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1'''UNDER HEAVY CONSTRUCTION'''
2----
3[[foldercontrol]]
4
5!!The Grifters
6Factionless wanderers and opportunists who roam around the Griftlands. Includes all three playable characters.
7
8[[folder:In General]]
9Tropes that pertain to all three Grifters.
10----
11* 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.
12** 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.
13* AndTheAdventureContinues: No matter what choices you pick, the ending of every campaign will always have the grifter move on to new adventures afterwards.
14* 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.
15* CasualDangerDialogue: Some cards depicting dangerous scenes for the Grifters are often associated with humorous FlavorText that reminds this.
16* 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.
17* 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.
18* DidYouJustPunchOutCthulhu: Both Rook and Smith’s campaign involve dealing with some sort of EldritchAbomination and ultimately [[spoiler:defeating a manifestation of their will.]]
19* 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.
20* GuileHero: Lying, cheating and outsmarting their opponents is as much part of their repertoire as simply kicking their faces in.
21* 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.
22* 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.
23* 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.
24[[/folder]]
25
26[[folder:Sal]]
27[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/griftlands_sal_7.png]]
28
29Sal 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.\
30
31In 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.\
32
33In negotiations, Sal has no specific mechanics, focusing instead on {{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.
34----
35* ActionGirl: Sal is the first unlocked grifter and can fight as well as the other two.
36* 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.
37* 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.
38-->''"Nobody ever said it was fair, they just said that it works."''
39* BoringButPractical: Sal's advantage is that her base cards are slightly more powerful than the other player characters.
40* CombatPragmatist: She'll take any way to win from slinging mud, backstabbing, anything to make sure someone is on the ground.
41* CharacterDevelopment: If Smith meets Sal, she’ll be freshly released from the Derrick, and lacks her sense of 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.
42* DeviousDaggers: Sal’s not above fighting dirty or bluffing her way out of trouble, and she uses daggers in combat.
43* 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.
44* 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”.
45* FlechetteStorm: Using “Discharge” with a lot of cards in your hand leads to Sal throwing many, many daggers on an enemy in one turn.
46* FriendToAllLivingThings: Downplayed. Sal is still very capable of fighting and killing wild animals in 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.
47* 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.
48* HeyYouHaymaker: It happens to be one of her cards, Haymaker.
49-->''"Sound the damn bell! It's over!"''
50* ICallItVera: She named her daggers [[ADogNamedDog Dag and Gurr]].
51* 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.
52* 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.
53* SimpleYetAwesome: Sal in negotiations may not as many flashy mechanics as Rook or Smith, but her big damage is satisfying in and of itself.
54* SinisterSwitchblade: Sal is not the nicest person out there and some card art show switchblades for her attacks.
55* 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.]]
56[[/folder]]
57
58[[folder:Rook]]
59[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/griftlands_rook.png]]
60
61An 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.\
62
63In 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 {{Status Infliction Attack}}s, and you have a DifficultButAwesome character with many mechanics to juggle.\
64
65In 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. High Risk High Reward indeed!
66----
67* ArtificialLimbs: One of Rook's legs is robotic, due to getting shot with a heavy plasma attack on a job.
68* 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.
69* BottomlessMagazines: Through the use of “Gun Smoke” and “Fistful”, Rook can end up playing a lot of cards in one turn.
70* BrokenAce: Implied.
71-->''"Maybe you remembered the kind of person you used to be. The kind of work you used to believe in."''
72* ButForMeItWasTuesday: At the end of his campaign, the narration mentions that the entire campaign was nothing more than just another job to Rook.
73* DastardlyWhiplash: Some card art like that of “Devious” put emphasis on Rook’s mustache and manipulations.
74* DamageOverTime: Rook has access to “Burn” and “Scorch” status effects.
75* 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.
76* 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.
77** 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.
78* GunsAkimbo: Dual wields two pistols in combat.
79* 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.
