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* ICallItVera: She named her daggers [[ADogCalledDog Dag and Gurr]].

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* ICallItVera: She named her daggers [[ADogCalledDog [[ADogNamedDog Dag and Gurr]].



* TerrorHero: A rare card that Sal can unlock is “Doom”, which doubles every fighter’s panic meter, making them surrender at a much higher threshold. [[FridgeBrilliance Due to this card being drafted later in a run, it makes sense for Sal’s reputation to finally precede her.]][[/folder]]

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* TerrorHero: A rare card that Sal can unlock is “Doom”, which doubles every fighter’s panic meter, making them surrender at a much higher threshold. [[FridgeBrilliance Due to this card being drafted later in a run, it makes sense for Sal’s reputation to finally precede her.]][[/folder]]
]]
[[/folder]]



In negotiations, Rook uses a coin whose results directly impact the effects of his cards, from the face on which they land to how many times he gambles in general. He also benefits from “Preparing” cards, leading them to the far left of his hand, increasing their effects. He also has many cards who can only activate their effects by discarding another card, or getting discarded. HighRiskHighReward indeed !

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In negotiations, Rook uses a coin whose results directly impact the effects of his cards, from the face on which they land to how many times he gambles in general. He also benefits from “Preparing” cards, leading them to the far left of his hand, increasing their effects. He also has many cards who can only activate their effects by discarding another card, card or getting discarded. HighRiskHighReward indeed ! High Risk High Reward indeed!



* MagikarpPower: Rook can obtain a diplomacy card named [[EnnemiesList “The List”]] early on, which costs two actions and doesn’t do a lot of damage, but every time he notes down an opponent’s name in it, the card becomes stronger, until it becomes capable of one-shotting some core arguments !

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* MagikarpPower: Rook can obtain a diplomacy card named [[EnnemiesList [[EnemiesList “The List”]] early on, which costs two actions and doesn’t do a lot of damage, but every time he notes down an opponent’s name in it, the card becomes stronger, until it becomes capable of one-shotting some core arguments !arguments!



* CastFromHitPoints: A lot of cards damage Smith on use, playing on his recklessness. PlayedWith in regards to an aggressive negotiation deck, as you are damaging your own arguments to destroy them without necessarily damaging your core.

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* CastFromHitPoints: A lot of cards damage Smith on use, playing on his recklessness. PlayedWith in regards regard to an aggressive negotiation deck, as you are damaging your own arguments to destroy them without necessarily damaging your core.



* DeadlierThanTheMale: GenderInverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass ActionGirls in their own rights (even Fssh can dispose of a not-necessarily weakened assassin for Sal), while males like Foolo and Fellemo are relegated to SmugSnake NonActionGuy status. It is pretty impressive for Smith to become the family patriarch in such a small amount of time, despite Mullifee being the girl and thus inheritor.
* DeathOfAThousandCut: In negotiations, by focusing on cards like “Goon” and “Hot Air”, Smith can end up having a lot of arguments that deal little damage individually but can very quickly stack up, especially combined with his core argument’s effect, “Confrontational”, dealing one point of damage every time a new argument is created.
* Determinator: With his “Moxie” mechanic, Smith can turn lost fights around and keep on fighting until he wins. Some cards like “Push It” invoke this aspect of his personality

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* DeadlierThanTheMale: GenderInverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass ActionGirls {{Action Girl}}s in their own rights (even Fssh can dispose of a not-necessarily weakened assassin for Sal), while males like Foolo and Fellemo are relegated to SmugSnake NonActionGuy status. It is pretty impressive for Smith to become the family patriarch in such a small amount of time, despite Mullifee being the girl and thus inheritor.
* DeathOfAThousandCut: DeathOfAThousandCuts: In negotiations, by focusing on cards like “Goon” and “Hot Air”, Smith can end up having a lot of arguments that deal little damage individually but can very quickly stack up, especially combined with his core argument’s effect, “Confrontational”, dealing one point of damage every time a new argument is created.
* Determinator: {{Determinator}}: With his “Moxie” mechanic, Smith can turn lost fights around and keep on fighting until he wins. Some cards like “Push It” invoke this aspect of his personalitypersonality.



* GroinAttack : The card art for “Shortcut”.

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* GroinAttack : GroinAttack: The card art for “Shortcut”.



* UnskilledButStrong: In battle, Smith may not have as many flashy effects and card synergy as Sal or Rook, but he makes up for it by having easy access to damage amplification either by buffing his power or inflicting “Trauma” on his opponent.[[/folder]]

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* UnskilledButStrong: In battle, Smith may not have as many flashy effects and card synergy as Sal or Rook, but he makes up for it by having easy access to damage amplification either by buffing his power or inflicting “Trauma” on his opponent.opponent.
[[/folder]]
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Blade On A Stick has been disambiguated


* BladeOnAStick: Admiralty Patrol Leaders fight using a futuristic spear.



* BladeOnAStick: Depending on what she gains from the auction, she can end up fighting with a two handed glaive.
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* Character Development: If Smith meets Sal, she’ll be freshly released from the Derrick, and lacks her sense of humour, being set on killing him unless he manages to give her money to go to Murder Bay, leading to her campaign. During her campaign she’s a rather pleasant individual, capable of joking around but still dead focused on her revenge on Kashio. If met by Rook, she’ll be radiating joy and making multiple playful jokes on Rook’s age, respectfully inviting him to help with her hunt, her revenge on Kashio allowing her to move on for the better.

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* Character Development: CharacterDevelopment: If Smith meets Sal, she’ll be freshly released from the Derrick, and lacks her sense of humour, humor, being set on killing him unless he manages to give her money to go to Murder Bay, leading to her campaign. During her campaign she’s a rather pleasant individual, capable of joking around but still dead focused on her revenge on Kashio. If met by Rook, she’ll be radiating joy and making multiple playful jokes on Rook’s age, respectfully inviting him to help with her hunt, her revenge on Kashio allowing her to move on for the better.



* FriendToAllLivingThings: Downplayed. Sal is still very capable of fighting and killing wild animals in self-defence, but she does have a soft spot for beasts, is the most encline to adopting wild animals and gets very protective of the Oshnu used [[spoiler:as bait to trap Nadan.]] If met by Smith, she’ll be accompanied by a trained Vroc.

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* FriendToAllLivingThings: Downplayed. Sal is still very capable of fighting and killing wild animals in self-defence, self-defense, but she does have a soft spot for beasts, is the most encline to adopting wild animals and gets very protective of the Oshnu used [[spoiler:as bait to trap Nadan.]] If met by Smith, she’ll be accompanied by a trained Vroc.
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Casual Danger Dialogue is the name of the trope


* CasualDangerDialog: Some cards depicting dangerous scenes for the Grifters are often associated with humorous FlavorText that reminds this.

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* CasualDangerDialog: CasualDangerDialogue: Some cards depicting dangerous scenes for the Grifters are often associated with humorous FlavorText that reminds this.
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In negotiations, Sal has no specific mechanics, focusing instead on simply inflicting StatusEffects on her opponents arguments and building up “Dominance” or “Influence” to increase the damage of her cards. This is not to say that her cards are devoid of synergy between each other, and she can end up doing a lot of damage.

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In negotiations, Sal has no specific mechanics, focusing instead on simply inflicting StatusEffects {{Status Infliction Attack}}s on her opponents arguments and building up “Dominance” or “Influence” to increase the damage of her cards. This is not to say that her cards are devoid of synergy between each other, and she can end up doing a lot of damage.



In combat, Rook uses twin pistols which he can charge or empty for multiple benefits. Every empty chamber grants him defence at the end of his turn, but gaining more charges than he has chambers grants him “Overcharge”, which increases the maximum potential damage of his attack, and a lot of his attacks give or consume charges. Add to this a wide array of StatusEffects, and you have a DifficultButAwesome character with many mechanics to juggle.\\\

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In combat, Rook uses twin pistols which he can charge or empty for multiple benefits. Every empty chamber grants him defence at the end of his turn, but gaining more charges than he has chambers grants him “Overcharge”, which increases the maximum potential damage of his attack, and a lot of his attacks give or consume charges. Add to this a wide array of StatusEffects, {{Status Infliction Attack}}s, and you have a DifficultButAwesome character with many mechanics to juggle.\\\



* KillItWithFire: Rook has access to multiple StatusEffects, but two that are more prevalent than the others are “Burn”, which inflicts damage over time but fades out very quickly, and “Scorch” which prevents the aforementioned quick decay. He can also gain bonuses from attacking enemies that are affected by either, depending on his build.

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* KillItWithFire: Rook has access to multiple StatusEffects, {{Status Infliction Attack}}s, but two that are more prevalent than the others are “Burn”, which inflicts damage over time but fades out very quickly, and “Scorch” which prevents the aforementioned quick decay. He can also gain bonuses from attacking enemies that are affected by either, depending on his build.



* StatusEffects: Rook can inflict many more than Smith or Sal, with some cards relying entirely on how many of these maluses he has inflicted on his targets.

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* StatusEffects: StatusInflictionAttack: Rook can inflict many more has a wider variety than Smith or Sal, with some cards relying [[StatusEffectPoweredAbility relying]] entirely on how many of these maluses he has inflicted on his targets.



* SupportPartyMember: Priests don’t deal a lot of damage nor have a lot of HP, but they can inflict StatusEffects on their opponents.

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* SupportPartyMember: Priests don’t deal a lot of damage nor have a lot of HP, but they can inflict StatusEffects on have {{Status Infliction Attack}}s for their opponents.



* PinnedToTheWall: A StatusEffect that Thieves can use against the grifter, preventing them from using one of their cards until they use the “Pinned” card instead. Should a Thief hate them, they will start battle with a “Pinned” card in their deck anyway.

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* PinnedToTheWall: A StatusEffect that Thieves can have a StatusInflictionAttack for it to use against the grifter, preventing them from using one of their cards until they use the “Pinned” card instead. Should a Thief hate them, they will start battle with a “Pinned” card in their deck anyway.
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an axe to grind was disambiguated. This example isn't actually a trope.


* AnAxeToGrind: Luminaris fight using two-handed battle axes, and Promoted Priest use a moon-shaped axe as well.
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This isn't true. They show damage on the next-turn prediction (because otherwise it would be obvious that they're fakes), but they don't actually do any damage.


* DoppelgangerAttack: If she obtains the “Hologram Projection Belt” from the auction, she’ll summon three holographic copies of herself to fight Sal. They die in one hit, and all die if Sal manages to hit the real Kashio, but can all attack her for full damage if they’re not destroyed.

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* DoppelgangerAttack: If she obtains the “Hologram Projection Belt” from the auction, she’ll summon three holographic copies of herself to fight Sal. They die in one hit, and all die if Sal manages to hit the real Kashio, but can all attack her for full damage if they’re not destroyed.Kashio.

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Bald Woman is no longer a trope. Commented out a ZCE, too


* AmbidextrousSprite: Gorgula’s eyepatch.

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%% * AmbidextrousSprite: Gorgula’s eyepatch.



* BaldWomen: Gorgula has no hair on her head.
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* RingOfFire: The arena in which she fights Sal.[/folder]]

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* RingOfFire: The arena in which she fights Sal.[/folder]]
[[/folder]]
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* DeviousDagger: Clerks fight using a single dagger, and are shifty, overworked pencil pushers who are not afraid to get dirty. Killing them reveals that the dagger they use is a “letter opener”.

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* DeviousDagger: DeviousDaggers: Clerks fight using a single dagger, and are shifty, overworked pencil pushers who are not afraid to get dirty. Killing them reveals that the dagger they use is a “letter opener”.

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[[folder:Tei Utaro]

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[[folder:Tei Utaro]Utaro]]



* BewareTheNiceOnes: Her being a MentorArchetype to Sal doesn't stop her from boobytrapping her bar and disposing of an assassin for Sal
* CrazyPrepared: After the assassin's visit on Day 2, she starts boobytrapping her bar.



* NiceGirl: Nice to Sal and her clientele.



