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https://static.tvtropes.org/pmwiki/pub/images/1464222653captaingerbear_groupshot.jpg
"Groupshot" by Captaingerbear. Used with permission.

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    The Convict 

The Player Character. A citizen of Crest who has been judged and sent to Lukatt. In the Stocks, whatever their crime or guilt, the guards just let them starve to death... Until someone saves them. Now, they lead other convicts, exiles and forgotten ones with one goal in mind: escape the island.


  • Covert Pervert: Shows this in the Events.
  • Despair Event Horizon: Seems to be at least at the edge of one by the start of the game. Knowing that life as they knew it would never be the same again. Because even if they escape, they are forever branded as a criminal and their only hope is to escape to an unknown country if they can even find a boat off the island. Of course, it seems to get better as they make more allies.
  • Determinator: Nothing will prevent them from getting away from Lukatt. Not the guards, not the monsters, not a sadistic vampire, not even a Mad God. NOTHING.
  • Hello, [Insert Name Here]: The player can choose the Convict's name.
  • Extreme Omnisexual: The Convict can flirt or even sleep with quite a lot of characters. This ranges from some of the residence at the Pumphouse Brewery, to An invisible ghost in a mansion.
  • Humans Are Special: They can be a human...
  • Multiple-Choice Past: The Convict can be charged with a choice of a rather long list of crimes. While they will be found guilty and shipped off the Lukatt no matter what happens (thus kicking off the plot), they could have or haven't actually done the crime in question, as well as admit or deny their guilt.

The Bastards

While one of the main features of gameplay is that you can recruit monsters and other-player-created convicts, these twenty-one unique characters have developed personalities and backstories, interactions with you and with themselves, and personal epilogues.

The person who saves you from the Stocks at the beginning is one of them, chosen by the game according to your crime, your pleading and the truth of your guilt. An asterisk after their name in the folder system means that they can be your savior.

There is a twenty-second one, but he's a variation of an existing one and has no interactions or epilogue. See Greave for more detail.

The characters are sorted in alphabetical order, NOT in order of appearance.

    Tropes in general 

  • Manly Gay: Given the creator and the vary nature of the game. Most of the male Bastards fall under this category. All of them either implied to be or fully confirmed to be interested in men. While also all being manly enough to fit the Bara genre
  • Mutually Exclusive Party Members: Four duos of them. Borgnina and Zantanak, Grant and Byrne, Greave and the Reanimated Guard, Nazar and Rangda.
  • Mr. Fanservice: Most of the male characters are this for the Bara crowd in some form or fashion, particularly Nazar and Bato. Given the creator is in fact a bara artist, this is no surprise.
  • Permanently Missable Content: Not counting the Mutually Exclusive Party Members, you can irremediably lose on:
    • Kirilo, if you don't go immediately to his rescue.
    • Grant or Byrne, if you kill Frico before recruiting them.
    • Peregrine, if you accept his kidnapper's bribe and abandon him.
    • Logus, if you don't activate Lumine Lighthouse before trying to leave the island.
  • Ragtag Bunch of Misfits: Let's see. Without counting the Convict and ignoring the Mutually Exclusive Party Members, we've got 8 humans, 6 orcs, a goblin, a vampire, 2 werewolves, a giant, a half-human-half-orc, and a demon.
  • The Smurfette Principle: Only 4 of them are women. And to make it even worse, two of them are part of the Mutually Exclusive Party Members.
    • Justified, in that the human woman are about the same number as the human men but Orcs have laws meant to favor the woman over the men given their general rarity. Thus there is only one female Orc in the entire game and that is only because she came to the island herself rather then by being banished.
    • The player can also create their own female characters using the create template feature or recruit a variety of female enemies as well. But none of them can be female Orcs
  • True Companions: If you take the time to nurture their trust, they become this.

