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1''Rebuild'' is a TurnBasedStrategy series by Northway Games in which a group of survivors must take back and [[TitleDrop rebuild]] various cities after a ZombieApocalypse.
2
3The first game, ''Rebuild'', is a Flash game created by Sarah Northway and released in February 2011. It can be played [[http://www.newgrounds.com/portal/view/562116 here]]. Later that year, October 2011, Northway released a remake titled ''Rebuild 2'', with improved features, more story elements, and a [[ArtShift new]] [[DarkerAndEdgier graphic]] [[BloodierAndGorier style]]; it can be played for free [[http://www.newgrounds.com/portal/view/581493 here]]. A paid version was released on iOS and Android, simply titled ''Rebuild'', which is essentially a mobile port of ''Rebuild 2'' with some new content, most notably seasons.
4
5A third game, ''Rebuild: Gangs of Deadsville'' (also known as ''Rebuild 3''), began development in 2013 and ran a successful Kickstarter to help pay for the art, music and writing. It was released as a downloadable, paid game on Steam in May 2015, and released on mobile platforms shortly after. ''Rebuild 3'' uses the same base mechanics as the Flash games, expanded into a full campaign mode with many different rival factions, cities, and story events. It also has more RPG elements - each survivor has their own backstory and perks, and they can have relationships and even form families.
6----
7!!This series contains examples of:
8[[foldercontrol]]
9
10[[folder:Tropes Common to all three games:]]
11* AfterTheEnd: The setting takes place after a ZombieApocalypse.
12* AntiHero:
13** Dr. Bryukhonenko in R2 [[spoiler:aims to cure zombieism]], but a visit to his lab has the observers remark on the unethical experiments he conducts. Refuse to help him and he will [[spoiler:bomb the city before heading elsewhere]].
14** ''Gangs of Deadsville'' introduces a whole slew of people the player can meet along their journeys:
15*** Senator Davis comes off as a pure Jerkass and your stereotypical U.S. senator who is hellbent on claiming land and resources by force. [[spoiler:Then you find out that she's the only person in power anymore, and that she just wants to give her troops hope and purpose...]] [[spoiler:[[SubvertedTrope At least until]] she has enough {{Elite Zombie}}s in her army to conquer North America...]]
16* AnyoneCanDie: The game is randomized, so expect some death of characters you may or may not like.
17* ApocalypseHow: Most of conventional society appears to have been wiped out, but survivors are scattered throughout and your aim is to rebuild it.
18* AwesomeButImpractical:
19** Laboratory researches are this, at least for the early game. They can prevent food loss, allow survivors to randomly show up, and prevent fatal zombie bites, but can take weeks to accomplish. And they cannot be converted into different buildings once they are no longer needed; however, you'll need 2 of them [[spoiler:to unlock the "cure zombieism" end]], and the bonuses provided are ultimately worth it.
20** Schools in the first game were useful for converting a survivor into a different class, but they lost any of their already-known skills. This was fixed in the second game, when they could learn multiple skills. In ''Gangs of Deadsville'', the two different methods are hybridized. While your survivors ''can'' learn more than one skill, they can only be classified as one class at a time. The skills themselves are still completely usable and come into play, but a penalty is imposed if the character is doing a mission that their specified class at the time isn't suited for.
21* BadassBookworm: It's possible for scientists to train in combat and construction from the second game onward. Exaggerated with the [[MacGyvering MacGyver]] perk in ''Gangs of Deadsville''.
22** One of the perks in Gangs of Deadsville, "[[ShoutOut Mac]][[MacGyvering Gyver]]" adds half of a survivor's Engineering skill to his Defense, meaning that a survivor can have 15 Defense (the base cap is 10) without any equipment or other perks.
23* BigBad:
24** Father Kane, from the perspective of the Last Judgement questline in ''2''. While not responsible for the zombie outbreak, he ''is'' the head of a fundamentalist biker gang that harass you and enslave women, and thus the biggest threat in the game.
25*** ''Gangs of Deadville'' keeps the Last Judgement, but this time they are led by Father O'Grady, [[ALighterShadeOfBlack who is far more reasonable to the point that you can form alliances with them]].