* IfItTastesBadItMustBeGoodForYou: Just like Fssh and Hebbel, Sweet Moreef’s meals are pretty bad but are useful for healing.[[/folder]]

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* IfItTastesBadItMustBeGoodForYou: Just like Fssh and Hebbel, Sweet Moreef’s meals are pretty bad but are useful for healing.healing.
* NiceGuy: An all around kind, polite and socially awkward bartender.
* StraightGay: Outside of an off-hand comment on Denikus' handsomeness and some [[HoYay varying]] interpretation of his admiration at Smith's Strength, you wouldn't know he's interested in men.
[[/folder]]


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[[folder:Denikus]]
A Spree "Heartbreaker", a con-man specialising in charming people and making off with their riches. Smith can recruit him to get back at Theroux.
—-
* AmbiguouslyBi: He is a con-man who charms his way into money before leaving his victims dumbfounded. He can charm Theroux and can be confronted by a randomized previous victim of his, who can have either gender. He also says that part of why his plan works is because he "makes himself believe them". If he's actually Bisexual or just a very pragmatic con-man, we may never know.
* BecomingTheMask: Invoked with a side of BelievingTheirOwnLies. He himself says to Smith that he makes himself believe his faked interest in his targets, if only a little, just to sell the lie better.
* DeadpanSnarker: Reacts with [[TheDitz Smith]]'s excentricities and the Banquod family drama with the same dry sense of humour.
* EvenTheGuysWantHim: He easily seduces Theroux, and Sweet Moreef [[DidIJustSayThatOutLoud accidentally]] admits finding him pretty as well.
* TallDarkAndSnarky: Seems to be his whole appeal.[[/folder]]

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[[folder:Sal]]
Sal Ik-Derrick used to be the daughter of two infamous "Union Leaders". When her former big sister figure Kashio betrayed them by outing them as agents of the guerilla organization Rise, she also sold Sal into slavery to the Cult of Hesh, changing her name to Ik-Derrick and throwing her into dangerous child labor. Sal is noted to have earned her freedom in 10 years, a record time among the Cult, but she won't be able to move on until she gets revenge on Kashio.

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[[folder:Sal]]
Sal Ik-Derrick used to be
Factionless wanderers and opportunists who roam around the daughter of two infamous "Union Leaders". When her former big sister figure Kashio betrayed them by outing them as agents of the guerilla organization Rise, she also sold Sal into slavery Griftlands. Includes all three playable characters.

[[folder:In General]]
Tropes that pertain
to the Cult of Hesh, changing her name to Ik-Derrick and throwing her into dangerous child labor. Sal is noted to have earned her freedom in 10 years, a record time among the Cult, but she won't be able to move on until she gets revenge on Kashio.all three Grifters.



* AffablyEvil: Should you play a murderous grifter with a diplomacy-oriented negotiation deck and a couple of well-placed friends, you’ll almost certainly be this.
** FauxAffablyEvil: Choosing to hurt and piss off as many people as you can while still somehow managing a diplomacy deck will lead you to be this.
* AndTheAdventureContinues: No matter what choices you pick, the ending of every campaign will always have the grifter move on to new adventures afterwards.
* AntiHero / AntiVillain: Depending on player choices, all three characters can be BadassPacifist muscle who solve problems violently yet non-lethally, or murderous scumbags with enough redeeming qualities to still be rootable for. Or anything in-between.
* CasualDangerDialog: Some cards depicting dangerous scenes for the Grifters are often associated with humorous FlavorText that reminds this.
* TheCharmer: All three grifters can talk their way out of a large number of situations and have access to diplomacy cards that allow for pleasant negotiations.
* DeadpanSnarker: Even outside of some negotiation cards, all three Grifters are not above making snide comments on the dangerous and sometimes ridiculous situations and individuals they find themselves dealing with.
* DidYouJustPunchOutCthulhu: Both Rook and Smith’s campaign involve dealing with some sort of EldritchAbomination and ultimately [[spoiler:defeating a manifestation of their will.]]
* DuelingPlayerCharacters: Sal can be met by both Rook and Smith in their respective campaigns, and Rook can be met by Sal in hers. It is entirely possible to fight and even kill them.
* GuileHero: Lying, cheating and outsmarting their opponents is as much part of their repertoire as simply kicking their faces in.
* PoliticallyIncorrectHero: Downplayed. The grifters do not seem prejudiced in any way but they’re not above using FantasticRacism to coerce their nemesis into attacking them.
* SanitySlippage: Killing someone while not being isolated will lead to obtaining reputation cards. Amongst those, “Unstable” stands out. As in, killing too much leads to your character becoming more unhinged, at least during their negotiations. Ultimately Downplayed as it doesn’t change the actual behaviour of your characters outside of playing that one card during negotiations.
* SelfDefenseRuse: Should a character hate them, all three grifters can goad that character into attacking them first in order to get rid of their relationship malus.[[/folder]]

[[folder:Sal]]
Sal Ik-Derrick used to be the daughter of two infamous "Union Leaders". When her former big sister figure Kashio betrayed them by outing them as agents of the guerilla organization Rise, she also sold Sal into slavery to the Cult of Hesh, changing her name to Ik-Derrick and throwing her into dangerous child labor. Sal is noted to have earned her freedom in 10 years, a record time among the Cult, but she won't be able to move on until she gets revenge on Kashio.\\\

In combat, Sal fights with both her daggers and serves as an introduction to “Griftlands”’ mechanics. She has access to a lot of cards to help “Improvise” what she needs in fights as well as the ability to accumulate “Combo” which can be used to improve the effects of some other cards. Alternatively, she can also focus on “Bleed”, dealing heavy damage over time to her enemies.\\\

In negotiations, Sal has no specific mechanics, focusing instead on simply inflicting StatusEffects on her opponents arguments and building up “Dominance” or “Influence” to increase the damage of her cards. This is not to say that her cards are devoid of synergy between each other, and she can end up doing a lot of damage.
----
* ActionGirl: Sal is the first unlocked grifter and can fight as well as the other two.
* AmazonianBeauty: Downplayed. Sal is not particularly sexualised, but some card art does put emphasis on her muscles, and she can use the diplomacy card “Beguile” during negotiations.



* Character Development: If Smith meets Sal, she’ll be freshly released from the Derrick, and lacks her sense of humour, being set on killing him unless he manages to give her money to go to Murder Bay, leading to her campaign. During her campaign she’s a rather pleasant individual, capable of joking around but still dead focused on her revenge on Kashio. If met by Rook, she’ll be radiating joy and making multiple playful jokes on Rook’s age, respectfully inviting him to help with her hunt, her revenge on Kashio allowing her to move on for the better.
* DeviousDaggers: Sal’s not above fighting dirty or bluffing her way out of trouble, and she uses daggers in combat.



* FinishingStomp: One of Sal’s finishers is “Stomp”, with its card art showing her boot crushing an enemy’s hand and her animation showing her stomp her enemies. The animation is also used for her flourish attack “Squash”.
* FlechetteStorm: Using “Discharge” with a lot of cards in your hand leads to Sal throwing many, many daggers on an enemy in one turn.
* FriendToAllLivingThings: Downplayed. Sal is still very capable of fighting and killing wild animals in self-defence, but she does have a soft spot for beasts, is the most encline to adopting wild animals and gets very protective of the Oshnu used [[spoiler:as bait to trap Nadan.]] If met by Smith, she’ll be accompanied by a trained Vroc.
* HappyEndingOverride: Sal can be met during Rook’s campaign, much more happy than in her own campaign, having defeated Kashio and being on the track of one of her followers (chosen between one of her three possible day 1 bosses). Choosing to ally with the boss and then betraying and killing her is thus ultimately a case of this trope.



* ICallItVera: She named her daggers [[ADogCalledDog Dag and Gurr]].
* ImAHumanitarian: Using the card “Ravenous” gives her the ability to heal any time an enemy dies during a fight, which includes animals but also any member of the four intelligent species of Havaria. A bleed-oriented build can also include cards like [[VampiricDraining Hemophage or Leeches]], themselves with their own implications.



[[/folder]]

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[[/folder]]
* SimpleYetAwesome: Sal in negotiations may not as many flashy mechanics as Rook or Smith, but her big damage is satisfying in and of itself.
* SinisterSwitchblade: Sal is not the nicest person out there and some card art show switchblades for her attacks.
* TerrorHero: A rare card that Sal can unlock is “Doom”, which doubles every fighter’s panic meter, making them surrender at a much higher threshold. [[FridgeBrilliance Due to this card being drafted later in a run, it makes sense for Sal’s reputation to finally precede her.]][[/folder]]



An ex-Admiralty spy who got sick of war and retired. Except with their record of backstabbing, betraying, and manipulating for the cause, there's a huge bounty on their head and they aim to keep it quiet. When a blackmailer threatens to notify the local bounty hunters, they must take a Bog Job - in a bog - to infiltrate a company town and investigate both sides of the local conflict for signs of suspicious activity in the Deep Bog.

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An ex-Admiralty spy who got sick of war and retired. Except with their record of backstabbing, betraying, and manipulating for the cause, there's a huge bounty on their head and they aim to keep it quiet. When a blackmailer threatens to notify the local bounty hunters, they must take a Bog Job - in a bog - to infiltrate a company town and investigate both sides of the local conflict for signs of suspicious activity in the Deep Bog.\\\

In combat, Rook uses twin pistols which he can charge or empty for multiple benefits. Every empty chamber grants him defence at the end of his turn, but gaining more charges than he has chambers grants him “Overcharge”, which increases the maximum potential damage of his attack, and a lot of his attacks give or consume charges. Add to this a wide array of StatusEffects, and you have a DifficultButAwesome character with many mechanics to juggle.\\\

In negotiations, Rook uses a coin whose results directly impact the effects of his cards, from the face on which they land to how many times he gambles in general. He also benefits from “Preparing” cards, leading them to the far left of his hand, increasing their effects. He also has many cards who can only activate their effects by discarding another card, or getting discarded. HighRiskHighReward indeed !



* BecomingTheMask: Downplayed. Rook’s ending narration reveals that while he still carries on his mission, this specific infiltration made him reveal much more of himself than was intended.
* BottomlessMagazines: Through the use of “Gun Smoke” and “Fistful”, Rook can end up playing a lot of cards in one turn.
* BrokenAce: Implied.
-->''"Maybe you remembered the kind of person you used to be. The kind of work you used to believe in."''
* ButForMeItWasTuesday: At the end of his campaign, the narration mentions that the entire campaign was nothing more than just another job to Rook.
* DastardlyWhiplash: Some card art like that of “Devious” put emphasis on Rook’s mustache and manipulations.
* DamageOverTime: Rook has access to “Burn” and “Scorch” status effects.
* DifficultButAwesome : Unlike Sal and Smith, Rook doesn’t have any duality in builds (with Sal being encouraged to choose between a “Bleed” build or a “Combo build, and Smith being encouraged to choose between a “Drink” build or a “Trauma” build). He can build around having no charge, having too much charge, having overcharge, inflicting burns, inflicting status effects, not to mention gaining powerful cards that need to “hatch” before they can be used, wasting actions per turn. Negotiations are the same as his diplomacy cards need to be prepared before reaching their full potential and his hostility cards have to be discarded to employ their effects. That’s not to mention how he’s the only character that can customise his equipment (his guns and coins), and the parasite cards that evolve over the campaign.
* EvilOldFolks: Is much older than both Smith and Sal, enough for other characters to call him “Grandpa”, and his campaign revolves much more about manipulating two factions for his and his employer’s gains rather than personal vendetta.
** Case in point : if he meets Sal and helps her defeat her day 1 boss during his campaign, she’s perfectly content with keeping her bounty alive should Rook spare them. If Sal meets Rook during her campaign and helps him do the same, leaving the boss alive will just lead to Rook executing them in cold blood.
* GunsAkimbo: Dual wields two pistols in combat.



* KillItWithFire: Rook has access to multiple StatusEffects, but two that are more prevalent than the others are “Burn”, which inflicts damage over time but fades out very quickly, and “Scorch” which prevents the aforementioned quick decay. He can also gain bonuses from attacking enemies that are affected by either, depending on his build.
* MagikarpPower: Rook can obtain a diplomacy card named [[EnnemiesList “The List”]] early on, which costs two actions and doesn’t do a lot of damage, but every time he notes down an opponent’s name in it, the card becomes stronger, until it becomes capable of one-shotting some core arguments !
** This can apply to Rook’s negotiation deck as a whole, as some of his builds can end up waiting for the perfect coin to really start becoming powerful.



* MysteriousPast: Rook is an Admiralty veteran who has faked his death, and hides his past both from those he meets and the player. Apart from a few dialogue options with Fellemo and the Day 1 Bosses, he remains as elusive as ever until the end of his campaign, with even the ending narration remarking that he doesn’t usually reveal much about himself on a mission.
* OldSoldier: Rook is an Admiralty veteran that is much older than the other two Grifters as well as most characters, something that is often remarked upon by those he meets. He is still very much capable of kicking ass despite this.
* SeenItAll: His general attitude to everything, being unimpressed even in front of the powers of [[EldritchLocation the Bog]].
* StatusEffects: Rook can inflict many more than Smith or Sal, with some cards relying entirely on how many of these maluses he has inflicted on his targets.
* TakeCover: Most card artworks and FlavorText indicate that this is how Rook increases his defence.
* VideoGameCaringPotential: There is absolutely no reason not to kill the Day 1 and 3 Bosses, as Rook fights them in an isolated location and they drop rather powerful card. The latters even hate you afterwards, giving you a relationship malus. As such, their survival should they surrender depends only on the player’s choice.



