Here are the characters of Streets of Rogue.
- The Goomba: They are one of the weakest NPCs in this game. The don't have any weapon, and their stats are below average.
- Magikarp Power: The Slum Dweller starts with terrible stats in every category and no immediately-useful abilities or items, but gains XP faster than anyone else, and has a trait called "Potential To Not Suck" which raises his stats as he gains levels. Likewise, doing his quest turns him into the Upper-Cruster, who has similar stats... and the power to use supercop-summoning panic buttons on the upper levels, and they aren't harassed by the security robots in Uptown.
- 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.
- Boring, but Practical: The Soldier is 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.
- More Dakka: The Soldier starts with the Machinegun, a high firearms stat and an item that gives him ammo per kills. Hence, the solution to most problems when playing as him is to just shoot his way out of them.
- Long-Range Fighter: The Soldier starts with his firearms stat maxed out, but his melee stat is pretty mediocre.
- Regenerating Health: Thanks to the Modern Warfarer trait, the Soldier can heal health up to 20 if their health fell below 20 health.
- Gang Bangers: Well, of course.
- Jack-of-All-Stats: Their Firearm stat is high, but otherwise they are average and don't have Special Ability.
- 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 mother being murdered by a person who looked like their rival gang.
- 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.
- Redshirt Army: You can recruit gangsters of your gang for free, but they are not so strong and tend to die easily.
- Fragile Speedster: The Thiefs can run fast and steal things from people, but their health is low.
- Five-Finger Discount: The Thief can pick the pockets of any unsuspecting NPC. The Thief NPCs have the same ability, so beware.
- Honor Among Thieves: The Thief NPCs will never steal from other Thiefs. You can pick the pockets of Thief NPCs if you want to, though.
- Suicidal Overconfidence: Thief NPC's 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.
- 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.)
- 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.
- 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 NPC's 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).
- 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.
- Boring, but Practical: The Tranquilizer Gun is completely silent, will nonlethally incapacitate it's 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.
- 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 Ailment: 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.
- 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.
- 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.
- Trademark Favorite Food: Gorillas love bananas. Eating bananas as the Gorilla will heal 20 health instead of 10.
- 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.)
- 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: The only class 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 NPC's 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. Also, when playing as other characters, Cops can be bribed to turn a blind eye to your misdemeanors during the current level.
- Police Brutality: The Cops have no problems with beating people to death with a nightstick. 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 an win the game. You can defy this trope however by taking the Crooked trait which lessens or if upgraded outright removes, the experience penalty.
- 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.
- Invisibility: The Vampires are invisible to security cameras and the Cop Bots.
- 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".
- 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.
- 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 the window when playing as him.
- 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 Camouflage ability, you can deal a whopping 10x damage, enough to One-Hit Kill any NPC.
- Fragile Speedster: Their health is low, but they move very fast and have ambush capabilities.
- Invisibility: The Assassin can turn invisible by using their Camouflage ability.
- Ninja: The Assassin looks like a typical ninja. They even have Shuriekens as starting item.
- Dude, Not Funny!: In-Universe, a possible reaction to their Joke ability.
- Functional Addict: Implied, since Comedians start with the Sugar item.
- 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.
- 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 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 the window when playing as him.
- 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.
- Squishy Wizard: Due to their diminutive size, Shapeshifters are pitifully weak in combat and can take almost no damage, making possessing someone a priority.
- 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.
- 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.
- 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.
- Always Chaotic Evil: Cannibals are one of the classes that are invariably hostile towards everyone. Avoided with the use of a certain mutator, however.
- 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.
- Explosive Leash: This is what they use to enslave people. Slavemasters start with a detonator than can be used three times per map.
- Moral Event Horizon: In-universe, slavery is one to some people. In gameplay, this manifests as random NPC's turning hostile in the Slavemaster's presence.
- Slave Revolt: A job hazard. Slaves may randomly rebel, so it's best to be prepared to deal with them at any time. Averted on the Big Quest is finished, which prevents it from happening.
- We Have Reserves: Since the longer a NPC has been enslaved, the more likely they're to mutiny, the game encourages you to spend and replace slaves as often as possible.
- 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. (Might be impossible without the Friendly Zombies mutator, however.)
- 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.
- Arm Cannon: One of the Firefighter's arms has been replaced with a water cannon.
- 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.
- 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.
- Mobster NPC's will do this to you, too, randomly approaching you and demanding money. 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.)
- The Mafia: Their appareance and mannerisms evoke the stereotypical Mafioso.
- Bystander Syndrome: Invoked with the Killer Robot; NPC's will always panic and flee from it, even if they're friendly with you.
- Implacable Man: The Killer Robot that appears as a disaster is Nigh Invulnerable, carries a Bazooka with infinite ammo, and will hound you aggressively, no matter where you are on the map.
- 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 any 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) NP Cs.
- 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.
- 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.
- Hufflepuff House: They're a faction of neutral NPCs with no defining traits or quirks; they mostly only exist to fill space.
- Bouncer: They guard the entrance of buildings.
- Food as Bribe: While Bouncers accept money as bribe, they accept alcohols too.
- Hufflepuff House: They're a faction of neutral NPCs with no defining traits or quirks; they mostly only exist to fill space.
- 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.
- Why Am I Ticking?: Slaves are forced to wear an explosive slave helmet, and if they try to escape from their owner, they will explode.
- 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.
- Made of Indestructium: Butler Bots are completely indestructible.
- 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.
- 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.
- Nice Hat: Sports a sweet top hat. Getting it from them, one way or another, is key to beating the game.
- 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 Nice Hat, making them stand out among the game's characters.
- 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...
- 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.
- 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.
- Contractual Boss Immunity: Like other robot enemies, it's immune to tranquilizer weapons. It's also immune to most Standard Status Effects like Frozen, Shrunk, and Poisoned.
- Damage-Sponge Boss: At 1000 HP, it's far and away the most durable enemy in the game.
- 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.
- Unique Enemy: The player will only ever encounter this guy during the disaster event devoted to it.
- Achilles' Heel: They will be killed instantly by EMP grenades.
- 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.