26** Mr. Clark, an [[spoiler:EliteZombie]] and former [=McManager=], is this in ''Gangs of Deadville.'' Eventually you discover that [[spoiler: Senator Davis of the Government faction]] was manipulating him all along.
27* BittersweetEnding: It ultimately depends on how many people die in your playthrough:
28** If you manage to take the city but [[spoiler:trade the helicopter fuel for the "cure for zombieism"]], this occurs.
29** The ending where you [[spoiler:cure the zombie plague]] will ultimately save hundreds and perhaps [[spoiler:revive more]], but you ultimately will lose at least two people in aiming for this.
30** In ''Gangs of Deadsville'', most of the endings in which you ''don't'' [[spoiler:find the ''real'' cure for zombieism]] are this. [[spoiler:Your PC either [[NukeEm nukes Vancouver]] or becomes a mindless {{Elite Zombie}} alongside the entire population of the fort you've built]]. However, [[StrawFeminist two of the]] [[NewAgeRetroHippie more peaceful factions]] [[spoiler:unite to form a nation called Cascadia, and immortalize your PC as the hero who brought an end to the tyrannical Government faction]].
31* ChainsawGood: A chainsaw is an equippable item that increases offense and building skill.
32* CommandAndConquerEconomy: Played straight in the first two games. Downplayed in ''Gangs of Deadsville'', due to the "Redecorator"[[note]]Gives a random chance for the survivor to convert a "useless" building into something that can be built via construction without any of the usual cost in materials.[[/note]] perk being available to builders.
33* CrapsackWorld: Played straight with the first two games. PlayedForLaughs in ''Gangs of Deadsville'', which adopts a more cartoony look and utilizes a lot of BlackComedy in the way it's written.
34* CrazySurvivalist:
35** Some survivors will shoot at you when a recruitment attempt fails.
36** The third game subverts this: some survivors, when you try to recruit them, will freak out and start waving a gun around. If you have high enough Leadership, you can talk to them and they'll calm down and explain that they're not crazy.
37* CreatorCameo:
38** In the second game, you can help a defector escape from the Last Judgement. Her name is always Northway. In fact, due to the Main/NewGamePlus, you can have an entire starting group of nobody but her!
39** In the third game, Northway is a relatively common surname.
40* {{Cult}} / ReligionOfEvil:
41** The Church of the Chosen Ones, for whom zombies are destined to replace humanity.
42** The Last Judgement motorcycle gang are rapists and pillagers dressed as Catholic priests going on about retribution.
43* DarkSecret: Dr. Bryukhonenko in R2 does many horrible, bizarre, and inhumane experiments as you let him commandeer your laboratory. It probably would've felt a little more worthwhile if he'd just told your fort [[spoiler:that this was to try and cure zombieism]].
44** Senator Davis in ''Gangs of Deadsville'' is revealed to have been lying the entire time about the [[spoiler:United States Government still being intact]]. She all but begs you to help become her SecretKeeper, because she just wants [[spoiler:to keep order and give her men hope and purpose]].
45** The Pig Farmers have some juicy, delicious Pork for sale at fairly cheap prices. It's a shame that [[spoiler:[[ImAHumanitarian it's not really pork]]]].
46* DiscOneNuke:
47** If you take the time to train five survivors until they have all skills maxed out, and give them the best items, starting anew becomes much easier since you can then give the items to your new recruits.
48** Some of the leader perks from ''Gangs of Deadsville''. One, for example, reduces build times to one day. That's right, reclaim any building in one day, no matter the skill of the builder.
49* DownerEnding:
50** Naturally happens if the city is overwhelmed.
51** Allowing the Church of the Chosen Ones to preach [[spoiler:will result in your survivors being sacrificed one by one until all but a few are left, at which point you lose]].
52** In Rebuild 3, most campaign endings are this, including a number which involve [[spoiler:the main character dying]], or, at best, [[spoiler:going completely insane from TheVirus]].
53* EmbeddedPrecursor: The Deluxe Edition of ''Rebuild: Gangs of Deadsville'', comes packaged with the first two games, among other things.
54* EverythingsCuterWithKittens: In Rebuild 2, one of the items (obtained by beating the roulette game) is a cat that boosts every skill but offense.
