Panda, I made the PP cost bigger, I believe.
Pistols changed.
I think Jack implies "at least a Jack". Plus, people don't really know what Jack is, so the master of none is added emphasis.
Medic
Softhearted: +3PP: Cannot take other actions apart from healing if able to heal an ally below 75% health.
I added this,
Brute
Personal Space: -5PP: Able to attack three surrounding orthogonally adjacent squares simultaneously if using a bladed weapon. Able to knock back enemies if using a bludgeoning weapon.
We already have Whirlwind.
Charge: -4PP: Able to use a turn moving in a straight line until stopped. Any units encountered are attacked automatically and roll to not be pushed back. The unit that finally stops the player is attacked again at the end of the charge.
We already have a kinda complicated ability. We don't need another more complicated one.
Rage: +3PP: Will focus on a single enemy until it is dead.
Will add a teensy bit of complication because I have to remember who was being focused on.
DIEDIEDIEDIEDIE: +3PP: Cannot have more than one target in a single turn.
I doubt anyone would buy this, it makes the class almost entirely useless except for boss battles. And do you want to essentially sit out for several rounds to be marginally more useful in a boss battle?
Acrobat
Flips: -4PP: Can move two squares in a straight line, jumping over an enemy.
Sounds all right, but Acrobat already has a lot of perks.
Whoops: -8PP: Has a chance to dodge attacks, which are then directed to another enemy adjacent to the attacker.
Complicated.
Mime: +4PP: Communication with other players and the shopkeeper may not be verbal.
Complicated, kind of pointless, slows down game a very large amount
Riddler: +4PP: Communication must be in riddles.
See above
Pistoleer
Juggler: -8PP: -1AP for equipping pistols. Every pistol that was equipped at some point in a turn may be fired that turn, with AP spent counting simultaneously on every pistol used.
Pretty complicated, don't see the point
Dodge This: -4PP: Increased hit and crit chance on adjacent units.
Added already.
Trick Shots: -7PP: Missed shots are more likely to hit other targets and/or ricochet. Ricocheting shots may also hit targets.
Complicated.
What's Gun Safety?: +10PP: Small chance of trying to look down, scratch yourself with or blow into the barrel of your gun and pulling the trigger each turn, causing a critical shot on yourself.
Complicated.
Always Ready: +6PP: All unequipped pistols each have a small chance to fire in a random direction each turn.
Complicated.
Machinegunner
Gangsta Grip: -5PP: For one turn, you evenly spray bullets accross a small horizontal arc, being unable to miss as long as the bullets intersect with them on the horizontal plane.
Complicated
Suppression: -4PP: You may spend a turn laying down suppressing fire. Enemies that were the line of fire some time during or at the end of their move take damage as if you had fired at them with a +2 accuracy bonus.
Complicated
Lead River: -4PP: Enemies which you hit have increased AP costs for moving towards you for the next turn, depending on the amount of shots which hit.
Complicated
Subtlety: +3PP If you are able, you must shoot at zombies every turn.
Don't see the point. People shoot anyways.
RAAARGH: +4PP: If you fire in a turn, you must spend all your AP for that turn firing.
Don't see the point. Makes game very annoying to play.
Shotgunner
BANG: -4PP: When you hit an enemy, they have a chance of flying backwards depending on how much damage was done. Enemies which are knocked backwards take extra damage and take an AP penalty the next turn in order to get back up.
Complicated
My Boomstick: -4PP: Enemies in melee range take extra damage. Enemies orthogonally adjacent take an AP penalty if you fire, to recover from being deaf.
Complicated
Poor Penetration: +5PP: Enemies, on the turn they die, remain as obstacles for pellets for the entirety of the turn they die.
Kind of complicated
Red Smears: +5PP: There is a small chance for enemies you kill to be unlootable and give half as much money, depending on how much damage you did to them on the turn they died.
Complicated, what would be the rules?
Sniper
Cold & Efficient: -8PP: If you kill an enemy with a single headshot, you may take a second shot on any enemy just behind the enemy you just killed.
Messes up the point of a sniper - one-target high damage. Sure, the Rail Rifle does too, but that's a class weapon and it's very special. Only one in the whole world.
Lone Wolf: +4PP: Will not fire sniper rifles when orthogonally adjacent to an ally.
Added already.
Icy Bastard: +6PP: If an ally comes between you and an enemy, you will fire anyway, rolling to intentionally miss your ally.
Added already
Needlessly Polished Scope: +5PP: Every shot you make has a chance of making that enemy's target you. If the enemy can communicate, he will also have his allies attack you.
Complicated
Camper: +8PP: You must spend a turn to set up before firing, and spend a turn packing up before moving after firing.
Added, but in a different way.
Complicated means one of these things:
-Adds a roll. Six different perks had something like "adds a chance of X". This complicates things, because I have to make another roll, and I could make a mistake too.
-Adds a modifier. Hypothetical example: "if the enemy is under three squares away, damage is doubled". Now I have to check that every turn, instead of just doing damage normally.
-Makes some drastic change in mechanics. For example, firing at an area, making a bullet explode and deal area damage, or making it ricochet (which also goes under "adds a roll"). A few of yours did this. I would have to do a different thing instead of just calculating damage, which would complicate things.
-Some other things. Use your judgement.
A very large quantity of your things are very complicated. Shotguns with area damage, new chances to do this or that, etc. As a computer game, I think your ideas would be very good and creative. But as a human-administrated game, I just can't keep up with that level of differences.