80** 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.
81* KillItWithFire: Rook has access to multiple {{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.
82* MagikarpPower: Rook can obtain a diplomacy card named [[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!
83** 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.
84* 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.
85* 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.
86* 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.
87* SeenItAll: His general attitude to everything, being unimpressed even in front of the powers of [[EldritchLocation the Bog]].
88* StatusInflictionAttack: Rook has a wider variety than Smith or Sal, with some cards [[StatusEffectPoweredAbility relying]] entirely on how many of these maluses he has inflicted on his targets.
89* TakeCover: Most card artworks and FlavorText indicate that this is how Rook increases his defence.
90* 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 latter even hates you afterwards, giving you a relationship malus. As such, their survival should they surrender depends only on the player’s choice.
91[[/folder]]
92
93[[folder:Smith]]
94[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/griftlands_smith_7.png]]
95
96The 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. Smith finds this out as he gets kicked out of his parent's funeral, and he decides to head to a bar belonging to an old "friend" of his to plan how to get back at them.\
97
98In 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.\
99
100In 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.
101----
102* 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.
103* BarBrawl: The Drunken Master card's FlavorText shows him getting into drunken fights is a regular habit of his.
104-->''"Bar brawling has become something of a profession for Smith."''
105* 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.
106* BoisterousBruiser: Smith really likes to fight and likes to brag about how much he loves fighting, a trait present in combat and negotiation alike.
107* 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.
108* TheBully: Well, his base hostility cards ARE called “Bully”. He also did bully Sweet Moreef and Theroux when they were kids.
109** 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.
110* CarryABigStick: Smith uses a hammer as one of his main methods of attacking.
111* 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.
112* CastFromHitPoints: A lot of cards damage Smith on use, playing on his recklessness. PlayedWith in regard to an aggressive negotiation deck, as you are damaging your own arguments to destroy them without necessarily damaging your core.
113* CombatSadomasochist: Some cards like the aptly named “Masochist” push Smith’s BloodKnight tendencies to their logical extreme.
114* DeadlierThanTheMale: GenderInverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass {{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.
115* 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.
116* {{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.
117-->''"Now wait a minute y’all."''
118* 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.
119* 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 Resolve [[SelfDamagingAttackBackfire and Smith takes damage if the ''Renown'' argument is destroyed]].
120* GroinAttack: The card art for “Shortcut”.
121-->''"Hey that’s a cheap shot!"''
122* 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.
123* LargeHam: Downplayed in actual conversations, as he doesn’t necessarily show much more than confidence and a short-fuse.
124* 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.
125* ScrewTheRulesIHaveConnections: When negotiating, Smith loves pulling out big names to show off his reputation.
126* SimpleMindedWisdom: Often used after winning negotiations, as Smith ends up pointing the obvious solution to a problem that everyone was overcomplicating.
127* 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.
128* 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.
129[[/folder]]
130
131!!Civilians
132The regular citizens of Havaria. Although factionless, those in the same wealth class will assist each other should trouble arise.
133
134[[folder:In General]]
135Tropes that pertain to Civilians in general.
136----
137* TheBartender: Bartenders, of course. They can even offer you drinks in the middle of a negotiation.
138* BowsVersusCrossbows: Promoted Wealthy Merchants fight using crossbows which can MultiShot for the sake of attacking multiple targets at once.
139* 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.
140* GardeningVarietyWeapon: Oshnu Wranglers use pitchforks in combat.
141* GlassCannon: Wealthy Merchants have very few health in battle but devastating {{Herd Hitting Attack}}s with high damage.
142* 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.
143* {{Handguns}}: Foremen fight using these.
144* PipePain: Laborers fight using a steel pipe as a mace.
145* 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.
146* 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.
147* ShotgunsAreJustBetter: Bartenders use those to fight, and they can end up dealing massive damage to their opponents.
148* SufferTheSlings: What Poor Merchants use in battle.