In negotiations, Smith uses his connections as part of a powerful family to intimidate his opponent, building up ''Renown'' to let them know just who they're dealing with. This method is not without risk, however, and if his opponent can push past this strategy, Smith will find his own argument severely weakened.

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In negotiations, Smith uses his connections as part of a powerful family to intimidate his opponent, building up ''Renown'' to let them know just who they're dealing with. This method is not without risk, however, and if his opponent can push past this strategy, Smith will find his own argument severely weakened. An aggressive Smith can however forgo “Renown” entirely to instead focus on multiple smaller arguments that he can destroy himself for various benefits.



* BloodKnight: Smith is the only one of the three grifters to constantly smile in combat, and narration and card FlavorText alike make a habit of mentioning his love for violence.
* BoisterousBruiser: Smith really likes to fight and likes to brag about how much he loves fighting, a trait present in combat and negotiation alike.



* TheBully: Well, his base hostility cards ARE called “Bully”. He also did bully Sweet Moreef and Theroux when they were kids.
** ReformedBully: His relationship with Moreef is this, as Smith bears him no ill will anymore and perhaps doesn’t actually remember it being more than playing rough. He can also make up with Theroux later in the campaign.
* CharacterDevelopment: PlayedForLaughs. During the last mission, Smith can choose not to partake in the drinking. This will lead him to be so distracted from the possibility of growing as a person that he’ll accidentally push a Deltrean diplomat, leading to him having to solve a diplomatic incident.
* CastFromHitPoints: A lot of cards damage Smith on use, playing on his recklessness. PlayedWith in regards to an aggressive negotiation deck, as you are damaging your own arguments to destroy them without necessarily damaging your core.
* CombatSadomasochist: Some cards like the aptly named “Masochist” push Smith’s BloodKnight tendencies to their logical extreme.
* DeadlierThanTheMale: GenderInverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass ActionGirls in their own rights (even Fssh can dispose of a not-necessarily weakened assassin for Sal), while males like Foolo and Fellemo are relegated to SmugSnake NonActionGuy status. It is pretty impressive for Smith to become the family patriarch in such a small amount of time, despite Mullifee being the girl and thus inheritor.
* DeathOfAThousandCut: In negotiations, by focusing on cards like “Goon” and “Hot Air”, Smith can end up having a lot of arguments that deal little damage individually but can very quickly stack up, especially combined with his core argument’s effect, “Confrontational”, dealing one point of damage every time a new argument is created.
* Determinator: With his “Moxie” mechanic, Smith can turn lost fights around and keep on fighting until he wins. Some cards like “Push It” invoke this aspect of his personality
-->''"Now wait a minute y’all."''



* HealingFactor: Kra'Deshi have good regenerative abilities, and Smith is no exception. This is represented by his ''Moxie'', which builds whenever Smith takes damage on his turn and heals him based on how much ''Moxie'' he has when he ends his turn before halving how much ''Moxie'' he has.



* GroinAttack : The card art for “Shortcut”.
-->''"Hey that’s a cheap shot!"''
* HealingFactor: Kra'Deshi have good regenerative abilities, and Smith is no exception. This is represented by his ''Moxie'', which builds whenever Smith takes damage on his turn and heals him based on how much ''Moxie'' he has when he ends his turn before halving how much ''Moxie'' he has.
* LargeHam: Downplayed in actual conversations, as he doesn’t necessarily show much more than confidence and a short-fuse.
* ObfuscatingStupidity: Smith is not very smart, [ExploitedTrope and he knows it]. A large reason why he can be so successful in negotiations is because his enemies end up underestimating him and being led into traps or scams an idiot couldn’t possibly have thought up.



[[/folder]]

to:

* SimpleMindedWisdom: Often used after winning negotiations, as Smith ends up pointing the obvious solution to a problem that everyone was overcomplicating.
* StreetSmart: Smith may be BookDumb, but he knows his way around people, scams and crimes. Best illustrated in one of his early missions where he immediately identifies that Moreef has been the victim of a scam regarding an Oshnu race bet.
* UnskilledButStrong: In battle, Smith may not have as many flashy effects and card synergy as Sal or Rook, but he makes up for it by having easy access to damage amplification either by buffing his power or inflicting “Trauma” on his opponent.
[[/folder]]



[[folder:Shel]]
The sole bearer of the "Downtrodden Merchant" title, encountered during random events. Due to her business failing, she often goes to extreme lengths to profit.

to:

[[folder:Shel]]
The sole bearer of the "Downtrodden Merchant" title, encountered during random events. Due
[[folder:In General]]
Tropes that pertain
to her business failing, she often goes to extreme lengths to profit.Civilians in general.



* TheBartender: Bartenders, of course. They can even offer you drinks in the middle of a negotiation.
* BowsVersusCrossbows: Promoted Wealthy Merchants fight using crossbows which can MultiShot for the sake of attacking multiple targets at once.
* EveryManHasHisPrice: Negotiating with Rich Merchants will have them add special “Kickback” cards to your deck, which deals damage to their argument and cost no action… but they make you lose money. It is very clear that they’re just trying to convince you to bribe them.
* GardeningVarietyWeapon: Oshnu Wranglers use pitchforks in combat.
* TheGoomba: Laborers don’t have a lot of damage nor HP, and can be easily dispatched. Heavy Laborers have some more damage, but they can also be stunned if they’re attacked too many times. In negotiations, they play rather defensively but are at risk of losing a lot of HP should you attack their “bone-tired” arguments. It’s no wonder they end up being the first opponents a grifter meets on many runs.
* GlassCanon: Wealthy Merchants have very few health in battle but devastating HerdHittingAttacks with high damage.
* Handguns: Foremen fight using these.
* PipePain: Laborers fight using a steel pipe as a mace.
* PowerFist: Heavy Laborers use work gloves designed them help them work more efficiently. They of course use it in combat as well, and drop them when they die.
* SeenItAll: Why they play so defensive in negotiations. The workers are too tired to care, the bartenders have heard enough from a lifetime of serving eccentric clients, and the Foremen just want to get back to work.
* ShotgunsAreJustBetter: Bartenders use those to fight, and they can end up dealing massive damage to their opponents.
* SufferTheSlings: What Poor Merchants use in battle.
* ThrowDownTheBomblet : All merchants have some sort of grenade attack, but Wealthy merchants are especially fond of GrenadeSpam.[[/folder]]

[[folder:Shel]]
The sole bearer of the "Downtrodden Merchant" title, encountered during random events. Due to her business failing, she often goes to extreme lengths to profit.
----
* ActionGirl: She’s in over her head trying to fight giant monsters and mugging Grifters. But if hired by Sal, she still can be useful muscle.



[[/folder]]

to:

* EveryManHasHisPrice: You can completely switch around her mugging attempts by hiring her for a small sum of money, and she’ll happily tag along for the day.
* RefugeInAudacity: Should the player go along with it, it is entirely possible for Sal to give Shel all her money, and her to just leave, happy that her plan worked.
[[/folder]]



[[/folder]]

to:

----
* AintTooProudToBeg: If and after Sal kills Oolo as part of Nadan’s questline, Foolo will plead for his life and offer quite a large amount of money, as well as remove his relationship malus. It is usually better to accept.
* SmugSnake: A very pompous and haughty aristocrat who, even if Sal manages to capture him, will still keep mocking her for what he believes is a very grave mistake. He’ll even attempt to fend off Sal by himself, should you choose to subdue him by force. This, of course, will usually fail.
[[/folder]]



[[/folder]]

!!The Admiralty
The military authority on Havaria. Their troops are organized and defensive in combat, and use authority in negotiations.

[[folder:Oolo Ollowano]]
An Intelligence Officer who operates in Murder Bay, who attained her position at a young age due to always having a scheme for everything. Although she dislikes the rampant corruption among her ranks, she can tolerate it as long as her subordinates continue to follow orders.



* TheBeastmaster: She has a pet Battle Oshnu that accompanies her into battle.
* RouteBoss: If Sal sides with her on Day 2 in order to gain access to an auction, Oolo becomes a potential ally that gives quests and can be called in to help against Kashio; if Sal instead sides with Spree leader Nadan, then Oolo will be confronted as a boss due to Nadan's desire for revenge against her.
[[/folder]]

[[folder:Mullifee]]
Smith's sister, who serves as a guard captain.
[[/folder]]

!!The Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.

to:

* TheBeastmaster: She has a pet Battle Oshnu that accompanies her into battle.
AnnoyingYoungerSibling: How Smith remembers him.
* RouteBoss: If Sal sides TheBabyOfTheBunch: Explicitly stated as such by the opening narration.
* CampGay: or Camp Bi, if you will. He dresses very flashily
with her on Day 2 in order to gain access to an auction, Oolo becomes a potential ally that gives quests sideway top hat and low neckline tank top, not to mention the jewellery, and is easily conquered by Denikus’ collection of self-portraits and poems. He still can be called express interest in to help against Kashio; Andwanette if Sal instead sides you chose her.
* CutsceneBoss: After you defeat his bodyguards, you can either have Smith enter a negotiation
with Spree leader Nadan, then Oolo Theroux to make up with him… or click the option to kill him without even starting a fight. Averted if you piss off his would-be spouse before the wedding, as he will be confronted as join the fight alongside his bodyguards.
* MatureYoungerSibling: Well, he did end up actually getting
a boss due to Nadan's desire for revenge against her.
career, unlike Smith.[[/folder]]

[[folder:Mullifee]]
Smith's sister, who serves as a guard captain.
[[/folder]]

!!The Cult of Hesh
The corrupt
[[folder:Andwanette]]
A Socialite
and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age celebrity that Smith can team up with to trap Theroux in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.marriage scam.



* CorruptChurch: They endorse slavery, they frequently misappropriate their tithe money for personal use, and most of the nobility got into the clergy by tithing generously.

[[folder:Gorgula]]
The sole bearer of the "Rogue Zealot" title.

to:

* CorruptChurch: They endorse slavery, they frequently misappropriate their tithe money for personal use, DramaQueen: While planning the hit on Theroux, she goes on very dramatic descriptions of what is going to happen and most how tragic it will be. Smith is left confused.[[/folder]]

!!The Admiralty
The military authority on Havaria. Their troops are organized and defensive in combat, and use authority in negotiations.

[[folder:In General]]
Tropes that pertain to members
of the nobility got into the clergy by tithing generously.

[[folder:Gorgula]]
The sole bearer of the "Rogue Zealot" title.
Admiralty in general.



* Bouncer: Admiralty Guards are often hired as such due to being strong enough to enforce authority.
* BladeOnAStick: Admiralty Patrol Leaders fight using a futuristic spear.
* BringDownTheHammer: Admiralty Guards fight using a two handed hammer in combat.
* DeviousDagger: Clerks fight using a single dagger, and are shifty, overworked pencil pushers who are not afraid to get dirty. Killing them reveals that the dagger they use is a “letter opener”.
* TheGoomba: Goons and Clerks especially are not necessarily strong in combat nor negotiation, with Goons being quite terrible in negotiation and Clerks in combat, especially.
* HerdHittingAttack: Patrol leaders can attack the entire enemy party. Should they die, the item they drop allows the Grifter to do the same to their enemies.
* ObstructiveBureaucrat: Clerks, in negotiation, ask you to sign documents and try to smother you in paperwork.
* SupportPartyMember: Goons can increase their allies’ defence in battle, provided they don’t get attacked during this turn.[[/folder]]

[[folder:Oolo Ollowano]]
An Intelligence Officer who operates in Murder Bay, who attained her position at a young age due to always having a scheme for everything. Although she dislikes the rampant corruption among her ranks, she can tolerate it as long as her subordinates continue to follow orders.
----
* ActionGirl: Enough to be a bossfight.
* AssistCharacter: In the final battle, Sal receives a unique card that has her attack Kashio before leaving. Justified in that she’s leading the Admiralty against the Spree during Sal’s big fight, and can’t fight alongside her for too long while also helping her own.
* TheBeastmaster: She has a pet Battle Oshnu that accompanies her into battle.
* ByTheBookCop: She insists on capturing Nadan alive, despite their hateful rivalry.
* TheCommissionerGordon: Finishing her questline and getting her to love Sal eventually gives them this kind of relationship.
* RouteBoss: If Sal sides with her on Day 2 in order to gain access to an auction, Oolo becomes a potential ally that gives quests and can be called in to help against Kashio; if Sal instead sides with Spree leader Nadan, then Oolo will be confronted as a boss due to Nadan's desire for revenge against her.



