comfort mage
	druid.  can heal, but not burst heal.  prevents ailments and cures them.
		druids generally spend calories to cast their spells.  they're also rare.
	basically utility character, but not the same kind of utility that a wizard has
		can give buffs and wards, but does them slowly with long duration
	kinda sucks in a fight, but will keep everyone very comfortable
	unlike the healer priests, does not become crippled by negative energy
		and can prevent their allies from becoming sickened by the energy
field chemist
	battle medic.  makes poisons and potions with alchemy, utilizing materials in the field
	most teams that want some healing have to take one of these
		because magic healing is rare/expensive
	can heal most wounds fine.  lost limbs are impossible.  curatives are iffy.
		most potions can be made and distributed before combat to use during
	will make drugs that provide a mix of buffs and debuffs.  minmaxing stuff.
		some of these are only suitable to use as poison
	nature of poison demands biological foreknowledge
		what's poisonous to monster A might heal monster B
		this aspect should not be stressed, because it's overly complex
	many of their ingredients come from dead monsters
		only field alchemists can reliably discern which parts are good for drugs
		obviously, better potions are made from stronger monsters
	a lot of the potions taste like shit.  it's made with some awful stuff.
		there'd be a chance for most people to gag or puke while drinking
	be aware that logistically, use of poison on monsters here means creating a hazard
		it is done often either by splashing caustic fluids or by creating gases
		injection-type poisons carry risk in a different way
			dangerous to rub poison on your sword
	pairs great with comfort mage because they fill each others' gaps
		comfort mage can make the potions taste good
		comfort mage can make poison smell good to draw in enemies
shaper
	druid.  alters existing surroundings temporarily.
		druids generally spend calories to cast their spells.  they're also rare.
	dangerously free-form, but basically reshapes walls, floors, and ceilings
		-must- put things back how they were found
			exception is extractions
		obviously very difficult to implement in vidya without weakening
	can also isolate and extract elements from within compounds
	manipulating organic stuff like this is very difficult, but not impossible
		doing it to something alive and with a will is basically impossible
	weakest link should be targeted
		so a door made of wood and iron would have the iron targeted
			even though the iron is tougher, it's elementally simple
			breaking the door with the iron would be very unpleasant to the shaper
	can rearrange components into new compounds
		can forge steel magically, if he knows how
		can generate a granite broadsword
		can make a shield of ice
		can coat ally gear with elemental stuff
	while the shaper can do elemental attacks, they tend to dislike it
	can alter enemy items, but shapers tend to keep track of their edits by limiting edits
		and they usually have better things to do than editing some items
	synergizes with field medic
		doubles ingredient yields from inorganic, non-magical monsters
ruiner
	druid outcast.  deconstructs existing surroundings permanently.
		druids generally spend calories to cast their spells.  they're also rare.
	being basically the opposite of a shaper, similar design difficulties apply
		possibly easier to implement, but not by a lot
	selective deconstruction allows creation of traps, like well-hidden pitfalls
		also allows simple ceiling drop/collapse, as a possibly reckless attack
	has no qualms about destroying the whole dungeon from outside
	pretty good at destroying enemy items
	special to note that they are the best at destroying inorganic, non-magical enemies
		the only resistance would be if they have a will
	first thought might be that shaper and ruiner would synergize well, but they do not.
		this is because they are philosophically opposed; they hate each other
feral
	more of a race than a class.  stronger, bigger, and faster than a man, but not clever
	they're difficult to manage since they don't understand language
		but make great pets/bodyguards if somehow convinced to join you
	not clever enough to use most items.  some specialized gear can be made for them.
	generally fights like a wild animal.  opportunistically.
	treated more like pets than people, so they avoid the horse/bird problems
		kinda rare anyway
daredevil
	melee fighter that relishes danger.  relies on high risk actions like parrying.
	bit of a wind up fighter.  starts out with basic ability, but adrenaline ramps it up.
	has high endurance
		his weak point is his endurance and his heart, because he can't cool down
			in this way, he's like a berserker.
				though berserkers don't act like addicts.
	doesn't really go for big hits unless it puts him at risk
		so he ends up not being great for damage, but he's an outstanding evasion tank
	stupid dangerous actions can sometimes turn the tide of battle
graduated wizard
	mage.  kind of like [protag S], but all grown up.
	preps spells at start of day
	does not carry tomes.  has memorized the spells they like.
	familiar enough with their spells to be able to use them under stress
		some can be cast reflexively
	can create combos by chaining spells
	spell precision much higher due to familiarity
sorceror
	mage that inherited a spell or class of spells (granted by monsters in the past)
	not needing specialized training or focus frees up skills for customization
	sorcerors focused on magic can rival kineticists in ability
		what they tend to lose in utility they make up in not being socially crippled
	possibly considered nobility in their homeland
	generally their spells are cast like tensing a muscle (usually non-physical)
		no preparation or ritual needed.  training can allow some blaster styles.
