is one to some people. In gameplay, this manifests as random NPCs turning hostile in the Slavemaster's presence.
  • We Have Reserves: Since the longer a NPC has been enslaved, the more likely they are to mutiny, the game encourages you to spend and replace slaves as often as possible.

Zombies

  • Cast from Hit Points: The Zombie Phlegm does slight damage to you every time it's used.
  • Everything Trying to Kill You: Nearly everyone is hostile to Zombies on sight. Your only real strategy will boil down to "Kill Everyone, Make Lots of Zombies."
  • Life Drain: The Zombie can heal themselves by hitting enemies with a melee attack.
  • Night of the Living Mooks: Playing as a Zombie is all about creating an army of the undead to cause mayhem.
  • Not the Intended Use: Because of how Electability works, it's actually very practical to win the game as Zombie via election, rather than Klingon Promotion; everyone votes, and any zombies still standing at the end of a level will vote for you, guaranteed. Simply flood every normal level with Zombies, but start an election on the final map, and watch as the zombie hordes you've created peacefully vote you into office.
  • Zombie Apocalypse: Their Big Quest involves creating one. One of the Disasters is also this.
  • Zombie Puke Attack: The Zombie Phlegm ability. NPCs hit by it not only become Zombies upon death, but join you instead of roaming randomly around the map.

Firefighters

  • Arm Cannon: One of the Firefighter's arms has been replaced with a water cannon. Their consent for this is not required.
  • Body Horror: In order to make the fire department better at their job, the mayor ordered that every firefighter should have one of their arms replaced by a water cannon. The firefighter's consent is not required.
  • Engineered Heroism: NPCs will tolerate a firefighter's presence if their building is on fire even if they normally get mad at trespassing, which, given that the firefighter starts with a lot of arson-capable items, makes it very tempting to set a fire so you can loot a place, then put it out after you've swindled the inhabitants blind.
  • Firefighter Arsonist: Because they start with lots of incendiary weapons and one of their traits makes NPCs ignore trespassing in a burning building, it's highly encouraged for them to engage in constant arson.
  • Fire/Water Juxtaposition: The Firefighter has an augmented water cannon to put out fires, but they also have incendiary weapons like the Flamethrower and Motolov cocktails.
  • Making a Splash: Their Water Cannon inflicts no damage, but can pin people in place. It becomes useful to stunlock the arsonists that pop up while playing as the Firefighter.

Mobsters

  • An Offer You Can't Refuse: The Mobster's main gimmick is their ability to extort protection money out of business owners. If they refuse, you can always rough them up a little and they'll give up. They'll lose the XP gained by extorting NPCs if said NPC dies, by their hand or someone else's. Extorting more NPCs than required per level will result in them only giving half the usual money.
    • Mobster NPCs will do this to you, too, randomly approaching you and demanding money unless you're a Cop or have the "Friend of the Family" perk. Refuse to comply, and they'll all turn hostile. They won't attack while Cops are nearby, but they won't go away either, so your best bet is to just pay them off, or ditch them. (Or kill them, if you're up for it.)
  • Dirty Cop: In every level save Slums 1, they have to bribe the cops as part of their Big Quest. Failure to do so will turn the Cops from next level hostile; you can still pay up using the ATM, though.
  • Luck-Based Mission: Disaster levels can turn into this if the hazard causes lots of NPCs to die, drying up their income sources or robbing them of targets. Bombs Dropping, Riot, Zombie Invasion, and War Zone are a bane for Mafiosi who didn't extort anybody they could in lower levels.
  • The Mafia: Their appareance and mannerisms evoke the stereotypical Mafioso.
  • Vote Early, Vote Often: They can rig the election in your favor, for a fee.

Robots

For Cop Bots and the Killer Robot, see the "Major Foes" folder.

  • Booze-Based Buff: The "Electronic" trait means that only alcoholic drinks refill their health, likely a nod to the alcohol-powered robots in Futurama.
  • Lightning Bruiser: Excellent stats across the board, as long as you maintain battery.
  • Master of All: The Robot's core stats are excellent, and as long as you maintain maximum battery, his melee, firearms, and speed stats are all capped. The robot can do nearly anything well.
  • Necessary Drawback:
    • Extreme stats, but he has a "Charge" buff that gradually decays over four levels, dropping his stats each level. At level 1, he's about as effective as a Slum Dweller and will take gradual damage. He has to use his Power Sap ability to siphon electricity from objects to refill his charge… and there are only so many electrical devices on any given level…
    • He also has a ton of health, but can't heal through most of the normal means; he's dependent on using Power Sap, which will also heal him when he refills his charge.
  • Shock and Awe: Power Sap is an electrical burst that saps power from nearby objects to recharge the Robot's batteries. It also hurts (and occasionally stuns) NPCs.
  • Stuff Blowing Up: Starts with a Bazooka and has immunity to his own explosions, so this is encouraged.
  • Weaksauce Weakness: He takes damage from water, be it lakes or puddles on the ground. Incidentally, Firefighters' water jets act like a flamethrower against him, and can wreck him in short order.