[[folder:Pallitriax]]
The Bishop of the Foam.
[[/folder]]

[[folder:Vixmalli]]
Smith's other brother, now a Cardinal of the Cult.

to:

[[folder:Pallitriax]]
The Bishop of the Foam.
[[/folder]]

[[folder:Vixmalli]]
[[folder:Mullifee]]
Smith's other brother, now twin sister, who serves as a Cardinal of the Cult.guard captain.



* FinalBoss: Of Smith's campaign.
* OneWingedAngel: [[spoiler:He transforms into "Vix of Hesh" after Smith wins in either negotiation or combat.]]
[[/folder]]

!!The Jakes
General traders and dockworkers looking to scrape by.

to:

* FinalBoss: Of Smith's campaign.
TheCommissionerGordon: Should you help her further her career, she’ll end up serving this role to Smith.
* OneWingedAngel: [[spoiler:He transforms into "Vix of Hesh" after PolarOppositeTwins: Smith wins is an impulsive emotional grifter who uses his strength in bar brawls and doesn’t think ahead. Mullifee is a career-focused Admiralty captain loyal to her job with plans on how to ascend higher and faster. They came from the same egg. Downplayed if they make up, though, as Mullifee’s prankster side starts to reappear while Smith catches himself being the mature one every now and then.
* SiblingMurder: Smith can side with
either negotiation Eden or combat.]]
Seemli against Mullifee, possibly leading to this scenario.[[/folder]]

!!The Jakes
General traders and dockworkers looking
[[folder:Eden]]
An Admiralty Regional Commander that Mullifee would like
to scrape by.see gone.



* DiscountCard: Getting certain Jakes to love the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum of 1 shill to buy anything) ''that stacks''. Earning their favor quickly can pay off in the long run, as multiple discount cards allow the grifter to buy food, drink, and item cards for a lip-service tax of a single shill each.

[[folder:Fssh Menewene]]
The owner of the Grog n' Dog bar, a former bounty hunter, and Sal's oldest friend, who taught Sal how to fight when she was a child.

to:

* DiscountCard: Getting certain Jakes BadBoss: She doesn’t care if Smith kills Admiralty troops to love infiltrate the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum Rise.[[/folder]]

!!The Cult
of 1 shill to buy anything) ''that stacks''. Earning their favor quickly can pay off in Hesh
The corrupt and dominant religion of Havaria. They worship Hesh,
the long run, as multiple discount cards allow Eldritch God who singlehandedly caused the grifter to buy food, drink, and item cards for a lip-service tax of a single shill each.

[[folder:Fssh Menewene]]
The owner
end of the Grog n' Dog bar, space age in a former bounty hunter, massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and Sal's oldest friend, who taught Sal learn how to fight when she was prevent a child.second apocalypse - if the people of Havaria tithe them regularly.
[[folder:In General]]
Tropes that pertain to cultists in general.



* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. They heal Sal, but taste like ass.

to:

* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. AnAxeToGrind: Luminaris fight using two-handed battle axes, and Promoted Priest use a moon-shaped axe as well.
* CarryABigStick: Priests fight using one-handed maces.
* CoolMask: Luminaris carry one, which they drop should they die.
* CorruptChurch:
They heal Sal, endorse slavery, they frequently misappropriate their tithe money for personal use, and most of the nobility got into the clergy by tithing generously.
* SupportPartyMember: Priests don’t deal a lot of damage nor have a lot of HP,
but taste they can inflict StatusEffects on their opponents.
* TrainingFromHell: From what we know of Luminaris (and ex-Luminaris
like ass.Arint), we know it’s not easy to become the Cult’s EliteMooks.
* WolverineClaws: Zealots fight using knives they hold between their fingers.



[[folder:Sweet Moreef]]
A bartender, who's Smith's childhood "friend" and whose bar acts as Smith's base during his campaign.
[[/folder]]

[[folder:Plundak]]
The sole bearer of the "Dodgy Scavenger" title.
[[/folder]]

!!The Spark Barons
A corporation of technomancers who research pre-apocalypse technology for sale and use throughout Havaria. They're cutthroat and apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, they usually bring robots along.

to:

[[folder:Sweet Moreef]]
A bartender, who's Smith's childhood "friend" and whose bar acts as Smith's base during his campaign.
[[/folder]]

[[folder:Plundak]]
[[folder:Pallitriax]]
The sole bearer Bishop of the "Dodgy Scavenger" title.
[[/folder]]

!!The Spark Barons
A corporation of technomancers who research pre-apocalypse technology for sale and use throughout Havaria. They're cutthroat and apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, they usually bring robots along.
Foam.



* RailroadBaron: The Spark Barons are this-
** RecycledInSpace: IN SPACE.

[[folder:Kashio]]
A Freelancer, formerly an indentured Derrick laborer for the Cult of Hesh who bought her own freedom by selling out her old friends, and later achieved her position in the Spark Barons by selling them tech she discovered in the Grout Bog.

to:

* RailroadBaron: The Spark Barons are this-
** RecycledInSpace: IN SPACE.

[[folder:Kashio]]
A Freelancer, formerly an indentured Derrick laborer for
AffablyEvil: Corrupt Bishop that he is, he’s very thankful to Smith should the Cult of Hesh who bought her own freedom by selling out her old friends, latter save him and later achieved her position will assist him in the Spark Barons final battle. He will also shamefully and politely describe his dive into criminality to Smith, should he ask.
* ChainsawGripBFG: If fought or saved, he brings a huge canon into battle that he carries this way.
* CutsceneBoss: It is totally possible (and encouraged
by selling them tech she discovered in Tei) for Smith to just push him into the Grout Bog.maw of a monster, despite being the final opponent of Tei’s questline. Then again, the monster fought afterwards is more accurately the boss of Day 3.
* IDidWhatIHadToDo: Regarding his corruption, he simply views it as something that is so common he might as well partake in it.[[/folder]]

[[folder:Vixmalli]]
Smith's other brother, now a Cardinal of the Cult.



* FinalBoss: She's confronted at the end of Sal's campaign.
[[/folder]]

[[folder:Lellyn Fellemo]]
A Spark Baron regional manager, formerly an Admiralty soldier that was friends with Rook and helped him "retire".

to:

* AloofBigBrother: As Smith puts it, Vixmalli has always been a jerk.
* BeatTheCurseOutOfHim: [[spoiler:Should Smith spare Vix of Hesh after he surrenders, Vixmalli will deflate and eventually recover, albeit over a long period of time, according to the ending.]]
* DeadlierThanTheMale: GenderInverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass ActionGirls in their own rights (even Fssh can dispose of a not-necessarily weakened assassin for Sal), while males like Foolo and Fellemo are relegated to SmugSnake NonActionGuy status. It is thus impressive for Vix to end up being the patriarch of the family through his cunning, despite Mullifee being the girl and thus the supposed inheritor.
* FinalBoss: She's confronted at the end of Sal's Of Smith's campaign.
* MoreThanMindControl: Vix [[spoiler:ends up being controlled by the Roaloch, but before the final battle, Smith can negotiate with him, leading to him pulling out a very non-mind-controlled bag of resentments.]]
* MercyKill: [[spoiler:Killing Vix of Hesh leads the narration to mention that Vixmalli was pretty much already gone before he died.]]
* OneWingedAngel: [[spoiler:He transforms into "Vix of Hesh" after Smith wins in either negotiation or combat.]]
* TheResenter: His negotiation fight involves him creating multiple arguments revealing how much bottled up jealousy and anger he has left regarding Smith’s history with their parents, [[spoiler:despite being supposedly mind-controlled.]]
* WalkingSpoiler: Vix’s involvement in the campaign is… far from what was expected.
[[/folder]]

[[folder:Lellyn Fellemo]]
[[folder:Tei Utaro]
A Spark Baron regional manager, formerly an Admiralty soldier that was friends with Rook and helped him "retire".mysterious Luminari who needs Smith’s help to get rid of the corruption in the Foam’s branch of the Heshian church.



* RouteBoss: Rook can fight either him, Kalandra, or [[ScrewThisImOuttaHere neither]] towards the end of his campaign.
[[/folder]]

[[folder:Arint]]
Fellemo's lieutenant, who was headhunted from one of the Cult of Hesh's Luminari training facilities, and takes her job very seriously.

to:

* RouteBoss: Rook can fight AttackDrone: What she uses to fight. Killing her lets Smith use it against his enemies.
* BeingWatched: If she survives the campaign and Smith has
either him, Kalandra, spared Vixmalli or [[ScrewThisImOuttaHere neither]] towards betrayed her, the end narration mentions that despite never seeing her again, he can sometimes catch a glimpse of her before she’s gone, every now and then.
* KnightTemplar: Believes a heretic branch of the cult has to be completely exterminated and that both Pallitriax and Vixmalli need to be killed for the greater good of the cult.
* UriahGambit: Implied. After Smith escorts a Rentorian diplomat on her mission safely, she seems disappointed that no harm has happened to her. This doesn’t stop her from paying Smith for
his campaign.
services, thankfully.[[/folder]]

[[folder:Arint]]
Fellemo's lieutenant, who was headhunted from one of the Cult of Hesh's Luminari training facilities,
!!The Jakes
General traders
and takes her job very seriously.dockworkers looking to scrape by.



* RouteBoss: Either she or Flekfis will be fought on Day 3 of Rook's campaign, with her fight occurring if Rook sides against the Spark Barons.
[[/folder]]

[[folder:Brut]]
A Bruiser.

to:

* RouteBoss: Either she or Flekfis will be fought on Day 3 of Rook's campaign, with her fight occurring if Rook sides against
[[folder:In General]]
Tropes pertaining to
the Spark Barons.
[[/folder]]

[[folder:Brut]]
A Bruiser.
Jakes in general.



* BatterUp: If killed, he drops the unique battle card "Brut's Bat", a spiked bat that applies 6-8 damage and one stack of Traumatized (take double damage from an incoming attack) to an enemy when played.
* RouteBoss: Smith will have to deal with either him of Spark Baron Sharpshooter Weezil at the end of the first day of his campaign.
[[/folder]]

!!The Spree
The usual outlaws of Havaria. Violent and irascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.

[[folder:Nadan]]
The Spree "leader", though he takes more of a tactical role instead of as a commander. He has a personal grudge against Oolo of the Admiralty, who he blames for his facial disfigurement and a botched raid that led to his closest friends being killed in an explosion. Although he looks intimidating, he also has a sensitive side, with a notable love of poetry. He is also Kashio's former protégé.

to:

* BatterUp: If killed, he drops Bouncer: Smugglers are often employed as those, probably due to the unique battle card "Brut's Bat", a spiked bat that applies 6-8 ties between bars and those who bring the merchandise.
* CombatMedic: Smugglers can heal their allies during combat. This does not stop them from dealing good
damage with their guns.
* DiscountCard: Getting certain Jakes to love the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum of 1 shill to buy anything) ''that stacks''. Earning their favor quickly can pay off in the long run, as multiple discount cards allow the grifter to buy food, drink,
and one stack item cards for a lip-service tax of Traumatized (take double a single shill each.
* TheGunslinger: Smugglers are very handy with their handguns.
* HooksAndCrooks: Dockhands fight using hooks and gaffs as weapons, which can inflict Wound and thus increase
damage from an incoming attack) taken.
* PoweredArmor: Lifters use a padded exoskeleton
to an enemy when played.
* RouteBoss: Smith will have
carry things around, including giant crates. They can also use it to deal with either him of Spark Baron Sharpshooter Weezil at the end of the first day of his campaign.
fight.[[/folder]]

!!The Spree
[[folder:Fssh Menewene]]
The usual outlaws of Havaria. Violent and irascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.

[[folder:Nadan]]
The Spree "leader", though he takes more of a tactical role instead of as a commander. He has a personal grudge against Oolo
owner of the Admiralty, who he blames for his facial disfigurement and Grog n' Dog bar, a botched raid that led to his closest friends being killed in an explosion. Although he looks intimidating, he also has a sensitive side, with a notable love of poetry. He is also Kashio's former protégé.bounty hunter, and Sal's oldest friend, who taught Sal how to fight when she was a child.