55** Black kittens in ''Gangs of Deadsville'' boost ''all'' stats.
56* GameplayAndStoryIntegration: The game's setup lets you choose your character's name, starting item and difficulty via their diary.
57** The final mission of ''Gangs of Deadsville''. [[spoiler:If you failed to get all three pieces of research required for the cure[[note]]and the third piece is [[NintendoHard so hard]] to get that only ''0.4%'' of players have gotten it[[/note]], the Government will reveal that the cure you've made is tainted with the Omega Virus, which will turn all its users into {{Elite Zombie}}s. Some serious InterfaceScrew goes down as you slowly turn. See NightmareFuel on the YMMV page.]]
58* GameplayAndStorySegregation: The [[spoiler:tainted]] cure in ''Gangs of Deadsville'' [[spoiler:only causes your people to turn into zombies in the final mission. In any other mission you take, even after you play through TheReveal, it works perfectly as advertised.]]
59** Children born inside your fort in ''Gangs of Deadsville'', particularly your PC's children. Once they come of age, they will be recognized by the game as adult survivors. Once you enter their backstories, however, they will be treated as if they were born somewhere else outside the fort and eventually were taken in.
60** You can recruit Diane[[spoiler:'s son, Mason]] Moon in Kelowna if you [[spoiler:destroy the Last Judgement Gang's presence without the DAHLIAS' help]]. After doing so, [[spoiler:he and Erica, his companion]] will inform you that they're actually not a couple, just a team, and that [[spoiler:he's]] not "into girls like that." Despite this, [[spoiler:he]] does[[spoiler:n't have the gay perk, and]], due to the possibility of the way relationships work in this game, can either become enemies or even romance her if left alone together enough.
61** Similar incidents with children in ''Gangs of Deadsville'' in particular are random events in which a survivor will spot a relative outside the wall. Most of the time it'll be their mother or father... even if both their Mother and Father are living in your fort as the event takes place.
62* GreaterNeedThanMine: Sometimes a trade caravan shows up, but on seeing your supplies insists on giving you free food. Your food stockpile has to be very low or outright non-existent for this to happen, otherwise he'll only want to trade unused gear for food or food for prostitutes (which increases happiness).
63** In ''Gangs of Deadsville'', having a high [[AllianceMeter respect]] rating with a faction when you're low on food will oftentimes prompt an event where they leave you some food as goodwill.
64* GuileHero: The main leader will always start out as the leader class in the first two games. You ''can'' level up their other skills in the second game, but depending on the difficulty, it might not be necessary.
65** In ''Gangs of Deadsville'', you have the option to keep your leader as this if you avoid letting them participate in stealth/combat missions and exclusively pick diplomatic options when dealing with factions.
66* HoistByHisOwnPetard:
67** In Rebuild 2, this can happen to [[spoiler:your fort]] if [[spoiler:you allow the Church of the Chosen ones to kill any dissenters]]. Even if [[spoiler:your character and the other survivors are completely happy with it,]] the point still stands that [[spoiler:by killing/exiling the dissenters, you are [[DoomItYourself dooming your fort]]]].
68** In Rebuild 2, The Last Judgement Gang is shown to be taking advantage of [[spoiler:the subway system underneath the city for easy navigation]]. Provided you haven't encountered the [[spoiler:escaped slave, [[CreatorCameo Northway]]]], this allows the player to ultimately discover the [[spoiler:location of the Last Judgement Gang's fort]] and launch a [[spoiler:surprise assault]], ultimately ending their raids.
69** Another in R2, [[spoiler:Dr. Bryukhonenko]]. [[spoiler:He]] eventually [[spoiler:blows up the research lab]] that [[spoiler:he]] and the [[spoiler:assistant you]] can give [[spoiler:him]] researching stuff in. The [[spoiler:guy]] was a pretty big Jerkass from the moment [[spoiler:he]] arrived, anyway.