149* ThrowDownTheBomblet : All merchants have some sort of grenade attack, but Wealthy merchants are especially fond of GrenadeSpam.
150[[/folder]]
151
152[[folder:Shel]]
153The sole bearer of the "Downtrodden Merchant" title, encountered during random events. Due to her business failing, she often goes to extreme lengths to profit.
154----
155* 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.
156* 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.
157* 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.
158* 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.
159[[/folder]]
160
161[[folder:Foolo Ollowano]]
162Oolo's brother, a Dilettante and former bullying victim of Smith.
163----
164* 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.
165* 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.
166[[/folder]]
167
168[[folder:Theroux]]
169Smith's youngest brother, who joined a Merchant's Guild.
170----
171* AnnoyingYoungerSibling: How Smith remembers him.
172* TheBabyOfTheBunch: Explicitly stated as such by the opening narration.
173* CampGay: or Camp Bi, if you will. He dresses very flashily with a 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 express interest in Andwanette if you chose her.
174* CutsceneBoss: After you defeat his bodyguards, you can either have Smith enter a negotiation with 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 join the fight alongside his bodyguards.
175* MatureYoungerSibling: Well, he did end up actually getting a career, unlike Smith.
176[[/folder]]
177
178[[folder:Andwanette]]
179A Socialite and celebrity that Smith can team up with to trap Theroux in a marriage scam.
180----
181* DramaQueen: While planning the hit on Theroux, she goes on very dramatic descriptions of what is going to happen and how tragic it will be. Smith is left confused.
182[[/folder]]
183
184!!The Admiralty
185The military authority on Havaria. Their troops are organized and defensive in combat and use authority in negotiations.
186
187[[folder:In General]]
188Tropes that pertain to members of the Admiralty in general.
189----
190* {{Bouncer}}: Admiralty Guards are often hired as such due to being strong enough to enforce authority.
191* BrutishCharacterBrutishWeapon: Admiralty Guards fight using a two handed hammer in combat.
192* 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”.
193* 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.
194* 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.
195* ObstructiveBureaucrat: Clerks, in negotiation, ask you to sign documents and try to smother you in paperwork.
196* SupportPartyMember: Goons can increase their allies’ defence in battle, provided they don’t get attacked during this turn.
197[[/folder]]
198
199[[folder:Oolo Ollowano]]
200An 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.
201----
202* ActionGirl: Enough to be a bossfight.
203* 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.
204* TheBeastmaster: She has a pet Battle Oshnu that accompanies her into battle.
205* ByTheBookCop: She insists on capturing Nadan alive, despite their hateful rivalry.
206* TheCommissionerGordon: Finishing her questline and getting her to love Sal eventually gives them this kind of relationship.
207* 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.
208[[/folder]]
209
210[[folder:Mullifee]]
211Smith's twin sister, who serves as a guard captain.
212----
213* TheCommissionerGordon: Should you help her further her career, she’ll end up serving this role to Smith.
214* PolarOppositeTwins: Smith 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.
215* SiblingMurder: Smith can side with either Eden or Seemli against Mullifee, possibly leading to this scenario.
216[[/folder]]
217
218[[folder:Eden]]
219An Admiralty Regional Commander that Mullifee would like to see gone.
220----
221* BadBoss: She doesn’t care if Smith kills Admiralty troops to infiltrate the Rise.
222[[/folder]]
223
224!!The Cult of Hesh
225The 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.
226[[folder:In General]]
227Tropes that pertain to cultists in general.
228----
229* CarryABigStick: Priests fight using one-handed maces.
230* CoolMask: Luminaris carry one, which they drop should they die.
231* 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.
232* SupportPartyMember: Priests don’t deal a lot of damage nor have a lot of HP, but they have {{Status Infliction Attack}}s for their opponents.
233* TrainingFromHell: From what we know of Luminaris (and ex-Luminaris like Arint), we know it’s not easy to become the Cult’s EliteMooks.
