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What's the ideal tabletop ruleset and/or setting for a game

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What's the ideal tabletop ruleset and/or setting for a game where the PCs in the group are dramatically defined by a chosen unique gimmick that decides what they're doing in most given combats/scenarios.

Not just merely a class system, but things that deeply effect characteristics of the characters and make them wildly different.

Basically, I want a ruleset for playing anime miniboss squads.
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>>54772454
wushu
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Superhero settings I would guess
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>>54772454
depends on the rest of the setting
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>>54772583
Not really. Unless you hide everything interesting behind Unusual Background tax and/or restrict access to it even further than MA styles did.
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>>54773528
Pretty much this. Mutants and Masterminds is a good system with no predefined classes and lots of customizable abilities.

Alot of work goes into character creation. But actual play is pretty smooth. Similar to GURPS in that respect on less so on both aspects.
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>>54772454
It should probably be a system that lets characters use their powers in a variety of ways. The problem with gimmick characters in many tabletop RPGs is that you need a wide variety of abilities to cover all your bases, because any area in which you are found lacking could spell your doom. A super strong attack doesn't matter if you can't reach your opponent. High mobility doesn't matter if you can't do anything to your enemies when you get there. Your damage potential doesn't matter if your enemies finish you off before you can do anything. There are usually several more intricacies in the combat system, but all of them work towards discouraging specialization.

You might want to look into superhero RPGs, like Mutants and Masterminds. Comic books often do the same thing as the "anime miniboss squad" you're describing, having each character have a single unique power that they frequently use in creative ways. Most supers RPGs do this by using a generic system for powers, in which you pay points for what your powers do statistically, regardless of what those numbers represent. For example, say that your gimmick is that you can create slime; you can spend points on a Super Speed power to quickly slide along the ground, a Wall Walking power to stick to solid surfaces, a Bind power to stick up an opponent, a Blind power to cover your opponent's eyes with it, a Ranged Attack power to shoot solidified or acidic slime bullets...

Mind you, this can have the effect of making the fluff feel unimportant; if every Ranged Attack is represented with the same power, what does it matter if it's a lightning bolt, a rocket punch, or a razor-edged playing card? By the same token, there's generally nothing in the rules specifically encouraging players to follow a theme; you could claim that you use ice daggers for your Melee and Ranged attacks, but you could just as easily say you have drill arms and fire breath. It's up to the group if they want to follow a theme.
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ORS has Wild Talents that might do what you need, it's pretty versatile in it's power making to begin with
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