assassin
	specialized in killing people
		skills can apply to monsters that have similarities to people
		limitation implies stronger benefits
	against normal monsters, is just a crappy fighter
butcher
	specialized in crippling organic lifeforms.  basically melee dps plus debuff.
	also a pretty good cook.  if you want food buffs, here it should be.
	synergizes well with field chemist
		the two combined will double ingredient yields for both alchemy and cooking
		butcher can also modify the potion recipes to have a tolerable taste
method actor
	mage that focused solely on mastering kinetic magic.
	for balancing games and worldbuilding, should probably limit this to a few schools
	like a method actor, you have to get into character to really cast kinetic magic
		this is done at the start of the day and lasts until rest
		the appropriate personality gets applied
		all magic of the school is opened for the rest of the day to cast at will
			each kinetic school will have its own limiters
	method actors probably have shitty lives, but they have some nice power
card caster
	yugioh plus chaos mage.  risk and reward applied with a prototype magic item
		the magic item is the case holding the deck of cards.  it's needed.
		the cards themselves are densely scribed, to detail the spell
			no pictures are used, generally
	adding rules for deckbuilding adds more capability for this mage
		the rules are actually up to the card caster, but can't be cheated
			the magic item doesn't work unless risk was added
	rules of play are currently unalterable
		you draw a card and it is cast within the next breath you take
			you only get to pick a time, place, or angle
				if you don't there are defaults inscribed on the card
		the card gets set aside in your pocket or anywhere
			if the spell is a residual effect like enchantment..
			..it goes in a side slot of the magic item.
		if deck runs out, you're done for the day
	people complaining about this hazard class find their complaints reinforced
		because being told there's potential danger means it's a source of power
shift knight
	basically [protag F] without berserk.  a disciplined fighter that relies on stances.
	has a handful of techniques tied to each stance
	changes stance regularly in combat
	each stance should have some passive elements as well, like stat adjustments
		each stance should largely influence reflexes and reactions
			but idk how in depth the lite game mechanics are
	weak to status effects and anything that disrupts their focus
		as expressed with [protag F], the class demands a cool head
	no real synergies to speak of, but is a reliable ally in combat
pathfinder
	a scout, squared.  "how to get from A to B" taken to its conclusion.
		when the scout doesn't multiclass into something else, they do this.
	normal scout talents apply:  stealth and tracking
	focused training appears to function like foresight, but is just complex predictions
		a pathfinder can pass through a well lit room filled with alert monsters
			by calculating all of their blindspots and having fine bodily control
		this isn't magic; if an enemy is watching a pathfinder, he can't disappear
	can spot traps and structural peculiarities.  can figure out how things work.
		like [protag L], can identify trap triggers at a glance
			unlike [protag L], can disarm, disassemble, and renovate traps
	good accuracy with projectile weapons
	could navigate for a backstab during a fight
		much better off navigating a stronger ally into that position
			not always possible
	when given a melee weapon, can perform well at intercepting incoming projectiles
grappler
	double entendre, can use wrestling on small targets, will use grappling hooks on large
	the wrestling side isn't worth saying much about
		because small targets aren't often worth the effort
		but the ability to dominate non-humanoids helps most people prefer grapplers..
		..to assassins.  this suits the assassins.
	the wrestling side does provide extra defense against enemy grab attacks
	against medium-sized enemies, too large for wrestling
		grappling hooks used to try to tie them up or pin them down
	against large enemies, too large to tie or pin
		grappling hooks used to climb and make a path for fighters to climb
			grapplers themselves generally don't use weapons
				so can't do much direct damage to large monsters
		attempts may be made to entangle the monster, but it can take a while
			and need a lot of rope/chain
		they can climb without needing the grappling hooks themselves
guard
	defense-focused.  excels at protecting other units.
		can't protect everyone at the same time
	can fight normally.  tends to use large items for deflective function
	part of their guard training is dashing and jumping
		with heavy gear, means they're fairly strong
			so they'd be good at making a tackle attack, for what it's worth
	needs to be able to throw stuff for desperate deflection
	synergizes with most mages, as long casting times generally make vulnerable targets
		guard wouldn't be moving much like this, so he can do some other things
			like tossing items or throwing projectiles
thorn
	harasser.  doesn't care about dealing damage, just focuses on disruption.