    Bato 
https://static.tvtropes.org/pmwiki/pub/images/e_bato.png
A convict that got captured by a group of Sahagins that intended to eat him. Luckily for him, shortly after escaping the Stocks, the Convict rescues him. In gratitude, he joins them.
  • Carpet of Virility: Shirtless and proudly showing his carpet, though he makes sure he doesn't want to be one-upped by Greave.
  • Crutch Character: He indirectly teaches the player about the manpower mechanic for strongholds.
  • The Engineer: He's the guy who takes care of moving and building the strongholds.
  • Non-Action Guy: He starts off as a poor fighter, but is concentrated in Labour which makes him an excellent early-game source of manpower, especially coupled with his Lawful alignment.
  • Roguish Poacher: He was sent to the island for illegaly hunting deer at a duke's lands.
    • Subverted in that he simply caught the deer the Duke was chasing already and the Duke used his influence to send Bato away for the minor slight.
  • Sole Survivor: Originally was part of a group that was captured by Sahagins and he is the last one still alive.
  • Why Did It Have To Be Sahagins?: His captivity made him develop a phobia of the sahagins. And more generally, of everything water-related.
    • This fear is fairly rational given what they do with their prisoners.

    Borfalgor 
https://static.tvtropes.org/pmwiki/pub/images/e_borfalgor.png
Goblins, while counting as intelligent creatures, are so dumb and primitive that they can be considered as animals. And Borfalgor was no different until the day he found a magic amulet that tremendously boosted his intelligence. Becoming a loner since, he meets the Convict shortly after having the amulet stolen, and thus becoming back a stupid primitive. After the Convict recovers and gives him back the amulet, he joins the Bastards.
  • Angst: The Event focused on him reveals that he's very torn over the fact that his brethren are almost animals and that a magic amulet is the only reason he isn't.
    Either I'm a dumb animal or a piece of jewelry! And I don't know which one is more disgusting!
  • In-Series Nickname: The other Bastards call him "Borf".
  • Our Goblins Are Different: And this one is very different.
  • Stranger in a Familiar Land: After becoming intelligent, he realized he didn't feel anymore like he belonged to his clan. That's why he lived a loner until the game.
  • We Are as Mayflies: A rare non-human example. In an optional conversation, he's flabbergasted to learn that humans reach puberty roughly at 20 years old. He then explains that he's 8 years old and that it's pretty old for a goblin.

    Borgnina* 
https://static.tvtropes.org/pmwiki/pub/images/e_borgnina.png
A Crusader who has come to help rid the island of it's demonic corruption.
  • Barrier Warrior/Stone Wall: Starts out the game with strong defensive capabilities, but lacking in offense.
  • Knight Templar: She's a crusader, it's right in the description. You can find her at an abbey, in the middle of preparing a ritual to 'cleanse' the place with purgatory fire because the nuns have lax practices (which is pretty understandable, considering they're on an island full of criminals and dangerous monsters, and little civilization). You have to convince her to stop to get her to join you, and she eventually softens up a bit during your travels.
  • In the Hood: And she never removes it. Except in her epilogue image if you earned her trust.
  • Only Sane Woman Often comes off as this when around the other bastards. Being the voice of reason in many events should the player recruit her and bring her along.
  • White Mage: She possesses early knowledge of the "Ward" skill tree, which makes her able to heal adjacent allies.

    Byrne 
https://static.tvtropes.org/pmwiki/pub/images/e_byrne.png
A Neonate vampire who acts as a watchmen and works for Frisco who will encourage a convict to appease the vampire lord.
  • Punch Clock Villan: He'll only attack the player if they are already working with the werewolves of Hayill and he'll turn on Frisco if the player changes their minds.
  • Red Eyes, Take Warning: They're a sign he's a vampire.

    Grant 
https://static.tvtropes.org/pmwiki/pub/images/e_grant.png
The bodyguard and son of Hayill's Alpha, he's sent to help the Bastards when they announce that they intend to kill Frico. After the vampire's death, he decides to stay with the team.

And yes, he's an Expy of CaptainGerBear's signature character.


  • Healing Factor: Being a werewolf, he can recover from injuries much more quickly than normal.
  • I Choose to Stay: After killing Frico, he chooses to stay with the band instead of returning to Hayill.
  • Lighter and Softer: Than Canon!Grant. While he's agressive and asocial, he's not the psychological wreck Canon!Grant is.
    • To put it in perspective, canon!Grant, at one moment, went into a self-destructive spiral and had to be rescued by someone else. Here, it's Grant who rescues Beauregard from a self-destructive spiral.
  • Stone Wall: His default build focuses on Guard, and his innate Healing Factor arguably makes him one of the best tanks in the game.
  • Voluntary Shapeshifting: In every battle, the first time you give him the order to defend, he turns into his wolf form. And goes back to his human form once the fight's over.