234* WolverineClaws: Zealots fight using knives they hold between their fingers.
235[[/folder]]
236
237[[folder:Pallitriax]]
238The Bishop of the Foam.
239----
240* AffablyEvil: Corrupt Bishop that he is, he’s very thankful to Smith should the latter save him and will assist him in the final battle. He will also shamefully and politely describe his dive into criminality to Smith, should he ask.
241* ChainsawGripBFG: If fought or saved, he brings a huge canon into battle that he carries this way.
242* CutsceneBoss: It is totally possible (and encouraged by Tei) for Smith to just push him into the 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.
243* IDidWhatIHadToDo: Regarding his corruption, he simply views it as something that is so common he might as well partake in it.
244[[/folder]]
245
246[[folder:Vixmalli]]
247Smith's other brother, now a Cardinal of the Cult.
248----
249* AloofBigBrother: As Smith puts it, Vixmalli has always been a jerk.
250* 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.]]
251* DeadlierThanTheMale: GenderInverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass {{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 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.
252* FinalBoss: Of Smith's campaign.
253* MercyKill: [[spoiler:Killing Vix of Hesh leads the narration to mention that Vixmalli was pretty much already gone before he died.]]
254* 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.]]
255* OneWingedAngel: [[spoiler:He transforms into "Vix of Hesh" after Smith wins in either negotiation or combat.]]
256* 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.]]
257* WalkingSpoiler: Vix’s involvement in the campaign is… far from what was expected.
258[[/folder]]
259
260[[folder:Tei Utaro]]
261A mysterious Luminari who needs Smith’s help to get rid of the corruption in the Foam’s branch of the Heshian church.
262----
263* AttackDrone: What she uses to fight. Killing her lets Smith use it against his enemies.
264* BeingWatched: If she survives the campaign and Smith has either spared Vixmalli or betrayed her, the narration mentions that despite never seeing her again, he can sometimes catch a glimpse of her before she’s gone, every now and then.
265* 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.
266* 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 services, thankfully.
267[[/folder]]
268
269!!The Jakes
270General traders and dockworkers looking to scrape by.
271----
272
273[[folder:In General]]
274Tropes pertaining to the Jakes in general.
275----
276* Bouncer: Smugglers are often employed as those, probably due to the ties between bars and those who bring the merchandise.
277* CombatMedic: Smugglers can heal their allies during combat. This does not stop them from dealing good damage with their guns.
278* 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.
279* TheGunslinger: Smugglers are very handy with their handguns.
280* HooksAndCrooks: Dockhands fight using hooks and gaffs as weapons, which can inflict Wound and thus increase damage taken.
281* PoweredArmor: Lifters use a padded exoskeleton to carry things around, including giant crates. They can also use it to fight.
282[[/folder]]
283
284[[folder:Fssh Menewene]]
285The 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.
286----
287* AmbidextrousSprite: Her robotic eye and furry pauldron.
288* TheBartender: Of Sal’s Campaign.
289* BewareTheNiceOnes: Her being a MentorArchetype to Sal doesn't stop her from boobytrapping her bar and disposing of an assassin for Sal
290* CrazyPrepared: After the assassin's visit on Day 2, she starts boobytrapping her bar.
291* ElectronicEyes: She has a robotic eyestalk.
292* IfItTastesBadItMustBeGoodForYou: Fssh-Cakes. They heal Sal, but taste like ass.
293* MentorArchetype: Taught Sal all she knew.
294* NiceGirl: Nice to Sal and her clientele.
295* RetiredBadass: Fssh used to be a highly competent fighter back in the day, but she now tends to a bar in Murder Bay. She can still dispose of Kashio’s assassin by herself and is pretty good at trapping her bar.
296* 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.
297[[/folder]]
298
299[[folder:Sweet Moreef]]
300A bartender, who's Smith's childhood "friend" and whose bar acts as Smith's base during his campaign.