* GlasgowGrin: His face is permanently disfigured, leaving a gash in his cheek that exposes his teeth, due to a blaster shot from Oolo during a failed raid.
* IHaveYourWife: In order to get revenge on Oolo for his GlasgowGrin, he kidnaps her brother Foolo to use as bait and lure her into his territory.
* ItsPersonal: He blames Oolo for his current hardships and wants her dead, whereas Oolo is fine with Nadan being merely apprehended for his crimes
* RouteBoss: If Sal sides with him in order to gain access to an auction, he becomes a potential ally; if Sal instead sides with Admiralty officer Oolo, then Nadan will need to be apprehended to gain her support.
[[/folder]]

[[folder:Hebbel]]
The bartender and proprietor of The Last Stand, located in Grout Bog. Rook not only rents a room from him in his campaign, but also uses Hebbel as an intermediary to contact his shadow client.
[[/folder]]

!!The Rise
A rebel group dedicated to workers' rights and the right to bear arms profusely. Their premise is that they don't want to overthrow the Spark Barons, but will gladly murder any Spark Baron who dares to treat workers like disposable trash. And sometimes those that try to screw them out of their paycheck.

[[folder:Prindo Kalandra]]
The organizer of the Rise.

to:

* GlasgowGrin: His face is permanently disfigured, leaving a gash in his cheek that exposes his teeth, due to a blaster shot from Oolo during a failed raid.
* IHaveYourWife: In order to get revenge on Oolo for his GlasgowGrin, he kidnaps her brother Foolo to use as bait
AmbidextrousSprite: Her robotic eye and lure her into his territory.
furry pauldron.
* ItsPersonal: He blames Oolo for his current hardships and wants her dead, whereas Oolo is fine with Nadan being merely apprehended for his crimes
TheBartender: Of Sal’s Campaign.
* RouteBoss: If ElectronicEyes: She has a robotic eyestalk.
* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. They heal Sal, but taste like ass.
* MentorArchetype: Taught
Sal sides with him in order to gain access to an auction, he becomes a potential ally; if Sal instead sides with Admiralty officer Oolo, then Nadan will need all she knew.
* RetiredBadass: Fssh used
to be apprehended a highly competent fighter back in the day, but she now tends to gain a bar in Murder Bay. She can still dispose of Kashio’s assassin by herself and is pretty good at trapping her support.
bar.
* TheWorfEffect: After the intro builds her up as a RetiredBadass, the end of day 1 results in her getting trashed by Kashio, just to show off how dangerous she and her Goon are.
[[/folder]]

[[folder:Hebbel]]
The bartender
[[folder:Sweet Moreef]]
A bartender, who's Smith's childhood "friend"
and proprietor of The Last Stand, located in Grout Bog. Rook not only rents a room from him in whose bar acts as Smith's base during his campaign, but also uses Hebbel as an intermediary to contact his shadow client.
[[/folder]]

!!The Rise
A rebel group dedicated to workers' rights and the right to bear arms profusely. Their premise is that they don't want to overthrow the Spark Barons, but will gladly murder any Spark Baron who dares to treat workers like disposable trash. And sometimes those that try to screw them out of their paycheck.

[[folder:Prindo Kalandra]]
The organizer of the Rise.
campaign.



* ChildhoodFriends: In Sal's campaign, Sal can have a dream in which it's revealed she and Prindo used to be friends, as Sal's parents were part of the Rise.
* RouteBoss: Rook can fight either her, Lellyn, or [[ScrewThisImOuttaHere neither]] towards the end of his campaign.
[[/folder]]

[[folder:Flekfis]]
Prindo Kalandra's second in command and personal bodyguard.

to:

* ChildhoodFriends: In Sal's campaign, Sal can have a dream in which it's revealed she BewareTheNiceOnes: He’s soft-spoken, nice to the clientele and Prindo used begs Smith not to be friends, as Sal's parents were part of kill anyone in his bar… yet he’s also the Rise.
* RouteBoss: Rook can fight either her, Lellyn, or [[ScrewThisImOuttaHere neither]] towards the end
one to inform Smith of his a plan to get back at (and possibly murder) Theroux.
* TheBartender: Of Smith’s
campaign.
* IfItTastesBadItMustBeGoodForYou: Just like Fssh and Hebbel, Sweet Moreef’s meals are pretty bad but are useful for healing.[[/folder]]

[[folder:Flekfis]]
Prindo Kalandra's
[[folder:Kashio’s Assassin]]
At the end of Sal’s
second in command day, she will be ambushed by an Assassin as she goes to sleep, and personal bodyguard.will be face to face with either Hanbi or Hanzo.



* OldRetainer: He's devoted to Prindo, but age is starting to slow him down, with exploitable weaknesses such as "Old Injury" and "Slow".
* RouteBoss: Either he or Arint will be fought on Day 3 of Rook's campaign, with his fight occurring if Rook sides with the Spark Barons.
[[/folder]]

!!The Boggers
A group of cultists who worship the mutation-granting effects of the Deep Bog.

[[folder:Glofriam]]
The High Priest of the Boggers.

to:

* OldRetainer: He's devoted to Prindo, AmbiguouslyRelated: You only meet one of the two assassins, but age is starting to slow him down, with exploitable weaknesses such as "Old Injury" their comparable names, designs and "Slow".
aesthetics, one can wonder if they’re related in some way.
* RouteBoss: Either he or Arint will be fought ColdSniper: Hanbi, dealing heavy damage on Day 3 of Rook's campaign, his enemies with his fight occurring if Rook sides rifle and avoiding. Becomes a FriendlySniper after being befriended.
* DefeatMeansFriendship: If you let them live after they surrender, they will like Sal. Meeting them again at a bar and giving them money, or having some luck
with a perk or random events will make them love you.
* TheGunslinger: Hanbi deals a lot of damage with a handgun and a rifle.
* ImprobableAimingSkills: Implied. Hanbi puts “Assassin’s Mark” card in your deck at
the Spark Barons.
beginning of the fight. Should you have many in your hand before he attacks, it is going to HURT.
* MalevolentMaskedMen: Being masked assassins, they subscribe to this trope.
* NinjaPirateZombieRobot: They are futuristic assassins wearing gasmasks in a post-apocalyptic world, one inspired by Bushido works and the other by Western works.
* Ronin: Hanzo’s FlavorText mentions that he is “well-trained”, but he doesn’t have a master and is merely a highly dangerous sellsword.
* SamuraiCowboy: Hanbi fights with a handgun and a rifle. Hanzo fights with a katana.
* TalkingTheMonsterToDeath: While you can gain advantages from negotiations before any boss fight, negotiating against the assassin will get their panic meter to increase every turn, making them surrender without losing much health, if any, if you play a certain way.
[[/folder]]

!!The Boggers
A group of cultists who worship the mutation-granting effects
[[folder:Plundak]]
The sole bearer
of the Deep Bog.

[[folder:Glofriam]]
The High Priest of the Boggers.
"Dodgy Scavenger" title.



* MediumAwareness: Conscious of the existence of multiple timelines and runs, and even harvests items and grafts from Sal’s previous runs to sell it back to her in her current run.[[/folder]]

!!The Spark Barons
A corporation of technomancers who research pre-apocalypse technology for sale and use throughout Havaria. They're cutthroat and apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, they usually bring robots along.
[[folder:In General]]
Tropes that pertain to Spark Barrons in general.
----
* RailroadBaron: The Spark Barons are this-
** RecycledInSpace: IN SPACE.[[/folder]]

[[folder:Kashio]]
A Freelancer, formerly an indentured Derrick laborer for the Cult of Hesh who bought her own freedom by selling out her old friends, and later achieved her position in the Spark Barons by selling them tech she discovered in the Grout Bog.
----
* ZeroPercentApprovalRating: The Admiralty hates her as a criminal, the Spree want to eliminate her as competition, the Jakes dislike her hold on the Market, the Cult are scared of her presence at the Auction and Civilians simply despise her.
* BadBoss: Doesn’t really care if she sends her troops to their deaths.
* BladeOnAStick: Depending on what she gains from the auction, she can end up fighting with a two handed glaive.
* CounterAttack: Depending from what she obtains from the auction, she might gain the ability to counter Sal’s attack every other turn.
* CruelMercy: If Sal spares her, she wonders if [[Irony Kashio’ll be sold to the Derricks] after she turns her in.
* DoppelgangerAttack: If she obtains the “Hologram Projection Belt” from the auction, she’ll summon three holographic copies of herself to fight Sal. They die in one hit, and all die if Sal manages to hit the real Kashio, but can all attack her for full damage if they’re not destroyed.
* EpicFlail: Fights with one, unless she obtains the aforementioned glaive.
* FinalBoss: She's confronted at the end of Sal's campaign.
* FlunkyBoss: Can summon an automech to fight alongside her as well as Holograms.
* GrenadeSpam: If she obtains the “Suitcase Grenades”, she’ll keep throwing them at Sal at the end of every turn.
* RingOfFire: The arena in which she fights Sal.[/folder]]

[[folder:Lellyn Fellemo]]
A Spark Baron regional manager, formerly an Admiralty soldier that was friends with Rook and helped him "retire".
----
* AffablyEvil: He is a Spark Baron with no care for his workers and focuses on his own riches above all, but he does genuinely appreciate Rook. While Rook (and the player) might feel more drawn to Kalandra’s cause, Fellemo’s deep respect for his old Captain might motivate them to stay to his side.
* BadBoss: Both to the regular workers and to the lower-ranked Spark Barons, which he views as expendable in the quest to root out the Rise.
* DastardlyWhiplash: Has a very smug, wide smile, a mischievous Leitmotif and some whiskers not unlike a mustache.
* EvilOldFolks: He is around Rook’s age, and looks older than that, and is quite the BadBoss.
* FireForgedFriends: Exploited. When Fellemo starts expressing doubts on Rook’s intentions after defeating Kalandra, Rook will remind him of past operations and ordeals they braved together.
* PetTheDog: When Rook’s leg starts malfunctioning during the final expedition, Fellemo pulls out a toolkit and silently helps Rook repair it without so much as asking for a reward.
* RouteBoss: Rook can fight either him, Kalandra, or [[ScrewThisImOuttaHere neither]] towards the end of his campaign.
* RetiredBadass: While Rook has remained active as a Freelancer, Fellemo became a Spark Baron
* ScrewThisImOuttaHere: Should he be betrayed and spared, the ending will note that he would empty the coffers before leaving the area, never to be seen again.
* SmugSnake: Downplayed. He is a smug, rich, conceited CorruptCorporateExecutive who doesn’t hesitate to remind rook that he was the better shot. Should he be fought, he won’t be as formidable as, say, Arint, but he will not go down easy.
* WeHaveBecomeComplacent: While Rook remains active in his old age, Fellemo has enjoyed retirement and the Spark Baron life so much that he does not even register as a Boss anymore.[[/folder]]

[[folder:Arint]]
Fellemo's lieutenant, who was headhunted from one of the Cult of Hesh's Luminari training facilities, and takes her job very seriously.
----
* BecauseYouWereNiceToMe: Implied. Considering her past and utmost dedication to the Spark Barons, it can be inferred that they may have protected her from the cult and that she is loyal in return.
* DarkAndTroubledPast: Again, she was headhunted from the Cult of Hesh’s Luminari training facilities.
* HyperCompetentSidekick : much more dubious of Rook than Fellemo and not afraid to make her research on him. She is also a much more formidable opponent than him.
* RouteBoss: Either she or Flekfis will be fought on Day 3 of Rook's campaign, with her fight occurring if Rook sides against the Spark Barons.
*[[/folder]]

[[folder:Kashio’s Goons]]
At the end of Sal’s first day, Kashio will personally come to the Grog N’ Dog and sic one of her Goons on the grifter, chosen at random between the “Turncoat” Buleet, the “Drone Master” Jeol and the “Boss” Sparky.
----
* FlunkyBoss: As expected from his title, Jeol summons drones during his fight. They can get destroyed by getting hit multiple times, damaging him as they explode. Should he die, Sal can obtain a card allowing her to summon one per fight as well.
* MeaningfulName: A [[DogFaces Jarackle]] “Spark” Baron named Sparky, huh ?[[/folder]]

[[folder:The Rowdy Patrons]]
At the end of Smith’s first day, he’ll come back to some of Moreef’s clients making a mess in his bar, and his friend will ask him to calm them down. Amidst some random NPC’s will sit either Brut or Weezil.
----
* BarBrawl: Unlike Sal having to defend herself from one of Kashio’s elite soldiers or Rook being confronted by an old acquaintance, Smith’s first boss is merely a drunk, belligerent yet competent fighter being too rude in his friend’s bar and solving the problem the only way he knows how.
* BatterUp: If killed, he drops the unique battle card "Brut's Bat", a spiked bat that applies 6-8 damage and one stack of Traumatized (take double damage from an incoming attack) to an enemy when played.
* FriendlySniper: Weezil, after being befriended. Even before Smith beats him, he still is having a fun time with his entourage.
* GutturalGrowler: Invoked, according to Smith’s trash talk. Since dialogue in this game is in written form, there’s no way to verify that.
* DefeatMeansFriendship: Defeating them non-lethally ends up with them and Smith making up and them apologising for the mess. Later in the campaign, the one you met will be present in Sweets’ bar and Smith will have the opportunity to give them a gift to get them to love him, as well as hire him for the day (or night) and for the final mission as well.
* MeaningfulName: Brut is a Shrokian close-quarter fighter who likes to fight with a bat which increases your damage should he drop it. Weezil, a Jarackle, snipes enemies from afar and fights rather defensively, and his dropped scope can help increase your defense. Both are also major jerks the first time you meet them. Of course they would be named “Brute” and “Weasel”. Lampshaded by Weezil’s FlavorText :
-->''"Anyone with Weezil’s name on their lips best be careful how they speak it."''
[[/folder]]

!!The Spree
The usual outlaws of Havaria. Violent and irascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.