    Greave* 
https://static.tvtropes.org/pmwiki/pub/images/e_greave.png
A guard, one of the few who truly want to do good and who leaves his post knowing his fellows are just as bad as the criminals they keep on the island.
  • The Cape: The most openly good-hearted of the Bastards. He'll always come to the rescue of a Convict who maintains their innocence throughout the opening.
  • Carpet of Virility: Quite hirsute beneath that armor. During an Event if Bato is included, Bato is surprised and jealous of Greave's carpet that he challenges him to who's the hairier one.
  • Defector from Decadence: He was the Token Good Teammate of the Stocks' guards, and eventually left after witnessing the rampant corruption. He goes so far as to brand himself a 'traitor' if he trusts you enough.
  • Distressed Dude: If another Bastard rescues you, Greave leaves the Stocks at his own terms. Later, he gets captured by a witch coven bent on offering him as a sacrifice if not for the Convict rescuing him.
  • Everything's Deader with Zombies: If the Convict is a Necromancer, a guard who is strongly implied to be Greave is killed and reanimated to aid your escape attempt, and spends the rest of the game as the mute Reanimated Guard.
  • Mighty Glacier/Stone Wall: His default build focuses primarily on Guard, with a few points in Fight as well.
  • Token Good Teammate: Outright describes himself as the "odd man out" among the Bastards, being the only one who was never a criminal or simply born on the island to begin with, and is easily the most good-hearted and virtuous of the lot.

    Greening 
https://static.tvtropes.org/pmwiki/pub/images/e_greening.png
A Gustomancer, falsely charged with conspiracy.
  • Barrier Warrior: His default build focuses heavily on Ward with just enough points in Blast to let him safely attack from a distance.
  • Cloud Cuckoo Lander: No kidding...
  • Felony Misdemeanor: He was sent to the island for conjuring a cake at a prince's wedding party and was accused of sabotaging it.
  • Squishy Wizard: Zigzaged. His ward skills make him a good defender to other magic units so he can take quite a lot of hits from spells and he can heal himself and others if he defends but Physical attacks can quickly whittle down his smaller health pool.
  • What Kind of Lame Power Is Heart, Anyway?: His unique skill, Gustomancy, lets him generate a random food item whenever he fully wards against a spell. On maps with only physical units he's near useless, but sit him in front of an enemy mage or two for a few rounds? Your party will never go hungry again.

    Kirilo* 
https://static.tvtropes.org/pmwiki/pub/images/e_kirilo.png
A Vigilante from the main land, looking to continue to help people even now.
  • Unexplained Accent: His text suggests he speaks with a thick cockney accent but none of the other characters from the two countries of the game give much of a hint of any accent.
  • Vigilante Man: And proud of it. His backstory is actually rather similar to Greave; he started off as a guard in a small town. When he realized his higher-ups were being bribed and turning a blind eye to crime, he quit the job and decided to take matters into his own hands. A few other guards joined him for a while, until someone he once helped sold him out.

    Leftie* 
https://static.tvtropes.org/pmwiki/pub/images/e_leftie.png
A Misanthropist with quite the violent past.
  • Happy-Ending Massage: A variant; you can find him at a brothel thinly disguised as a brewery, though he works as a guard. However, you can in fact pay him for sex before hiring him to join your band.
  • If It's You, It's Okay: Doesn't have much, if any, experience with men, and his sexuality isn't stated, but he will accept an offer from a male player character.
  • I Am a Monster: He tells you that he feels this way during his Event. He got very drunk one night and, at least according to what he was told, followed a woman home and raped her. He then killed her husband when he caught him in the act, and then strangled the woman to keep her quiet. He then ate parts of them and burned their house.
    Leftie: That's the kind of monster you keep under your wing.

    Moria* 
https://static.tvtropes.org/pmwiki/pub/images/e_moria.png
An extremely asocial barbarian who's been sent to Lukatt for murder.
  • Blood Knight: She kills several bandits in her introduction scene, and says that she'd happily do it to anyone who crosses her.
  • Glass Cannon: Starts off heavily focused on Fight, but poor defenses.
  • Hidden Depths: Sometimes shows them. For instance, her Event reveals that she has two sons.
  • The Social Darwinist: The Struggler variation.