301----
302* BewareTheNiceOnes: He’s soft-spoken, nice to the clientele and begs Smith not to kill anyone in his bar… yet he’s also the one to inform Smith of a plan to get back at (and possibly murder) Theroux.
303* TheBartender: Of Smith’s campaign.
304* IfItTastesBadItMustBeGoodForYou: Just like Fssh and Hebbel, Sweet Moreef’s meals are pretty bad but are useful for healing.
305* NiceGuy: An all around kind, polite and socially awkward bartender.
306* 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.
307[[/folder]]
308
309[[folder:Kashio’s Assassin]]
310At the end of Sal’s second day, she will be ambushed by an Assassin as she goes to sleep, and will be face to face with either Hanbi or Hanzo.
311----
312* AmbiguouslyRelated: You only meet one of the two assassins, but with their comparable names, designs and aesthetics, one can wonder if they’re related in some way.
313* ColdSniper: Hanbi, dealing heavy damage on his enemies with his rifle and avoiding. Becomes a FriendlySniper after being befriended.
314* 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.
315* TheGunslinger: Hanbi deals a lot of damage with a handgun and a rifle.
316* ImprobableAimingSkills: Implied. Hanbi puts “Assassin’s Mark” card in your deck at the beginning of the fight. Should you have many in your hand before he attacks, it is going to HURT.
317* MalevolentMaskedMen: Being masked assassins, they subscribe to this trope.
318* NinjaPirateZombieRobot: They are futuristic assassins wearing gasmasks in a post-apocalyptic world, one inspired by Bushido works and the other by Western works.
319* {{Ronin}}: Hanzo’s FlavorText mentions that he is “well-trained”, but he doesn’t have a master and is merely a highly dangerous sellsword.
320* SamuraiCowboy: Hanbi fights with a handgun and a rifle. Hanzo fights with a katana.
321* 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.
322[[/folder]]
323
324[[folder:Plundak]]
325The sole bearer of the "Dodgy Scavenger" title.
326----
327* 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.
328[[/folder]]
329
330!!The Spark Barons
331A 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.
332[[folder:In General]]
333Tropes that pertain to Spark Barrons in general.
334----
335* RailroadBaron: The Spark Barons are this-
336** RecycledInSpace: IN SPACE.
337[[/folder]]
338
339[[folder:Kashio]]
340A 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.
341----
342* 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.
343* BadBoss: Doesn’t really care if she sends her troops to their deaths.
344* CounterAttack: Depending from what she obtains from the auction, she might gain the ability to counter Sal’s attack every other turn.
345* CruelMercy: If Sal spares her, she wonders if [[Irony Kashio’ll be sold to the Derricks] after she turns her in.
346* 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.
347* EpicFlail: Fights with one, unless she obtains the aforementioned glaive.
348* FinalBoss: She's confronted at the end of Sal's campaign.
349* FlunkyBoss: Can summon an automech to fight alongside her as well as Holograms.
350* GrenadeSpam: If she obtains the “Suitcase Grenades”, she’ll keep throwing them at Sal at the end of every turn.
351* RingOfFire: The arena in which she fights Sal.
352[[/folder]]
353
354[[folder:Lellyn Fellemo]]
355A Spark Baron regional manager, formerly an Admiralty soldier that was friends with Rook and helped him "retire".
356----
357* 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.
358* 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.
359* DastardlyWhiplash: Has a very smug, wide smile, a mischievous Leitmotif and some whiskers not unlike a mustache.
360* EvilOldFolks: He is around Rook’s age, and looks older than that, and is quite the BadBoss.
361* 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.
362* 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.
363* RetiredBadass: While Rook has remained active as a Freelancer, Fellemo became a Spark Baron
364* RouteBoss: Rook can fight either him, Kalandra, or [[ScrewThisImOuttaHere neither]] towards the end of his campaign.