70** In ''Gangs of Deadsville'', by the time you reach {{UsefulNotes/Vancouver}}, there are MultipleEndings available to both the city and the future of the Northwestern coast region. Choosing to destroy [[spoiler:The Government's]] fort without [[spoiler:[[NukeEm setting off the missile silo]]]] is this for both [[spoiler:The Player's Vancouver and Abbotsford settlements]] and [[spoiler:The Government]], since both groups were responsible for creating the [[spoiler:Omega-Virus]]. Regardless of interpretation, it's easily a BittersweetEnding.
71* KatanasAreJustBetter: The Riffs sometimes use these during their regular zombie killing sprees.
72* MemeticBadass: InUniverse. Characters reaching level 10 in a skill are treated as such, like soldiers able to kill zombies with a glance.
73* MoreDakka: Machine guns and assault rifles provide the highest offense bonus.
74* MultipleEndings: Five of them in Rebuild 2 (seven/eight on mobile or Steam):
75** [[spoiler: Cure Zombieism]]: By allowing [[spoiler: Dr. Bryukhonenko conduct his strange experiments, then investigating and reclaiming the research lab after the asshole blows himself and his assistant up, you can start to develop a cure for the virus. The survivors eventually complete it, inoculate themselves, then develop an aerial dispersion system, preventing the formation of new Hordes and slowly decreasing the number of zombies throughout the city.]]
76** Last Judgement: [[spoiler: After locating the Last Judgement Gang's base, the survivors (possibly with aid from The Riffs) launch an assault on their fort. After ten days of vicious fighting, the LJG is slaughtered to the last and their slaves freed. The Last Judgement Gang will no longer attack your fort, and you gain an extra five survivors from the liberated slaves.]]
77** Draft a Constitution: [[spoiler: The survivors clear out and reclaim City Hall, then start drawing up a new constitution for a post-apocalyptic world. This eventually serves as the foundation of a new nation, bringing some measure of order back to the zombie-infested Earth.]]
78** Airlift: [[spoiler: Find the Helipad and fix up the helicopter after the saboteur blows it to bits. The survivors perform a flyover of the city, revealing all map squares in detail; afterwards, you can choose to [[NewGamePlus send five survivors and their gear out to Rebuild a new city]].]]
79** [[spoiler: Embrace the Virus]]: [[spoiler: If the [[ZombieAdvocate Church of the Chosen Ones]] is allowed to grow and any dissenters against their creed punished, their influence gradually drives your survivors to "join the Chosen Ones" (i.e.: become zombies) at an ever-accelerating rate. Eventually, the last surviving member of the Church leaps from the walls of the fort and into the jaws of the undead, extinguishing the last trace of life in the city. [[SarcasmMode Good going, player?]]]]
80** [[ScrewThisImOuttaHere Cabin in the Woods]]: [[spoiler: The PlayerCharacter may remember that their uncle had a cabin out in the woods; by stealing food and items from the fort's bank and sending any suspicious survivors to their doom on missions, they can eventually betray the fort and flee to live out a life in relative safety and comfort -- aside from their guilty conscience, of course.]]
81** Spring Time/Terrible Hunger: [[spoiler: After the Harsh Winter event begins, the survivors may be tempted to [[NoPartyLikeADonnerParty resort to cannibalism in the event of the fort running out of food.]] If they refuse for all 100 days of the event and survive to the end, the survivors come through the winter alive and relatively unscathed. If they give into temptation, they emerge as a pack of [[ImAHumanitarian bloodthirsty cannibals with an unsettling hunger for human flesh]].]]
82* NPCBoomVillage: You start with minimal resources, a tiny handful of people and four most basic housing blocks (sometimes not even that). From there on, you have to expand and improve your community to both survive and win that specific map, attracting (or rescuing) newcomers along the way. Getting more people is paramount, as you need them to work on various projects and simply defend the perimeter.
83* PayEvilUntoEvil:
84** Defeating the Last Judgement gang in ''Rebuild 2'' shows you what happens to them. Corpses piled up, one guy's eyeball beaten out of his face, one guy tied to a pole and shot full of arrows...
85** One of the progress reports states that you blow a hole in their perimeter walls, allowing zombies through.
86** In ''Gangs of Deadsville'', defeating a faction leaves you with the options of driving them out of the city, [[DefeatMeansFriendship inviting them to join you]], or [[ShootTheDog killing them all]]. The last option can be rather tempting depending on who you're dealing with.
