Obscurum Pandemic Classes

This page deal with the classes in Obscurum Pandemic.
Classes are the modified traits in OP. More importantly, it define which perks you get during the course of the game. It also affect much in the way you deal with companions.
== Doctor ==
Doctor is the cool class with all the cool perks. Most of cool perks in FNV is gated under this one. Educated, Living Anatomy, Lesson Learned etc... They are not always the most effective perks, but they sure are the ones you most wanted, preferably not by paying a levelup for each.
Its associated skills are Medicine and Survival. And while you can play guns, there's that recycler perk that allow making high class energy ammo, and Shotgun Surgeon for shotgun enthuasiasts. So it allow pretty wide range of options.
Doctor can take sample jars from corpses. With that they can create zombified helpers, and with extra miscelanous items they can make lobotomite helpers.
== Engineer ==
Engineer is the most developed class in Obscurum. The most economy-broken perk, Jury Rigging, is gated under this one.
Engineer can salvage scrap metals and other supplies, all of which is useful for base building and making robot companions.
Its associated skill is Repair. Also possibly Science. It also synergy very well with Energy weapon skill.
== Heavy ==
This is the class of shooters and melee fighters. Guns for the head-on fighters who like to get thing done themselves instead of relying on companions. Melee Weapons is a side direction.
They can use telephones to hire combat specialists, up to explosive men for combat assistance.
Their perks are mostly to do with Guns skill, save for Shotgun surgeon that get changed to Doctor. Some curious perk also get assigned to Heavy, like alcoholic ones
Most importantly, Handloader perk is assigned to this class, allow self-determination of quality ammo instead of relying on loots and merchants.
== Psyker ==
This is the most underdeveloped class, and dealing with the occult aspect.
Harvest perk was delayed until level 7 to select, allow Psyker to harvest soul shards from corpses. The shards will be used on summoning demons and skeletons as helpers.
The perks are unfinishedly arranged, thus you are going to have a long period with no class-specific perk selection. The perks also lack specific skill requirement thus it's hard to determine which skill, and which build suit it most.
There is one simple fix though. Open console and type player.addperk 0classSaboteur . This add this unimplement class to Psyker and open up to level-selection all the perks that reserved for Saboteur. It's not overpowered, because those perks are for explosive skill group, a not very popular direction. It would help Psyker to have something to choose during the long empty level up range.
Technically, this is the class most suited for roleplaying, since other than its basic nature, the lack of defined skill path make for wide range of builds.
== Rake ==
Rake is the class of assassins or hitmen. One hand pistol, unarmed, sneak are the words to watch.
Rake can use telephone to hire scoundrels, mobsters etc but paying with chems instead.