365* 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.
366* 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.
367* 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.
368[[/folder]]
369
370[[folder:Arint]]
371Fellemo's lieutenant, who was headhunted from one of the Cult of Hesh's Luminari training facilities, and takes her job very seriously.
372----
373* 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.
374* DarkAndTroubledPast: Again, she was headhunted from the Cult of Hesh’s Luminari training facilities.
375* 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.
376* 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.
377[[/folder]]
378
379[[folder:Kashio’s Goons]]
380At 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.
381----
382* 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.
383* MeaningfulName: A [[DogFaces Jarackle]] “Spark” Baron named Sparky, huh?
384[[/folder]]
385
386[[folder:The Rowdy Patrons]]
387At 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.
388----
389* 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.
390* 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.
391* 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.
392* FriendlySniper: Weezil, after being befriended. Even before Smith beats him, he still is having a fun time with his entourage.
393* 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 :
394-->''"Anyone with Weezil’s name on their lips best be careful how they speak it."''
395[[/folder]]
396
397!!The Spree
398The usual outlaws of Havaria. Violent and irascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.
399
400[[folder:In General]]
401Tropes that pertain to Spree members in general.
402----
403* BanditMook: Raiders can steal money from the Grifter, and will only give it back if killed.
404* BloodlessCarnage: Despite their attacks inflicting bleeding, there’s almost no visual indicator of it.
405* BowsVersusCrossbows: Thieves fight from a distance using Crossbows.
406* BringMyRedJacket: Sal will encounter (and fight) a lot of them during her campaigns, and she is the character who can inflict “Bleed”, so…
407* DamageOverTime: Just like Sal, most of them inflict Bleed on their enemies.
408* PinnedToTheWall: Thieves 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.
409* PowerFist: Thugs used revved-up knuckles to fight.
410* SinisterScythe: What Raiders use to fight.
411[[/folder]]
412
413[[folder:Nadan]]
414The 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.
415----
416* 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.
417* AmbidextrousSprite: Nadan’s burnt cheek changes depending on the way he’s facing.
418* 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.
419* BladeBelowTheShoulder: Nadan’s weapon of choice which he can drop should you kill him.
420* 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.
421* 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.
422* ItsPersonal: He blames Oolo for his current hardships and wants her dead, whereas Oolo is fine with Nadan being merely apprehended for his crimes.
423* 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.
424* RealMenWearPink: His love for poetry.
425* 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.
426[[/folder]]
427
428[[folder:Hebbel]]
429The 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.
430----
431* TheBartender: Of Rook’s campaign.
432* IfItTastesBadItMustBeGoodForYou: Hebbel’s meals heal Rook but are pretty bad for his stomach.
433* {{Jerkass}}: Not very nice to Rook.
434** 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.
435[[/folder]]
436
437[[folder:Denikus]]
438A Spree "Heartbreaker", a con-man specialising in charming people and making off with their riches. Smith can recruit him to get back at Theroux.
439----
440* 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.
441* 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.
442* DeadpanSnarker: Reacts with [[TheDitz Smith]]'s excentricities and the Banquod family drama with the same dry sense of humour.
443* EvenTheGuysWantHim: He easily seduces Theroux, and Sweet Moreef [[DidIJustSayThatOutLoud accidentally]] admits finding him pretty as well.
444* TallDarkAndSnarky: Seems to be his whole appeal.
445[[/folder]]
446
447!!The Rise
448A 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.
449----
450
451[[folder:In General]]
452Tropes pertaining to the rise in general.
453----
454* AssistCharacter: On the final day, if Rook is on their side, he can ask for help from Rise members against his enemies.
455* TheRevolutionWillNotBeCivilized: They believe in hit-and-run tactics, and public executions used as examples. Some of them do not hesitate to bully workers into joining them as well.
456* YourTerroristsAreOurFreedomFighters: Depending on who you ask, opinions on the Rise will differ.