87* RandomlyGeneratedLevels:
88** Cities are completely randomized, though you always start with a police station, housing and a farm.
89** Character names and appearances in the second game are similarly randomized; it's possible to end up with, for example, a man in a business suit and a keffiyeh by the name of Satoshi Gomez.
90** In ''Gangs of Deadsville'', this is downplayed. There are multiple survivors you recruit throughout Campaign mode that have preset names and will always be the same appearance and skillset, to boot. Of course, everyone else is randomly generated.
91* ReducedToRatburgers: Starving survivors may attempt to catch rats for food, then become infected when a rat bites them.
92* ReinventingTheWheel: You lose all your scientific upgrades after starting a NewGamePlus. Justified, as the infrastructure that let you use them is back in the first city, [[spoiler:including the cure for zombieism]] if you'd researched it before. [[spoiler:Dr. Bryukhonenko showing up to research it again]] is somewhat harder to justify.
93* RemovingTheHeadOrDestroyingTheBrain: Several reports note this is the only way to deal with the zombies.
94* RidiculouslyFastConstruction: Individual builders are oftentimes all you need to construct a two-story apartment or two acres of farmland within a few days, depending on their skill level.
95* ScavengerWorld: Before you get enough farms to produce more food than you eat, your food and equipment must be scavenged from zombie-infested city blocks.
96* ScrewTheWarWerePartying:
97** A bizarre variation: if the Church of the Chosen Ones in ''Rebuild 2'' is allowed to proliferate, they will shut down the city every two or three days to celebrate someone joining the Chosen Ones teeming outside their walls, when they aren't joining them of their own free will.
98** Occasionally the survivors will do this, increasing happiness at the cost of food. Sometimes it's a zombie shooting competition, which lowers the danger.
99** This is an option for Rebuild 3 when a couple gets married.
100* ScrewThisImOuttaHere: If happiness or food levels are too low, some survivors will leave and try their luck elsewhere.
101* SexSlave:
102** The Last Judgment gang enslave their women in this way.
103** It's implied that the women working for Gustav's "love caravan" aren't there voluntarily. [[spoiler:He will at one point ask to recruit one of your female survivors. Agreeing earns you a rocket launcher in ''Rebuild 2'' and a Flamethrower in ''Gangs of Deadsville''.]]
104* UnitsNotToScale: In ''Rebuild 2'' and ''Gangs of Deadsville'', suburbs, motels, apartment blocks and trailer parks can all only provide housing for two people.
105* VideoGameCaringPotential:
106** Gustav offers you a substantial reward for [[spoiler:trading away a handsome female survivor]], but you can refuse simply because it's the right thing to do.
107*** In ''Gangs of Deadsville,'' this event occurs at least once per city; unlike in the last game, you have the option to [[spoiler:rudely decline. It nets a bit of annoyance from Gustav, [[GoodFeelsGood but also boosts morale in the fort]].]]
108** Converting your useless buildings into a church is a good way to make citizens happy. You can also build bars, and even assign a survivor as a bartender.
109** ''Gangs of Deadsville'' introduces children characters, who consume food, can't do missions, and must be cared for by an adult. They also subtract a point from all stats, and count as equipped items (so you can't give someone, say, a hammer to offset the stat penalty). You'll probably take them in anyway, because you won't be able to look yourself in the mirror after sending a little 7 year old back out into zombie-town. You do get a reward for doing so, in that kids eventually grow up into adults, usually with higher skills than new recruits, but this takes a long time.
110* VideoGameCrueltyPotential:
111** If you choose to allow [[ZombieAdvocate the cult]] to form, you are sentencing your society to death. [[spoiler:You can, however, ban and attack the cult after it starts going out of control; this will lose the author and a couple of survivors.]]
112** Sending out poorly-trained survivors as cannon fodder.
113*** Especially useful in Rebuild 3, in which sending out weaker units as decoys can help draw "Roamers" away from core missions.
114** When Gustav arrives and offers you a deal to [[spoiler:trade a female survivor for some valuable rewards]], you can accept ForTheEvulz.