    Nazar* 
https://static.tvtropes.org/pmwiki/pub/images/e_nazar.png
Because of the extremely unbalanced gender ration of the orcs, orc women are protected by law from many things, even from law itself. If an orc woman commits a crime, it's her husband who'll suffer the punishment. This is what happened to Nazar.
  • Awful Wedded Life: Implied to have had one with Rangda It's part of the reason why he was sent to Lukatt in the first place and why he dosen't want to go back.
  • Closet Key: He was this to one of his fellow workers at a labor camp. The player can find the other man's diary and Nazar can take it if he's part of the party.
  • Love Interest: He's the only romanceable Bastard.
  • Mr. Fanservice: While many of the male characters are like this to some degree, Nazar takes the beefcake for being one of the biggest characters (his sprite's larger than even the biggest playable character model!) and running around in nothing but a cup and fur around his waist.

    Paul 
https://static.tvtropes.org/pmwiki/pub/images/e_paul.png
A "Gigajack" (Giant lumberjack), native to the island.
  • Gentle Giant: A rarity for his kind (The Gigajacks are one of the "monster" races you'll have to fight).
  • Meaningful Name: Coincidence or not, he is named after the giant in American folklore, Paul Bunyan.
    • In addition to the name, he is recruitable only after you complete several labor tasks to cut down the trees in the area you find him. He also knows a bit about the Victor's ax that you find in the crumbling sprawls. Possibly a reference to Paul Bunyan's original myth.

    Peregrine* 
https://static.tvtropes.org/pmwiki/pub/images/e_peregrine.png
A thief and burglar. The Bastards meet him while trying to get inside a mansion, and they agree to cooperate. But Peregrine is taken prisoner by the mansion's master, and after being rescued by the Bastards, he decides to join them.
  • Half-Human Hybrid: It's never explicitly stated, but his pointy ears imply he's half-orc.
  • Lovable Sex Maniac: Understatement of the year.
  • Weak, but Skilled: Peregrine has next to no fighting ability when he first joins you, but he possesses high ranks in the Thwart skill, which enables him to operate skill-based mechanisms.

    Rangda 
https://static.tvtropes.org/pmwiki/pub/images/e_rangda.png
An orc woman who got herself willingly thrown to Lukatt to try and find someone. Said someone is Nazar. She's his wife, and the reason he's been sent in Lukatt.
  • Jerkass: She can be a total bitch.
    • There is an optional event where another Bastard calls her out on her jerkassery. Her answer goes from "I don't care about your opinion" to downright Kick the Dog.
  • Never My Fault: She says that it's Tsarath's laws that sent Nazar to Lukatt, refusing to admit that it happened because she broke said laws.

    Rosaline* 
https://static.tvtropes.org/pmwiki/pub/images/e_rosaline.png
A free-spirited vagrant recently arrived on Lukatt. May or may not be an assassin.
  • Dance Battler: She's an extremely graceful combatant, able to dodge enemy attacks with relative ease.
  • Distracted by the Sexy: Her Allure personal trait is implied to work this way, passively increasing the risk of enemies next to her and giving a chance for attacks against her to automatically fumble.
  • Hidden Depths: Barrod calls her an Assassin and clearly she's more then just a friendly dancer girl to have ended up on a prison island from Crest.

    Shapiro* 
https://static.tvtropes.org/pmwiki/pub/images/e_shapiro.png
A Charlatan, mistaken for a king by the natives and held against his will.
  • Squishy Wizard: He starts off with a focus on Blast and Weave, and has poor defense.

    Vankan* 
https://static.tvtropes.org/pmwiki/pub/images/e_vankan.png
A rather old orc who can be found staying at an old library. Despite being branded as a madman, he's actually rather personable.
  • Bookworm: If not the person to rescue the Convict initially, he can be found in an abandoned library. He even says that he could spend the rest of his life there, though it does get rather boring.
  • Squishy Wizard: His Blast ability is naturally high, at the expense of his defensive stats.
  • Green Thumb: He has the Rexsoul trait.
  • Seers: He's able to see glimpses of the future, and made a small fortune telling people about his visions. Unfortunately, a lot of them aren't pleasant, and people became scared of him once they started realizing what he says comes true. He was seen as a lunatic because of his attempts to warn people, and eventually crossed someone powerful. He was framed for a kidnapping and shipped to Lukatt.