[[folder:In General]]
Tropes that pertain to Spree members in general.
----
* BanditMook: Raiders can steal money from the Grifter, and will only give it back if killed.
* BloodlessCarnage: Despite their attacks inflicting bleeding, there’s almost no visual indicator of it.
* BowVersusCrossbow: Thieves fight from a distance using Crossbows.
* BringMyRedJacket: Sal will encounter (and fight) a lot of them during her campaigns, and she is the character who can inflict “Bleed”, so…
* DamageOverTime: Just like Sal, most of them inflict Bleed on their enemies.
* PinnedToTheWall: A StatusEffect that Thieves can use against the grifter, preventing them from using one of their cards until they use the “Pinned” card instead. Should a Thief hate them, they will start battle with a “Pinned” card in their deck anyway.
* PowerFist: Thugs used revved-up knuckles to fight.
* SinisterScythe: What Raiders use to fight.[[/folder]]

[[folder:Nadan]]
The Spree "leader", though he takes more of a tactical role instead of as a commander. He has a personal grudge against Oolo of the Admiralty, who he blames for his facial disfigurement and a botched raid that led to his closest friends being killed in an explosion. Although he looks intimidating, he also has a sensitive side, with a notable love of poetry. He is also Kashio's former protégé.
----
* AintTooProudToBeg: A more subdued exemple than most. After getting captured, Nadan will offer Sal an opportunity to liberate him in exchange for money. If Sal refuses, Nadan will simply go back to being silent.
* AmbidextrousSprite: Nadan’s burnt cheek changes depending on the way he’s facing.
* AssistCharacter: In the final battle, Sal receives a unique card that has him attack Kashio before leaving. Justified in that he’s leading the Spree against the Admiralty during Sal’s big fight, and can’t fight for too long alongside her while also helping his own.
* BladeBelowTheShoulder: Nadan’s weapon of choice which he can drop should you kill him.
* GlasgowGrin: His face is permanently disfigured, leaving a gash in his cheek that exposes his teeth, due to a blaster shot from Oolo during a failed raid.
* IHaveYourWife: In order to get revenge on Oolo for his GlasgowGrin, he kidnaps her brother Foolo to use as bait and lure her into his territory.
* ItsPersonal: He blames Oolo for his current hardships and wants her dead, whereas Oolo is fine with Nadan being merely apprehended for his crimes.
* PetTheDog: Should Sal side with him, in the ending, it’s implied he uses his newfound power and connections to help the occasional person in need.
* RouteBoss: If Sal sides with him in order to gain access to an auction, he becomes a potential ally; if Sal instead sides with Admiralty officer Oolo, then Nadan will need to be apprehended to gain her support.
* TrueMenWearPink: His love for poetry.[[/folder]]

[[folder:Hebbel]]
The bartender and proprietor of The Last Stand, located in Grout Bog. Rook not only rents a room from him in his campaign, but also uses Hebbel as an intermediary to contact his shadow client.
—-
* TheBartender: Of Rook’s campaign.
* IfItTastesBadItMustBeGoodForYou: Hebbel’s meals heal Rook but are pretty bad for his stomach.
* Jerkass: Not very nice to Rook.
** JerkassToOne: Implied. He has been informed of [[ManipulativeBastard who]] [[EvilerThanThou Rook]] [[MysteriousPast is]] and would rather not have to deal with him anymore than necessary.[[/folder]]

!!The Rise
A rebel group dedicated to workers' rights and the right to bear arms profusely. Their premise is that they don't want to overthrow the Spark Barons, but will gladly murder any Spark Baron who dares to treat workers like disposable trash. And sometimes those that try to screw them out of their paycheck.
----

[[folder:In General]]
Tropes pertaining to the rise in general.
----
* AssistCharacter: On the final day, if Rook is on their side, he can ask for help from Rise members against his enemies.
* TheRevolutionWillNotBeCivilized: They believe in hit-and-run tactics, and public executions used as exemples. Some of them do not hesitate to bully workers into joining them as well.
* YourTerroristsAreOurFreedomFighters: Depending on who you ask, opinions on the Rise will differ.[[/folder]]

[[folder:Prindo Kalandra]]
The organizer of the Rise.
----
* ActionGirl: While not as strong as Flekfis, she will stand her ground should Rook betray her.
* AssistCharacter: Rook can call her for help during the final battle. She’ll launch a bomb at his enemies before retreating.
* BadBoss: Is willing to sacrifice Rise members for her cause and will not hesitate to leave Rook behind when his mechanical leg starts acting up during the final day.
* ChildhoodFriends: In Sal's campaign, Sal can have a dream in which it's revealed she and Prindo used to be friends, as Sal's parents were part of the Rise.
* DeviousDaggers: Fights using a dagger and encourages deception and guerilla tactics.
* HerdHittingAttack: Should you fight her, she will occasionally throw grenades at you and your Spark Barons allies.
* PoliticallyIncorrectHero: Of the FantasticRacism variety. She does not hesitate to call Fellemo, a Kra’deshi, multiple synonyms of “Slug”, even to his face.
* RouteBoss: Rook can fight either her, Lellyn, or [[ScrewThisImOuttaHere neither]] towards the end of his campaign.
[[/folder]]

[[folder:Flekfis]]
Prindo Kalandra's second in command and personal bodyguard.
----
* OldRetainer: He's devoted to Prindo, but age is starting to slow him down, with exploitable weaknesses such as "Old Injury" and "Slow".
* RouteBoss: Either he or Arint will be fought on Day 3 of Rook's campaign, with his fight occurring if Rook sides with the Spark Barons.
[[/folder]]

!!The Boggers
A group of cultists who worship the mutation-granting effects of the Deep Bog.

[[folder:In General]]
Tropes that pertain to the Boggers in general.
----
[[/folder]]

[[folder:Glofriam]]
The High Priest of the Boggers.
----



[[/folder]]

to:

*StaringDownCthulhu: What Rook’s negotiation against him basically implies.[[/folder]]

!!Other
Small factions with few representatives or bosses without any real allegiance.

[[folder:Bilebrokers]]
Chemists and researchers with no real allegiance besides [[ForScience science]].
----
* ForScience: Bilebrokers’ primary motivation when they do (or are convinced to do) something for free is that they want to harvest a new chemical or discover something.
* InsufferableGenius: During negotiations, they can create the argument “Eccentric”, whose accompanying dialogue implies that they will just drown the Grifter under various scientific facts they do not care about.[[/folder]]

[[folder:Rentorians]]
Members of a faction situated on an island North of Havaria that is often in conflict with the mainland.
----
* NoBiochemicalBarrier: Downplayed. Both Threekwa and Bordenkra wear masks that resemble a gasmask and an oxygen mask, respectively, implying a difference in atmosphere between the two continents.. Then again, Bordenkra’s drop describes the mask as a “Veil”, so maybe
* SlobsVersusSnobs: From what can be deduced from Bordenkra’s behaviour as the only Havarian diplomat that can be met, Rentorians see themselves as the Snobs to Havarian’s Slobs. Covering for her in a negotiation with an Admiralty member leaves the latter to believe Rentorians to be the disgusting snobs.[[/folder]]

[[folder:Deltreans]]
Members of the Deltrean Empire, of which very few details are given.
----
* HonorBeforeReason: Being distracted from drinking or daydreaming about not drinking, Smith accidently pushes a Deltrean diplomat, prompting the latter to immediately challenge him to a duel. Smith can agree or try to talk him out of it.
* PurpleIsPowerful: The only Deltrean you meet, Palamborat, is clad in purple clothing and cybernetics.
* SmugSnake: Palamborat is a pompous aristocrat that challenges Smith to a duel for no other reason than being accidentally pushed. At this point in his campaign, Smith can easily defeat him using upgraded and high level cards.
* RoyalRapier: Palamborat duel wields both a rapier and a dagger, taking inspiration from actual duel etiquette. This and his HonorBeforeReason behaviour as well as role as a diplomat imply he comes from some sort of aristocratic family.
[[/folder]]

[[folder:The Ghosts from Rook’s Past]]
At the end of Rook’s first day, an old acquaintance of his will confront him while he’s writing his first report to his client. Either the Rentorian “Assassin” Threekwa, the Jakes “Protégé” Fralx or the Heshian “Rogue Zealot” Gorgula will appear, each with their own score to settle.
----
* ActionGirl: Gorgula, a battle-hardened Heshian who’s ready to throw down.
* AmbidextrousSprite: Gorgula’s eyepatch.
* TheApprentice: Fralx is specifically called “Protégé” by his title, and Rook does feel a bit of remorse killing him if he chooses to do so.
* BaldWomen: Gorgula has no hair on her head.
* EarlyBirdCameo: Threekwa and Fralx both appear in Rook’s intro while he tries to hide his face in a bar. Additionally, you might encounter one of the three before unlocking Rook if you meet him in Sal’s campaign.
* EyepatchOfPower: Gorgula has a fluorescent one over her eye.
* Gaslighting: What Rook attempts to do during the negotiation preceding the battle, retelling events in a way that demeans and underplays the Boss he’s about to fight in order to obtain an advantage.
* GunsAkimbo: How Fralx fights, a style he learned from Rook.
* MalevolentMaskedMen: Threekwa is an assassin that hides his face.
[[/folder]]

[[folder:Theroux’s Bodyguards]]
At the end of Smith’s second day, he will come to confront Theroux at his marriage ceremony. Before he can do so, however, Theroux will call for security, including the “Defensive Program” Mark Nine Nine or the “Freelance Bodyguards” Felek and Tazz. While they all share aesthetics with the Spark Barons, they are actually factionless.
----
* AlwaysIdenticalTwins: Being PaletteSwaps of each other, Felek and Tazz look identical.
* ClockworkCreature: Mark Nine Nine has a WindUpKey on his back which he can use to gain power and regenerate his health.
* DeathIsTheOnlyOption: For a given value of death, but while it is possible to spare Felek and Tazz, Mark Nine Nine, being a robot, will always have to be destroyed to proceed.
* DualBoss: Felek and Tazz fight together. Should you piss off Theroux’s future spouse, he will join them or Mark Nine Nine during the fight as well.
* EvenEvilHasLovedOnes: If one of the twins is killed or surrenders, the other will TurnRed, getting increased damage. Predictably, killing only one of the twins results in the surviving twin hating you.
* FragileSpeedster: Tazz and Felek attack multiple times per turn for good damage, but they’re not very tanky, at least individually.
* MightyGlacier: Mark Nine Nine’s health is that of both twins combined and he can’t be coerced into surrendering. This is not to mention his ability to regenerate. However, the bulk of his damage depends on Smith’s last attack, meaning than smart management of Smith’s card leaves
* ShoutOut: Felek and Tazz take inspiration from fighting games, between their GroundWave or MegatonPunch attacks as well as how they are PaletteSwaps of each other. They
* SiblingTeam: Felek and Tazz are explicitly said to be brothers, and they fight Smith together.
* WeakerTwinSavesTheDay: PlayedWith. It is possible to kill one of the two brothers before getting killed by the survivor.
* VideoGameCaringPotential: Having no affiliation with any faction and thus no friendship with anyone, and dropping not one but two boss items, there’s no reason not to kill the twins except for the kindness in the player’s heart.
* WeaksauceWeakness: Mark Nine Nine’s damage depends on the last attack he suffered from, while Felek and Tazz’s self-buffs are reduced everytime they take damage. As such, multi-hitting “Restrained” attacks are good to use in both battles.
[[/folder]]
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* KnifeNut: Her deck involve lots of stabbing and slashing with her knives.

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[[folder:Foolo Ollowano]]
Oolo's brother, a Dilettante and former bullying victim of Smith.
[[/folder]]

[[folder:Theroux]]
Smith's youngest brother, who joined a Merchant's Guild.
[[/folder]]



[[folder:Mullifee]]
Smith's sister, who serves as a guard captain.
[[/folder]]



!!The Jakes
General traders and dockworkers looking to scrape by.

to:

!!The Jakes
General traders and dockworkers looking to scrape by.
[[folder:Pallitriax]]
The Bishop of the Foam.
[[/folder]]

[[folder:Vixmalli]]
Smith's other brother, now a Cardinal of the Cult.