115* ViolationOfCommonSense:
116** The BadEnding requires you to allow a book claiming "zombies are our friends" to proliferate and allow the author to commandeer a church to preach their beliefs. It's actually worthwhile to do this, since it boosts your city's happiness, [[spoiler:as long as you crack down on the church once it starts turning crazy. You'll lose a few survivors, but that happiness boost can be crucial for the early game. They'll also convert an otherwise unusuable graveyard into a church.]]
117** One of the good endings requires you to [[spoiler:allow an obvious MadScientist inside your fort, give him a lab, ignore the screams coming from the lab, and continue his work even after it explodes. Turns out his cure for zombieism actually works.]]
118** Exaggerated in the third game. The ''only'' way for you to [[EarnYourHappyEnding get the good ending]] is by making no less than ''four'' choices that you wouldn't normally do, in the span of a single city:
119*** [[spoiler:Put a team of survivors in the path of an incoming zombie mob. This team ''must'' include an Engineer, a class that normally has zero reason to be outside the safety of your fort. Once the mob descends on your team, you must choose to finish reading an old newspaper instead of running for it.]]
120*** [[spoiler:When a scavenger at level 10 scavs an unreclaimed mall, they will finish early and have some time to kill. You ''must'' have them go to the pet store, instead of using that time to do something more productive, like kill all the zombies in the mall.]]
121*** [[spoiler:Sell a cricket bat, an extremely rare high level melee weapon, to Gustav. Alternatively, if you're more for guns, you probably left the cricket bat behind several cities ago, without ever knowing how important it was.]]
122*** [[spoiler:In an uncommon event where a neighbouring faction is impressed by your having five schools, they will offer to give you some books. You ''must'' choose trashy fiction novels, instead of scientific textbooks.]]
123* WellIntentionedExtremist: Dr. Bryukhonenko is committed to dealing with [[spoiler:the zombie plague]], but his methods are very unethical at best.
124%%* YouRequireMoreVespeneGas
125%%* ZombieApocalypse
126* ZombieInfectee: A possible fate for the survivors, and are put down in plain view of the other survivors unless you researched the antivenom.
127[[/folder]]
128
129[[folder:Rebuild 1 and 2 provide examples of:]]
130* ArtShift: Rebuild 1 had designs that would make ''WesternAnimation/SouthPark'' characters seem extremely detailed. This was changed in ''Rebuild 2'', which was ''way'' DarkerAndEdgier (and Gorier!) in appearance, as courtesy of the artist Evil Kris.
131* BadassBiker:
132** The Riffs. Randomly show up to go on zombie-shooting sprees, and later help you out with taking out the Last Judgement and the Church of the Chosen Ones.
133** The Last Judgement gang are a group of Catholic bikers that regularly pose a threat to the city.
134* BodyCountCompetition: A random event will involve survivors have a shooting contest, using the zombies outside the walls as practice. Sometimes the Riffs will join in.
135* BrainBleach: One of the "Love Caravan" events has someone complain, "I just had to take a peek. Then I had to wash my eyes out with soap. Now I guess I know why [[HeadTiltinglyKinky they wanted]] all those [[NoodleImplements turnips]]."
136* DangerTakesABackseat: The helicopter ending has a zombie sneak up behind the pilot... [[SubvertedTrope before getting its brains blown out by a passenger]].
137* EyebrowsBurnedOff: This is what happens when you build a jet fuel flamethrower.
138* HoldTheLine: What the survivors do every night against the hordes of zombies surrounding them. Several of the endings have massive hordes show up every night until the objective is completed.
139* IAlwaysWantedToSayThat: One of the reports of a successful zombie-killing mission reads
140-->'''Survivor''': So we round the corner and there's Zed milling around and I go, "Listen up! You see this? ThisIsMyBoomstick!" I've always wanted to say that.
141* IdiosyncraticDifficultyLevels: The level is chosen by the initial survivor wondering how hard it'll be to take back the city.
142* {{Incoming}}: When any horde of zombies first shows up, it'll get reported, its location will be marked with a giant red exclamation point, and an estimation of when it will attack the fort will be readily available.
143* InformedFlaw: Survivors will sometimes mention that ammunition for their firearms is limited and hard to come by, and yet you can equip your entire fort with guns without risking the loss of offensive power.