    Wisaka 
https://static.tvtropes.org/pmwiki/pub/images/e_wisaka.png
A Gevaudan heading for Hayill, only to meet and join with the Convict.

    Zantanak* 
https://static.tvtropes.org/pmwiki/pub/images/e_zantanak.png
A demon. He's special among the other Bastards because he's the only one (except the Reanimated Guard, but he's a variant of Greave) you can't recruit the normal way. The only way to have him in the team is to have him as your savior, which will happen only if you're guilty of Malediction.
  • Big Red Devil: He's human sized but tall, strong, and definitely red.
  • Glass Cannon: High ranks in Fight and Blast mean he can dish out all sorts of damage from all sorts of ranges...but he's not very good at taking hits.

    SPOILER 
Logus
https://static.tvtropes.org/pmwiki/pub/images/e_captainlogus.png
A sea captain branded a traitor, who can try to assist the Bastards in escaping the island. However, he will end up lost at sea if the player doesn't first relight the Luntime Lighthouse.
  • Pirate: Is described as is, and how he was sent to the island for treason and piracy.

    SPOILER 
Beauregard
https://static.tvtropes.org/pmwiki/pub/images/e_beauregard.png
An orc frozen in time that must be rescued before he can join the Bastards.
  • Fish out of Temporal Water: Was frozen in time in a oubliette for centuries; was not impressed of the current state of the island.

NPC

Various important NPC.

    Nikolai 

    Hayill's Alpha 
Leader of the werewolves in Hayill.
  • Abusive Parent: Verbal Abuse toward his son. Grant
  • Jerkass: Constantly insults his bodyguard and son Grant, calling him fat and lazy. He also knows that going after Frisco could easily get the Bastards killed but sends Grant with them anyway.

    Eccentric Blacksmith 

    SPOILER 

Barrod

A demon lord. The Bastards can make a pact with him to find an interesting alternative to escaping Lukatt.


  • Deal with the Devil: The Bastards can make one, gaining a way to control Lukatt, though it may cost their souls.
  • The Cameo: Originates from the creator's first commercial game, See No Evil.
  • Good All Along: Despite the red flags surrounding his deal and the fact that he's a literal demon. His plan is actually a good one and following it through to the end sees the player unlock the best ending of the game with no real draw backs. And if he's really the same guy as he was in See No Evil. He's not actually as evil as he seems.
  • Villain of Another Story: May actually be the same Barrod from See No Evil Thus making him the main antagonist of another game yet plays a minor, almost helpful role this time.

Lore

The Bastards eventually discover that Lukatt was once a prosperous kingdom. These characters are an important part of how and why Lukatt became the hellhole it is now.

    Glamig Cosova 

    Maxim Spartill 

An in game historical figure who once defended the land of Lukatt in the distant past. Statues of him and information about how he led his elite soldiers are scattered across the land in different areas.


  • Does This Remind You of Anything?: All of the facts your learn about him and his vary name is steeped in Innuendo.
  • Manly Gay: The game heavily implies that he was one and his elite troops were this as well. Painting an interesting picture of what working for him may have been like.

    Fastad 

    Luc Beauregard 

Antagonists

Various (mandatory or not) obstacles in your path to freedom.

    Frico 
A Vampire that blocks passage between the western and eastern halves of Lukatt.
  • Kick the Dog: Should the Player bring Grant, He will insult the other for being fat and call him weak.

    Treasure Goblin 

    Evans 

    SPOILER 

Leviathan


  • Big Bad: He's the reason why leaving Lukatt is impossible, and thus, the last and greatest obstacle the Bastards must defeat.
  • Big Good: Ironically, as freeing him involves making a Deal with the Devil, but when you do. Not only dose freeing him allow your band to clear out the island's corruption. But the Leviathan helps defend the island from Crest who sends soldiers in an attempt to make it a prison island once more. From there, you and your allies make Lukatt a safe haven for others escaping persecution in their home countries. Giving you and your companions probably some of the best endings of the game.
  • Did You Just Punch Out Cthulhu?: He's a god of the oceans, and the Bastards' only way of escaping Lukatt is to kill him. Or free him, which still requires an otherworldly amount of strength for what is essentially a bunch of random exiles.


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