* FinalBoss: Of Smith's campaign.
* OneWingedAngel: [[spoiler:He transforms into "Vix of Hesh" after Smith wins in either negotiation or combat.]]
[[/folder]]

!!The Jakes
General traders and dockworkers looking to scrape by.
----



A bartender.

to:

A bartender.bartender, who's Smith's childhood "friend" and whose bar acts as Smith's base during his campaign.



[[folder:Kaisho]]
A Spark Baron who achieved her position by selling out her old friends. She is the final boss of Sal's storyline.

to:

[[folder:Kaisho]]
[[folder:Kashio]]
A Spark Baron Freelancer, formerly an indentured Derrick laborer for the Cult of Hesh who achieved bought her position own freedom by selling out her old friends. She is friends, and later achieved her position in the final boss of Sal's storyline.Spark Barons by selling them tech she discovered in the Grout Bog.



* FinalBoss: She's confronted at the end of Sal's campaign.



* RouteBoss: If Rook favors The Rise, he'll be confronted in Rook's storyline.

to:

* RouteBoss: If Rook favors The Rise, he'll be confronted in Rook's storyline.can fight either him, Kalandra, or [[ScrewThisImOuttaHere neither]] towards the end of his campaign.



* RouteBoss: Smith will have to deal with either him of Spark Baron Sharpshooter Weezil at the end of the first day of his campaign.



* ItsPersonal: He blames Oolo for his current hardships and wants her dead, whereas Oolo is fine with Nadan being merely apprehended for his crimes



* RouteBoss: If Rook favors Fellemo of the Spark Barons, she'll be confronted in Rook's storyline.

to:

* RouteBoss: If Rook favors Fellemo of can fight either her, Lellyn, or [[ScrewThisImOuttaHere neither]] towards the Spark Barons, she'll be confronted in Rook's storyline.end of his campaign.



A group of cultists who worship the mutation-granting effects of the Deep Bog.

to:

A group of cultists who worship the mutation-granting effects of the Deep Bog.Bog.

[[folder:Glofriam]]
The High Priest of the Boggers.
----
* FinalBoss: The final obstacle of Rook's campaign, fought alongside [[spoiler:the Grout Monster]].
[[/folder]]

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An Intelligence Officer who operates in Murder Bay.

to:

An Intelligence Officer who operates in Murder Bay.Bay, who attained her position at a young age due to always having a scheme for everything. Although she dislikes the rampant corruption among her ranks, she can tolerate it as long as her subordinates continue to follow orders.



* TheBeastmaster: She has a pet Battle Oshnu that accompanies her into battle.



* GlassgowGrin: His face is permanently disfigured, leaving a gash in his cheek that exposes his teeth, due to a blaster shot from Oolo during a failed raid.
* IHaveYourWife: In order to get revenge on Oolo for his GlassgowGrin, he kidnaps her brother Foolo to use as bait and lure her into his territory.

to:

* GlassgowGrin: GlasgowGrin: His face is permanently disfigured, leaving a gash in his cheek that exposes his teeth, due to a blaster shot from Oolo during a failed raid.
* IHaveYourWife: In order to get revenge on Oolo for his GlassgowGrin, GlasgowGrin, he kidnaps her brother Foolo to use as bait and lure her into his territory.

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!!The Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.

to:

!!The Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God
[[folder:Oolo Ollowano]]
An Intelligence Officer
who singlehandedly caused the end of the space age operates in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.Murder Bay.



* RouteBoss: If Sal sides with her on Day 2 in order to gain access to an auction, Oolo becomes a potential ally that gives quests and can be called in to help against Kashio; if Sal instead sides with Spree leader Nadan, then Oolo will be confronted as a boss due to Nadan's desire for revenge against her.
[[/folder]]

!!The Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.
----



* RouteBoss: If Rook favors The Rise, he'll be the final confrontation of Rook's storyline.

to:

* RouteBoss: If Rook favors The Rise, he'll be the final confrontation of confronted in Rook's storyline.



[[folder:Nadan]]
The Spree "leader", though he takes more of a tactical role instead of as a commander. He has a personal grudge against Oolo of the Admiralty, who he blames for his facial disfigurement and a botched raid that led to his closest friends being killed in an explosion. Although he looks intimidating, he also has a sensitive side, with a notable love of poetry. He is also Kashio's former protégé.
----
* GlassgowGrin: His face is permanently disfigured, leaving a gash in his cheek that exposes his teeth, due to a blaster shot from Oolo during a failed raid.
* IHaveYourWife: In order to get revenge on Oolo for his GlassgowGrin, he kidnaps her brother Foolo to use as bait and lure her into his territory.
* RouteBoss: If Sal sides with him in order to gain access to an auction, he becomes a potential ally; if Sal instead sides with Admiralty officer Oolo, then Nadan will need to be apprehended to gain her support.
[[/folder]]



* RouteBoss: If Rook favors Fellemo of the Spark Barons, she'll be the final confrontation of Rook's storyline.

to:

* RouteBoss: If Rook favors Fellemo of the Spark Barons, she'll be the final confrontation of confronted in Rook's storyline.

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[[folder:In General]]
[[/folder]]


Added DiffLines:

[[folder:Brut]]
A Bruiser.
----
* BatterUp: If killed, he drops the unique battle card "Brut's Bat", a spiked bat that applies 6-8 damage and one stack of Traumatized (take double damage from an incoming attack) to an enemy when played.
[[/folder]]


Added DiffLines:

[[folder:Hebbel]]
The bartender and proprietor of The Last Stand, located in Grout Bog. Rook not only rents a room from him in his campaign, but also uses Hebbel as an intermediary to contact his shadow client.
[[/folder]]

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[[folder:In General]]

to:

[[folder:In General]]The regular citizens of Havaria. Although factionless, those in the same wealth class will assist each other should trouble arise.

[[folder:Shel]]
The sole bearer of the "Downtrodden Merchant" title, encountered during random events. Due to her business failing, she often goes to extreme lengths to profit.
----
* DidntThinkThisThrough: Her plans to recoup her losses include trying to mug Grifters and fighting a wild Grawkit, an extremely dangerous creature from the Grout Bog with a thick carapace that makes it impervious from weak attacks.



[[folder:Fssh]]

to:

[[folder:Fssh]]!!The Admiralty
The military authority on Havaria. Their troops are organized and defensive in combat, and use authority in negotiations.

!!The Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.



* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. They heal Sal, but taste like ass.

to:

* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. CorruptChurch: They heal Sal, but taste like ass.endorse slavery, they frequently misappropriate their tithe money for personal use, and most of the nobility got into the clergy by tithing generously.

[[folder:Gorgula]]
The sole bearer of the "Rogue Zealot" title.
----



[[folder:Sweet Moreef]]

to:

[[folder:Sweet Moreef]]!!The Jakes
General traders and dockworkers looking to scrape by.
----
* DiscountCard: Getting certain Jakes to love the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum of 1 shill to buy anything) ''that stacks''. Earning their favor quickly can pay off in the long run, as multiple discount cards allow the grifter to buy food, drink, and item cards for a lip-service tax of a single shill each.

[[folder:Fssh Menewene]]
The owner of the Grog n' Dog bar, a former bounty hunter, and Sal's oldest friend, who taught Sal how to fight when she was a child.
----
* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. They heal Sal, but taste like ass.



!!The Admiralty
The military authority on Havaria. Their troops are organized and defensive in combat, and use authority in negotiations.

!!The Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.

to:

[[folder:Sweet Moreef]]
A bartender.
[[/folder]]

[[folder:Plundak]]
The sole bearer of the "Dodgy Scavenger" title.
[[/folder]]

!!The Admiralty
The military authority on
Spark Barons
A corporation of technomancers who research pre-apocalypse technology for sale and use throughout
Havaria. Their troops are organized They're cutthroat and defensive in apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, and use authority in negotiations.

!!The Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that
they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.usually bring robots along.



* CorruptChurch: They endorse slavery, they frequently misappropriate their tithe money for personal use, and most of the nobility got into the clergy by tithing generously.

!!The Jakes
General traders and dockworkers looking to scrape by.

to:

* CorruptChurch: They endorse slavery, they frequently misappropriate their tithe money for personal use, and most of RailroadBaron: The Spark Barons are this-
** RecycledInSpace: IN SPACE.

[[folder:Kaisho]]
A Spark Baron who achieved her position by selling out her old friends. She is
the nobility got into the clergy by tithing generously.

!!The Jakes
General traders and dockworkers looking to scrape by.
final boss of Sal's storyline.



* DiscountCard: Getting certain Jakes to love the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum of 1 shill to buy anything) ''that stacks''. Earning their favor quickly can pay off in the long run, as multiple discount cards allow the grifter to buy food, drink, and item cards for a lip-service tax of a single shill each.

!!The Spark Barons
A corporation of technomancers who research pre-apocalypse technology for sale and use throughout Havaria. They're cutthroat and apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, they usually bring robots along.

to:

* DiscountCard: Getting certain Jakes to love the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum of 1 shill to buy anything) ''that stacks''. Earning their favor quickly can pay off in the long run, as multiple discount cards allow the grifter to buy food, drink, and item cards for a lip-service tax of a single shill each.

!!The
[[/folder]]

[[folder:Lellyn Fellemo]]
A
Spark Barons
A corporation of technomancers who research pre-apocalypse technology for sale
Baron regional manager, formerly an Admiralty soldier that was friends with Rook and use throughout Havaria. They're cutthroat and apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, they usually bring robots along.helped him "retire".



* RailroadBaron: The Spark Barons are this-
** RecycledInSpace: IN SPACE.

[[folder:Kaisho]]
A Spark Baron who achieved her position by selling out her old friends. She is the final boss of Sal's storyline.
----

to:

* RailroadBaron: RouteBoss: If Rook favors The Spark Barons are this-
** RecycledInSpace: IN SPACE.

[[folder:Kaisho]]
A Spark Baron who achieved her position by selling out her old friends. She is
Rise, he'll be the final boss confrontation of Sal's storyline.
----
Rook's storyline.



[[folder:Lellyn Fellemo]]
A Spark Baron regional manager, formerly an Admiralty soldier that was friends with Rook and helped him "retire".

to:

[[folder:Lellyn Fellemo]]
A Spark Baron regional manager, formerly an Admiralty soldier that
[[folder:Arint]]
Fellemo's lieutenant, who
was friends with Rook headhunted from one of the Cult of Hesh's Luminari training facilities, and helped him "retire".takes her job very seriously.



* RouteBoss: If Rook favors The Rise, he'll be the final confrontation of Rook's storyline.

to:

* RouteBoss: If Rook favors The Rise, he'll Either she or Flekfis will be the final confrontation fought on Day 3 of Rook's storyline.campaign, with her fight occurring if Rook sides against the Spark Barons.



[[folder:Arint]]
Fellemo's lieutenant, who was recruited straight out of a training facility and takes her job very seriously.
----
* RouteBoss: Either she or Flekfis will be fought on Day 3 of Rook's campaign, with her fight occurring if Rook sides against the Spark Barons.
[[/folder]]



* ChildhoodFriends: In Sal's campaign, Sal can have a dream in which it's revealed she and Prindo used to be friends.

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* ChildhoodFriends: In Sal's campaign, Sal can have a dream in which it's revealed she and Prindo used to be friends.friends, as Sal's parents were part of the Rise.

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A spark baron who achieved her position by selling out her old friends. She is the final boss of Sal's storyline.

to:

A spark baron Spark Baron who achieved her position by selling out her old friends. She is the final boss of Sal's storyline.



[[folder:Lellyn Fellemo]]
A Spark Baron regional manager, formerly an Admiralty soldier that was friends with Rook and helped him "retire".
----
* RouteBoss: If Rook favors The Rise, he'll be the final confrontation of Rook's storyline.
[[/folder]]

[[folder:Arint]]
Fellemo's lieutenant, who was recruited straight out of a training facility and takes her job very seriously.
----
* RouteBoss: Either she or Flekfis will be fought on Day 3 of Rook's campaign, with her fight occurring if Rook sides against the Spark Barons.
[[/folder]]



The usual outlaws of Havaria. Violent and irrascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.

to:

The usual outlaws of Havaria. Violent and irrascible, irascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.