	generally picks one target enemy and disrupts every action they take
		including efforts to defend themselves
	there is more than one style of thorn, largely based on tools used
		since most thorns do not carry all tools, may as well make subclasses
		common tools likely:  slings, rapiers, whips
			sling thorns maintain distance, but can't attack while dodging
			rapier thorns need high mobility
			whip thorns need a clear striking path, but can dodge easier
				they're also likely to suffer a penalty if their disrupt fails
	against targets with central nervous systems, thorns are great
		because thorns mostly employ pain responses
		at best, they can completely stop enemy actions
	thorns eventually draw aggro, based on how successful they are
		rapier thorns are well suited for this
		whip thorns struggle to perform here
		sling thorns generally have to focus on running and dodging
	if the thorn is performing very well, they can stop an angry enemy from pursuing them
	even if the thorn doesn't stop enemy action, they'll usually inhibit it some
		so there would be some amount of non-status debuffing
	synergizes well with most classes, as thorns mostly provide opportunities
		thorns struggle to kill monsters on their own
	anti-synergy with daredevil
		daredevil cannot receive as much danger from impaired enemies
fey-bonded
	single element spirit magic user.  has bonded with a fairy.
	spirit magic generally is of the elements:  water, fire, earth, wind
		other elements (and thus fairies) exist, but are rare
	they're getting magic from the fairy, rather than normal spirit magic process
		so they have the energy to spare to focus on martial combat themselves
	the magic is still based on negotiation, but since it's always the same fairy..
	..the negotiation process is made very efficient.
		so most fey-bonded can pre-arrange for single words to convey complex commands
			unlike normal spirit magic, the words must be out loud
	the martial aspect isn't remarkable on its own
		it's developed to integrate with the elemental magic
			this means that the fighting style is largely based on the element
				yes it is kind of like the avatar cartoon
	the class being foundationally one of a relationship, this can create weaknesses
		both the fairy and person can act independently if they desire
			one does not control the other
		one party can upset the other and thus shut down class features
	at best, it's like a tag team of a sorceror and a fighter, if the sorceror could fly
necromancer
	they still exist, even if not on the level of necrobuilders
	a lot of the necromantic process is rewiring energy pathways in order to "program"
		this is a skill on its own, apart from the magic at work
			thusly, the troops of one necromancer should differ from another's
	the undead don't exactly have personalities, but they should be better/worse at actions
		mostly dependent upon necromancer skill
		also dependent upon type of corpse and state of corpse, obviously
	undead may be given agency, but most necromancers don't even consider trying this
	the typical maximum number of undead for a necromancer is 10
		they'll generally have half the strength and speed they had when alive
			if the necromancer is good at optimizing, it can be 100%
		this is due to how they are set to be controlled
			they each are coded to take verbal commands from their master
				backing up translation of words with a form of telepathy
	it is okay to make undead monsters like this
		but they will not be allowed inside citystates
		some monsters won't be able to pass through doorways, due to size
	necromancers become a little attached to their troops and are reluctant to sacrifice
		when one is destroyed, they can replace it normally
	necromantic undead sort of gain levels, in that their programming gets adjusted
		there is normally some amount of errors that need to be fixed
			performance needs to be monitored to identify problems
				editing is hands on and can take an hour
		generally this just increases their ability to follow complex orders
	needs to hang back during combat to monitor and micromanage their troops
		weakness is losing sight of one
			most necromancers need line of sight to give new commands
				so a lost one will continue what it's last order was
					cannot be remotely discharged, so wastes a slot
	in an emergency, they can make a single undead with poor programming in 1 minute
	it is improper for them to have their undead be covered in flesh
		they will have to make some sort of effort to strip it down to skeleton
			allies could make this easier, as a normal fire can take a while
	contrary to popular belief, they can't do shit to natural undead
		they can't animate or command a previously animated (natural or not) corpse
	necromancy is actually a derivative of spirit magic, so antimagic crystal does nothing
puppeteer
	kinetic derivative.  forcefully controls unliving matter
		presence of a will is what actually matters
			this part is done magically, to map the controls
				can be disabled with antimagic crystal
		the force aspect is kinetic and can be disabled with saintbreaker moss
	has some obvious functionality, like controlling corpses
		does not need targets to be intact or stable
		does not need line of sight except to initialize mapping of target
			meaning antimagic crystal only prevents new connections
	is given some leeway on necromancer faux-pas
		it takes exertion to use puppeteering, so they generally don't travel like that
		a monster that just died in combat can help turn the tide
	some puppeteers might bring their own puppets to use
		these would need mundane maintenance
		useful for operating in dangerous conditions, depending on materials
	because the operating force is kinetic, the puppeteer's strength is capped
		even if the strength is spread out among multiple puppets, the total is capped
		thus a puppet or corpse may be too heavy to move
	can make their puppets fly, but it doubles force used
		so most will rely on puppets that can walk
		however, this means a sword can be used without a wielder
			this should be a subclass of puppeteer, it functions differently
		items may be targeted on enemies, but the mapping takes a minute
			during this minute, the target must be stationary
		can do this to ally equipment to function solely as a buffer
			doing this without caution and warning could kill the ally
	can animate a specialized doll or suit of armor that they are inside of
		this should be a subclass of puppeteer, because mech suits
	cannote selectively animate
		so they can't tear a wall down by animating only part of it
			they would have to animated the entire wall structure
				beyond the room, meaning visual contact, meaning impossible
		can tear a door down by animating the whole door
			some doors may be too heavy
	synergizes well with shapers and ruiners
		both can create elemental puppets for animation
	necromancers look down on puppeteers.  most people prefer necromancers, personally.