Bouncers

  • Ascended Extra: They were a common NPC archetype before becoming playable.
  • Bouncer: Bouncer NPCs guard the entrance of buildings.
  • Downloadable Content: You can play as a bouncer by purchasing the Character Pack DLC.
  • Escort Mission: Hoo boy. Bouncer's big quest is keeping the Musician safe and escorting them through every level, while still completing the normal missions. The Musician is frail, whiny, has no sense of self-preservation and will gladly wander into firefights, and will often make demands of you that can't always be satisfied without resorting to violence — and if you don't comply, they'll either wander off to do it themselves (and almost certainly get killed) or else get angry and attack you. The only upside is they can afford to die a couple of times and resurrect, but be prepared to play the role of the Badly Battered Babysitter frequently to these idiots.
  • Food as Bribe: While NPC Bouncers accept money as bribe, they accept alcohols too.
  • Promoted to Playable: From a gatekeeper NPC to a playable class.

Couriers

  • Downloadable Content: You can play as a courier by purchasing the Character Pack DLC.
  • Rollerblade Good: Couriers have roller skates and they can move faster than any other characters.
  • Too Fast to Stop: Though their skates have ridiculous speed, they also make it impossible for them to stop on a dime. A careless player can easily end up falling into a pit or running into fire if they don't watch their speed.

Aliens

  • Downloadable Content: You can play as an alien by purchasing the Character Pack DLC.
  • Easter Egg: The Alien consists of one, as it doesn't appear naturally, instead requiring a specific sequence of events to trigger. It's also completely useless, beyond giving you an achievement.
  • Glass Cannon: Piss-poor offensive stats all around, but the Alien's Mind Control skill makes anyone in the splash of the projectile controllable by the player. This makes them excellent at wreaking immense amounts of chaos and starting massive brawls while getting off scot-free, and neutralizing targets by forcing them into Psychic-Assisted Suicide or sending them to pick a fight they can't possibly win.
  • Necessary Drawback: The Alien is powerful but has limits to prevent them from being overpowered: they can't use interactables or access the inventory while mind controlling someone, which means that, unlike the Shapeshifter, they can't just hijack the building's owner and march up to the building's loot with keys and safe combinations in hand. Anyone who witnesses them using mind control will also turn hostile, so they can't just waltz into a crowded room, grab the bossman, and escape unscathed - planning and distractions are required.

Goons/Supergoons

  • Ascended Extra: Gone from basic Mooks to playable class.
  • Downloadable Content: You can play as a goon by purchasing the Character Pack DLC.
  • Hold the Line: What their Big Quest entails; each floor will designate a building to guard against waves of invaders. Success rewards money and XP. If the owner dies, you can still clear and get xp, but won't get any money.
  • Jack of All Stats: They're strictly middle-of-the-road when it comes to combat classes, having a mix of stats and starting with both a pistol and a baseball bat.
  • Mooks: Basically the textbook version. Supergoons are closer to Elite Mooks instead.

Demolitionists

Mech Pilots

  • Downloadable Content: You can play as a mech pilot by purchasing the Character Pack DLC.
  • Fragile Speedster: Outside of his mech, his stats are a 4 (out of 4) in Speed and 1 in everything else, Endurance included.
  • Mighty Glacier: While he is in the mech, his shooting, melee, and endurance stats become 5. This means he becomes tougher than any other characters that you can play as. However, he also becomes very slow, and it's even slower than characters with 1 speed.
  • Mini-Mecha: Their mech isn't too ridiculously large, though it's still too bulky to go through doorways.
  • Slavery Is a Special Kind of Evil: Despite slavery being legal, they still consider slavemasters to be scumbags, with their big quest forcing you to kill them alongside criminals.
  • There Was a Door: Enforced - the doors are too small for you to go through in your mech, and the Pilot's base stats are piss-poor, so making your own entrance to a building with baddies in it can become a necessity.
  • Vampire Hunter: Their big quest and mech traits count vampires as scumbags, so it's inevitable that you'll end up killing vampires while doing the quest.
  • Vigilante Man: They have a reputation for this, and their big quest makes you kill all the criminals in the city, along with any other scumbags.

    Non-Player Characters 

Resistance Leaders

  • Pointy-Haired Boss: They do nothing themselves, instead subcontracting all of the "Overthrowing the Mayor" work to the player. In fact, the only thing they actively do, host the tutorial, only serves to kill off chunks of their member base.

Office Drones

  • Hufflepuff House: They're a faction of neutral NPCs with no defining traits or quirks; they mostly only exist to fill space.

Workers

  • Hufflepuff House: They're a faction of neutral NPCs with no defining traits or quirks; they mostly only exist to fill space.