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[[folder:Prindo Kalandra]]
The organizer of the Rise.
----
* ChildhoodFriends: In Sal's campaign, Sal can have a dream in which it's revealed she and Prindo used to be friends.
* RouteBoss: If Rook favors Fellemo of the Spark Barons, she'll be the final confrontation of Rook's storyline.
[[/folder]]

[[folder:Flekfis]]
Prindo Kalandra's second in command and personal bodyguard.
----
* OldRetainer: He's devoted to Prindo, but age is starting to slow him down, with exploitable weaknesses such as "Old Injury" and "Slow".
* RouteBoss: Either he or Arint will be fought on Day 3 of Rook's campaign, with his fight occurring if Rook sides with the Spark Barons.
[[/folder]]
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* TheDitz: Smith's responses can be somewhat out there. Especially when it comes to hats, which he seems to have something of an obsession with.

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[[folder:In General]]
[[/folder]]

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[[folder:In General]]
[[/folder]]



[[folder:In General]]

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[[folder:In General]]----



[[/folder]]

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[[/folder]]



[[folder:In General]]

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[[folder:In General]]----



[[/folder]]

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[[/folder]]



[[folder:In General]]

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[[folder:In General]]----



[[/folder]]

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[[/folder]]



----



[[folder:In General]]
[[/folder]]

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[[folder:In General]]
[[/folder]]



[[folder:In General]]
[[/folder]]

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[[folder:In General]]
[[/folder]]
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* DrunkenMaster: The Drunken Master card puts a Tipsy card in the discards, but it is powerful. Having a Tipsy card in the hand makes it give maximum damage. Tall Drunken Master ups the damage to 14 damage while Drunken-er Master adds Piercing.


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* BarBrawl: The Drunken Master card's FlavorText shows him getting into drunken fights is a regular habit of his.
-->''"Bar brawling has become something of a profession for Smith."''
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* BackStab: One of her cards has the trope name. If it's Improvised, it does double damage for the turn. Boosted Backstab increases the damage it does while Enhanced makes the Improvised version TRIPLE the damage.
-->''"Nobody ever said it was fair, they just said that it works."''


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* CombatPragmatist: She'll take any way to win from slinging mud, backstabbing, anything to make sure someone is on the ground.
* HeyYouHaymaker: It happens to be one of her cards, Haymaker.
-->''"Sound the damn bell! It's over!"''
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* BoringButPractical: Sal's advantage is that her base cards are slightly more powerful than the other player characters'.

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* BoringButPractical: Sal's advantage is that her base cards are slightly more powerful than the other player characters'.characters.



* KnifeNut

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* KnifeNutKnifeNut: Her deck involve lots of stabbing and slashing with her knives.

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Sal Ik-Derrick used to be the daughter of two infamous "Union Leaders". When her former big sister figure Kashio betrayed them by outing them as agents of the guerilla organization Rise, she also sold Sal into slavery to the Cult of Hesh, changing her name to Ik-Derrick and throwing her into dangerous child labor. Sal is noted to have earned her freedom in 10 years, a record time among the Cult, but she won't be able to move on until she gets revenge on Kashio.

* BoringButPractical: Sal's advantage is that her base cards are slightly more powerful than the other player characters'.
* ItsPersonal: Kashio, Sal's big-sister figure betrayed her parents to the Cult of Hesh for execution and sold Sal into slavery. Sal even mentions that any chance of forgiveness died because Kashio never bought Sal back.
* KnifeNut



An ex-Admiralty spy who got sick of war and retired. Except with their record of backstabbing, betraying, and manipulating for the cause, there's a huge bounty on their head and they aim to keep it quiet. When a blackmailer threatens to notify the local bounty hunters, they must take a Bog Job - in a bog - to infiltrate a company town and investigate both sides of the local conflict for signs of suspicious activity in the Deep Bog.

* ArtificialLimbs: One of Rook's legs is robotic, due to getting shot with a heavy plasma attack on a job.
* HeadsOrTails: Rook's gambling mechanic lets him flip a coin. Heads leads to a diplomatic stance, while tails leads to an intimidation stance. Cards will be affected based on whether or not the coin is currently positioned in their favored stance, and the type of coin flipped has a secondary effect that is also based on the side.
** HeadsIWinTailsYouLose: Rook can also 'rig' the coin so that it will always flip on one side or another a limited number of times, or 'Set' the coin to immediately change its face.
* ManipulativeBastard: Rook is far more manipulative than the other player characters; his main storyline involves playing both sides of a company town war, and his deck revolves around two manipulation cards with a 0-energy cost.



* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. They heal Sal, but taste like ass.




to:

The military authority on Havaria. Their troops are organized and defensive in combat, and use authority in negotiations.



!!The Cult

to:

!!The Cult
Cult of Hesh
The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.



* CorruptChurch: They endorse slavery, they frequently misappropriate their tithe money for personal use, and most of the nobility got into the clergy by tithing generously.



General traders and dockworkers looking to scrape by.



* DiscountCard: Getting certain Jakes to love the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum of 1 shill to buy anything) ''that stacks''. Earning their favor quickly can pay off in the long run, as multiple discount cards allow the grifter to buy food, drink, and item cards for a lip-service tax of a single shill each.




to:

A corporation of technomancers who research pre-apocalypse technology for sale and use throughout Havaria. They're cutthroat and apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, they usually bring robots along.



* RailroadBaron: The Spark Barons are this-
** RecycledInSpace: IN SPACE.



A spark baron who achieved her position by selling out her old friends. She is the final boss of Sal's storyline.




to:

The usual outlaws of Havaria. Violent and irrascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.




to:

A rebel group dedicated to workers' rights and the right to bear arms profusely. Their premise is that they don't want to overthrow the Spark Barons, but will gladly murder any Spark Baron who dares to treat workers like disposable trash. And sometimes those that try to screw them out of their paycheck.



[[/folder]]

to:

[[/folder]][[/folder]]

!!The Boggers
A group of cultists who worship the mutation-granting effects of the Deep Bog.

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The Banquods are a well-known and powerful family among the Kra'Deshi, but one child, Smith, was considered an embarrassment among his relatives. While his brothers and sisters gained prominent positions of power, Smith was content with travelling the world, causing trouble in bars and leaving his parents to clean up the mess. One fateful day, an event known as the Great Breaching happened, leaving Smith's mother and father dead, and his brothers and sister use the opportunity to disown their embarrassing sibling, with Smith finding this out as he gets kicked out of his parent's funeral. Smith decides to head to a bar belonging to an old "friend" of his, and begins planning how to get back at them.\\\

to:

The Banquods are a well-known and powerful family among the Kra'Deshi, but one child, Smith, was considered an embarrassment among his relatives. While his brothers and sisters gained prominent positions of power, Smith was content with travelling the world, causing trouble in bars and leaving his parents to clean up the mess. One fateful day, an event known as the Great Breaching happened, leaving Smith's mother and father dead, and his brothers and sister use the opportunity to disown their embarrassing sibling, with sibling. Smith finding finds this out as he gets kicked out of his parent's funeral. Smith funeral, and he decides to head to a bar belonging to an old "friend" of his, and begins planning his to plan how to get back at them.\\\



In negotiations, Smith uses his connections as part of a powerful family to intimidate his opponent, building up ''Renown'' to let them know just who they're dealing with. This method is not without risk, however, and if their opponent can push past this strategy, Smith will find his argument severely weakened.

to:

In negotiations, Smith uses his connections as part of a powerful family to intimidate his opponent, building up ''Renown'' to let them know just who they're dealing with. This method is not without risk, however, and if their his opponent can push past this strategy, Smith will find his own argument severely weakened.



* AchievementsInIgnorance: One of Smith's default defensive negotiation cards is ''Bewilder'', with the card art showing Smith with a confused expression. In short, Smith can negate enemy arguments by being too stupid to understand them.



* GlassCannon: Not so much in actual fights thanks to his HealingFactor, but in negotiations, Smith's ''Renown'' can deal massive damage if you can build it up and his core argument damages the enemy whenever ''any'' argument is created, but he has low base Renown [[SelfDamagingAttackBackfire and Smith takes damage if the ''Renown'' argument is destroyed]].
* ScrewTheRulesIHaveConnections: When negotiating, Smith loves pulling out big names to show off his reputation, building up ''Renown''. ''Renown'' is an argument that damages a random enemy argument at the end of each turn and can be stacked indefinitely, but if the opponent destroys ''Renown'', Smith's core argument takes damage equal to the number of stacks of ''Renown'' that were removed.

to:

* GlassCannon: Not so much in actual fights thanks to his HealingFactor, but in negotiations, Smith's ''Renown'' can deal massive damage if you can build it up and his core argument damages the enemy whenever ''any'' argument is created, but he has low base Renown Resolve [[SelfDamagingAttackBackfire and Smith takes damage if the ''Renown'' argument is destroyed]].
* ScrewTheRulesIHaveConnections: When negotiating, Smith loves pulling out big names to show off his reputation, building up ''Renown''. ''Renown'' is an argument that damages a random enemy argument at the end of each turn and can be stacked indefinitely, but if the opponent destroys ''Renown'', Smith's core argument takes damage equal to the number of stacks of ''Renown'' that were removed.reputation.

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* HealingFactor: Kra'Deshi have good regenerative ability, and Smith is no exception. This is represented by his ''Moxie'', which builds whenever Smith takes damage on his turn and heals him based on how much ''Moxie'' he has when he ends his turn before halving how much ''Moxie'' he has.

to:

* HealingFactor: Kra'Deshi have good regenerative ability, abilities, and Smith is no exception. This is represented by his ''Moxie'', which builds whenever Smith takes damage on his turn and heals him based on how much ''Moxie'' he has when he ends his turn before halving how much ''Moxie'' he has.has.
* GlassCannon: Not so much in actual fights thanks to his HealingFactor, but in negotiations, Smith's ''Renown'' can deal massive damage if you can build it up and his core argument damages the enemy whenever ''any'' argument is created, but he has low base Renown [[SelfDamagingAttackBackfire and Smith takes damage if the ''Renown'' argument is destroyed]].
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The Banquods are a well-known and powerful family among the Kra'Deshi, but one child, Smith, was considered an embarrassment among his relatives. While his brothers and sisters gained prominent positions of power, Smith was content with travelling the world, causing trouble in bars and leaving his parents to clean up the mess. One fateful day, an event known as the Great Breaching happened, leaving Smith's mother and father dead, and his brothers and sister use the opportunity to disown their embarrassing sibling, with Smith finding this out as he gets kicked out of his parent's funeral. Smith decides to head to a bar belonging to an old "friend" of his, and begins planning how to get back at them.\\\

In combat, Smith uses a highly aggressive fighting style with a combination of drunken brawling and hammer blows. His recklessness tends to cause him to hurt himself, but being a Kra'Deshi, he has ''Moxie'', a powerful regenerative ability that helps him recover from self-inflicted damage, often coming out healthier than when he started. In addition, he also carries around a wide selection of alcoholic beverages that he can use for various effects.\\\

In negotiations, Smith uses his connections as part of a powerful family to intimidate his opponent, building up ''Renown'' to let them know just who they're dealing with. This method is not without risk, however, and if their opponent can push past this strategy, Smith will find his argument severely weakened.

----
* BoozeBasedBuff: The benefits Smith can gain from alcohol are varied and highly useful, from healing to stat-boosting to straight up smacking his opponent with the leftover empty bottles.
* HealingFactor: Kra'Deshi have good regenerative ability, and Smith is no exception. This is represented by his ''Moxie'', which builds whenever Smith takes damage on his turn and heals him based on how much ''Moxie'' he has when he ends his turn before halving how much ''Moxie'' he has.
* ScrewTheRulesIHaveConnections: When negotiating, Smith loves pulling out big names to show off his reputation, building up ''Renown''. ''Renown'' is an argument that damages a random enemy argument at the end of each turn and can be stacked indefinitely, but if the opponent destroys ''Renown'', Smith's core argument takes damage equal to the number of stacks of ''Renown'' that were removed.
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'''UNDER HEAVY CONSTRUCTION'''

---

[[foldercontrol]]

!!The Grifters

[[folder:In General]]
[[/folder]]

[[folder:Sal]]
[[/folder]]

[[folder:Rook]]
[[/folder]]

[[folder:Smith]]
[[/folder]]

!!Civilians

[[folder:In General]]
[[/folder]]

[[folder:Fssh]]
[[/folder]]

[[folder:Sweet Moreef]]
[[/folder]]

!!The Admiralty

[[folder:In General]]
[[/folder]]

!!The Cult

[[folder:In General]]
[[/folder]]

!!The Jakes
[[folder:In General]]
[[/folder]]

!!The Spark Barons

[[folder:In General]]
[[/folder]]

[[folder:Kaisho]]
[[/folder]]

!!The Spree

[[folder:In General]]
[[/folder]]

!!The Rise

[[folder:In General]]
[[/folder]]

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