commander
	manager, kinda useless.  tries to manage the flow of battle with information.
	unremarkable combat ability
	relies on specialist knowledge from teammates to make better decisions
		if one person would know about a special action or weakpoint, commander knows
			commander can relay this information effectively to team at once
	generic commands utilize formations for positional advantage
	can use charisma to rally team and bolster morale
	more effective if trusted by team, but trust is built slow and lost fast
	can manage the talent; keep conflicts minimal
		only way to have a shaper and ruiner working together
	abilities have no effect on allied undead
street fighter
	basically a rogue.  fights dirty, fights tooth and nail, treats everything as a tool.
	tends to keep a lot of items on their person for some batman action
	has no favorite items; doesn't benefit much from getting good equipment
		they have no sense of conservation or safeguarding their belongings
			they won't hesitate to destroy their gear in order to win
	is pretty good at finding useful stuff lying around in the environment
		while developed for their own combat style, it fulfills a rogue trope
	when outnumbered in a fight, will focus on defense while gaining advantage
	when fighting 1v1, will give ground for a decisive takedown
	if enemy is wielding anything, will often try to disarm them
	if enemy has useful items equipped, will often steal them for use
	does not focus on stealth and anatomy
	synergizes well with daredevils, though both are typically solo fighters
		daredevils are attracted to the spectacle of street fighter's style
		street fighters utilize daredevils pretty well
			don't have to worry about friendly fire
				the risk of it amps up daredevils
		so they make a great tag team in a fray fight
Paladin
	unit of the Knights.  stoic and high profile.  anti magic monster specialist.
		the sermon of a paladin is given in fury - it is a condemnation
			as only wrongdoing (being against the natural order) warrants it
	honestly a bit unbalanced; they get the good shit from the Knight vault
		they also spend their time training rather than goofing off or exploring
	ironically developed a solid ground against magic monsters in a type of psych warfare
		their martial techniques often involve feints and baiting attacks to counter
			based off of the understood betrayal given by monsters
		they are prepared for stakeouts and long term battles
			their final function is to clear monster dungeons that are in the way
				so they try to train their ability to adapt, as well
	the stoicism helps against both intelligent types and feeders
	they don't use magic, and keep a supply of anti-magic crystals on them
		this means they can't get magic buffs from allies and may disrupt ally magic
			which creates an anti-synergy with most mages
brute
	horse standard.  imagine a bipedal horse trying to fight a gryphon with its hooves.
	they're strong and tough, but that's about it.
	can't use tools or dress themselves.
	if you just want to club some monsters to death, you get one of these.
	acceptable sacrifice for frontline idiocy.  can replace with some hassle.
	yes, you can tie a weapon to their arm.  it doesn't work well.
	synergizes well with ferals.  it can be a laugh.
		the brute fights dumb and can be a distraction
			this creates ample opportunities for the feral
		any time the feral gets a hit in, will provide an opportunity for a brute hit
harpy
	bird standard, don't think literal harpy.
	mostly uses flight.  if unable to fly, kinda sucks.
		warm light or visible ceilings are instinctually demanded for flight
	has a small selection of spells
		can create birdfire, a hovering flame that produces light and heat
			birdfire can not create fire
		minor form of telekinesis (not actually kinetic magic)
			permits use of simple tools and self-dress
		a few attack spells, doesn't matter all that much
			needs to be directional/projectile, to utilize height advantage
	could have been a better class, but had too much pride and spite to grow
		will refuse to carry light people (unless they don't want it)
		will refuse to use weapons with their feet except to pick up and drop things
			can at least drop a net
	willing to get up in a monster's face and annoy them, but this usually gets them killed
ancient druid
	druid, unplayable.  freeform spirit magic creates complex spells.
		too complex for vidya, i think.
		much more rare than a normal druid.  most people don't know what this is.
	this is the class you'd take in tabletop if you wanted to go meta and make a railgun
		it is highly exploitable with knowledge
saint
	kinetic.  due to the nature of kinetic mage generation, this may be unplayable here.
		you have to have a certain type of personality to use kinesis
			so using this kind of strips away design choices for personalities
		having one of these personality types guarantees the kinetic power