457[[/folder]]
458
459[[folder:Prindo Kalandra]]
460The organizer of the Rise.
461----
462* ActionGirl: While not as strong as Flekfis, she will stand her ground should Rook betray her.
463* AssistCharacter: Rook can call her for help during the final battle. She’ll launch a bomb at his enemies before retreating.
464* 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.
465* 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.
466* DeviousDaggers: Fights using a dagger and encourages deception and guerilla tactics.
467* HerdHittingAttack: Should you fight her, she will occasionally throw grenades at you and your Spark Barons allies.
468* PoliticallyIncorrectHero: Of the FantasticRacism variety. She does not hesitate to call Fellemo, a Kra’deshi, multiple synonyms of “Slug”, even to his face.
469* RouteBoss: Rook can fight either her, Lellyn, or [[ScrewThisImOuttaHere neither]] towards the end of his campaign.
470[[/folder]]
471
472[[folder:Flekfis]]
473Prindo Kalandra's second in command and personal bodyguard.
474----
475* OldRetainer: He's devoted to Prindo, but age is starting to slow him down, with exploitable weaknesses such as "Old Injury" and "Slow".
476* 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.
477[[/folder]]
478
479!!The Boggers
480A group of cultists who worship the mutation-granting effects of the Deep Bog.
481
482[[folder:In General]]
483Tropes that pertain to the Boggers in general.
484----
485[[/folder]]
486
487[[folder:Glofriam]]
488The High Priest of the Boggers.
489----
490* FinalBoss: The final obstacle of Rook's campaign, fought alongside [[spoiler:the Grout Monster]].
491* StaringDownCthulhu: What Rook’s negotiation against him basically implies.
492[[/folder]]
493
494!!Other
495Small factions with few representatives or bosses without any real allegiance.
496
497[[folder:Bilebrokers]]
498Chemists and researchers with no real allegiance besides [[ForScience science]].
499----
500* 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.
501* 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.
502[[/folder]]
503
504[[folder:Rentorians]]
505Members of a faction situated on an island North of Havaria that is often in conflict with the mainland.
506----
507* NoBiochemicalBarriers: 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.
508* 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.
509[[/folder]]
510
511[[folder:Deltreans]]
512Members of the Deltrean Empire, of which very few details are given.
513----
514* 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.
515* PurpleIsPowerful: The only Deltrean you meet, Palamborat, is clad in purple clothing and cybernetics.
516* 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.
517* 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.
518[[/folder]]
519
520[[folder:The Ghosts from Rook’s Past]]
521At 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.
522----
523* ActionGirl: Gorgula, a battle-hardened Heshian who’s ready to throw down.
524%% * AmbidextrousSprite: Gorgula’s eyepatch.
525* 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.
526* 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.
527* EyepatchOfPower: Gorgula has a fluorescent one over her eye.
528* {{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.
529* GunsAkimbo: How Fralx fights, a style he learned from Rook.
530* MalevolentMaskedMen: Threekwa is an assassin that hides his face.
531[[/folder]]
532
533[[folder:Theroux’s Bodyguards]]
534At 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.
535----
536* AlwaysIdenticalTwins: Being PaletteSwaps of each other, Felek and Tazz look identical.
537* ClockworkCreature: Mark Nine Nine has a WindUpKey on his back which he can use to gain power and regenerate his health.
538* 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.
539* 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.
540* 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.
541* FragileSpeedster: Tazz and Felek attack multiple times per turn for good damage, but they’re not very tanky, at least individually.
542* 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 that smart management of Smith’s cards can get him to win the fight without taking heavy damage.
543* 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.
544* SiblingTeam: Felek and Tazz are explicitly said to be brothers, and they fight Smith together.
545* 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.
546* WeakerTwinSavesTheDay: PlayedWith. It is possible to kill one of the two brothers before getting killed by the survivor.
547* 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.

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