Clerks

Drug Dealers

  • Always Chaotic Evil: A downplayed example: when playing as the Cop, Drug Dealers are the only class that is always Guilty, regardless of circumstances. As a result, they often provide free, easy XP and Big Quest progress when found.

Musicians

Slaves

Ghosts

  • Intangibility: While Ghosts can hit you with their fists, you can't kill them with ordinary weapons, since attacks pass through them.
  • Savage Setpiece: They attack you only when you destroyed graves they rest in.

Butler Bots

    Major Foes 

The Mayor

  • Big Bad: They're responsible for maintaining the Crapsack World nature of the game's city, and are the final opponent the player faces in their quest to overthrow the government.
  • The Caligula: Big time. Promoting Police Brutality, confiscating all drugs and alcohol, mass deportation, banning chicken nuggets...
  • Flunky Boss: Protected by a group of Supercops that won't let the player get close to them unless you have a special badge (or are a Supercop yourself).
  • Graceful Loser: If defeated in an election, they willingly give their hat to the player before wandering off into the city, sad but accepting.
  • Hat of Authority: Their tophat seems to be the source of their authority; if they lose it, they lose their political power even if they survive. Conversely, anyone who acquires it and uses it to give a speech at the podium becomes the new mayor, regardless of how they obtained it.
  • Non-Action Big Bad: Completely reliant on Supercops to protect them from attackers. They won't even try to attack the player if caught alone, always opting to run away.
  • Previous Player-Character Cameo: Implied by the ending, which states that the victorious protagonist becomes just as bad as the prior Mayor and a new Resistance rises to overthrow them. Sadly, this is Gameplay and Story Segregation right now, as while the Mayor is a different person each run, they're always an Upper Cruster.
  • Sharp-Dressed Man: Wears a fancy suit and tie in addition to their hat, making them stand out among the game's characters.
  • Skippable Boss: If you did the legwork to increase your electability, he'll surrender without a fight.
  • Unique Enemy: There's only one in the game, and they only appear in Mayor Village.
  • Video Game Caring Potential: While the easiest option to get the Mayor's hat and beat the game is almost always to just kill them, there a number of ways to achieve the objective non-lethally. Knocking them out, winning the election, arresting them (if you're a Cop), buying the hat (if you're a Shopkeeper), stealing it (if you're a Thief), using an item like a Hypnotizer to convince them to give it to you...
    • Video Game Cruelty Potential: ...and of course, you can proceed to kill them anyway even after doing that. Or manipulate their Supercops into killing them. Or get them ripped to shreds by an Angry Mob.

Killer Robot

  • Achilles' Heel:
    • Removing its rocket launcher with an Ammo Stealer forces it to rely on mediocre melee attacks, seriously decreasing its threat level.
    • EMP Grenades will also do heavy damage and stun it for a long time, making escaping from it much easier.
    • A Bottomless Pit will kill it as effectively as it'd kill any other NPC.
  • Bottomless Magazines: Its rocket launcher never runs out of ammo. Examining the game's files reveals it actually has a Cap of ten thousand shots, but exhausting that limit is virtually impossible.
  • Bystander Syndrome: NPCs will always panic and flee from it rather than try to fight it, even if they're friendly with you.
  • Contractual Boss Immunity: Like other robot enemies, it's immune to tranquilizer weapons. It's also immune to most Status Effects like Frozen, Shrunk, and Poisoned.
  • Damage-Sponge Boss: At 1000 base HP, in a game where the player has 160HP max and the NPCs have a third of that, it's far and away the most durable enemy.
  • The Dreaded: Every other NPC in the game will flee in terror upon catching sight of this thing. The player's allies and employees will also refuse to attack it.
  • Hopeless Boss Fight: You're not supposed to fight this thing, just avoid it long enough to complete the level's objectives. Beating it is possible, but incredibly difficult unless you can exploit its Achilles' Heel, and even then expect to be there for a while.
  • Implacable Man: Nothing short of destruction will stop it from pursuing the player - and it's always aware of your current position unless you're Invisible, distance and obstacles be damned.
  • Mighty Glacier: Incredibly slow and incredibly deadly when it catches up with you.
  • Unique Enemy: The player will only ever encounter this guy during the disaster event devoted to it.

Cop Bots

  • Achilles' Heel: They will be killed instantly by EMP grenades.
  • Action Bomb: Their bodies explode a few seconds after dying, taking out anybody within the blast radius, fellow cops included.
  • Arch-Enemy: Of the Hacker. While they'll harass any non-Upper-Cruster over drugs, booze, weapons, etc., they'll always attack a Hacker on sight. Planting Malware for the Hacker's Big Quest will always summon a horde of them that will then patrol for the player.
  • A.I. Is a Crapshoot: They can be hacked and turned haywire, causing them to attack everyone.
  • Kill It with Water: They take damage from water.
  • Patrolling Mook: They are patrolling Uptown.
  • Ridiculously Human Robots: Will sometimes wonder why they were programmed to have bowel movements.

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