144* IntrepidMerchant:
145** Food caravans pop in and offer to trade from time to time. If you're out of food, they'll give you some.
146** Gustav will come to your fort once every in-game week to offer a deal for a variety of items, or even a chance to raise your happiness with his BandOfBrothels.
147* KillItWithFire: According to your soldiers, jury-rigged flamethrowers are quite useful for clearing blocks of zombies.
148* MadScientist: Dr. Bryukhonenko. He makes his presence known by arriving and demanding your help as soon as you have a lab, then [[spoiler:works on a cure for zombieism]] which causes a lot of loud screaming for some unknown reason. He will also ask for a lab partner every week. This ultimately results in [[spoiler:the death of both himself and whoever you send to help him, with the lab being swarmed by zombies. Ultimately, however, his work pays off.]]
149* MemeticBadass: InUniverse. Characters reaching level 10 in a skill are treated as such, like soldiers able to kill zombies with a glance.
150* MoreDakka: Machine guns and assault rifles provide the highest offense bonus.
151* MultipleEndings:
152** For ''Rebuild 1'':
153*** The Scientific ending [[spoiler:has your survivors research the cure for zombieism]].
154*** The Leadership ending [[spoiler:has your survivors found a new government to better organize your fort against the undead]].
155*** The Soldier ending [[spoiler:has your soldiers being sent down into a portal to hell to close it]].
156*** The Builder ending [[spoiler:is achieved by reclaiming all the blocks in the city, thereby having [[HundredPercentCompletion reclaimed it all]].]]
157** For ''Rebuild 2'':
158*** The Helicopter ending [[spoiler:has the fort construct a helicopter to use as an escape in the event of the city becoming overrun.]] Instead, [[spoiler:they use it to send people to a new city.]]
159*** The [[spoiler:Cure]] ending [[spoiler:has the fort create and distribute a cure to that ultimately prevents new zombies from spawning in the city, as well as insanely increasing defense]].
160*** The Church of the Chosen Ones ending [[spoiler:has the fort submit to the way of the Church, performing RitualSuicide one by one until everyone is a zombie]].
161*** The War ending [[spoiler:liberates the women in the Last Judgement Gang's fort, and eliminates the Last Judgement Gang altogether]].
162*** The Constitution ending [[spoiler:is accomplished by reclaiming city hall and drafting a constitution, allowing for an organized banner for survivors to unite under against the undead]].
163*** The Cabin ending (mobile version only) [[spoiler:has [[DirtyCoward your leader]] secretly steal supplies and ultimately abandon the city, using a zombie horde as a distraction and [[UriahGambit sending people to die]] to prevent the secret from getting out.]]
164* NameOfCain: The Last Judgement is headed by a Father Kane.
165* NeverFoundTheBody: In the first game, scouting missions weren't entirely safe, so this was the outcome if a scout didn't come back.
166* NewGamePlus:
167** The helicopter ending has you choose five people to go to a new city to, well, rebuild. You can choose the difficulty and the items your envoys are equipped with.
168** Choosing to continue the game after other endings also gives you a nice boost: the zombie cure keeps new zombies from appearing, a constitution makes everyone very happy, and defeating Last Judgement keeps them permanently out of your hair.
169* NoodleImplements:
170** Just what did the Love Caravan do with all those turnips? Whatever it was, [[BrainBleach the poor witness was driven to wash his/her eyes out with soap]].
171** Having unused items in store causes characters to say they "could use a [dog/binoculars/pistol/chainsaw/], at least recreationally".
172* OmnidisciplinaryScientist: Laboratory upgrades range from (zombie) biology to electricity and electronics to agronomy. The items that increase science skill are equally disparate, from medkits to chemistry kits to science textbooks.
173* PostApocalypticDog: Throughout Rebuild 2, you'll find dogs on scavenging missions as well as the fact before starting the game, a dog is one of the items you choose to use. Also from time to time, there would be wild dog attacks made on the fort which could lead to one of the survivor's death if there isn't enough fort defense.
174* RewardForRemoval:
175** In ''Rebuild 2'', a caravan regularly comes around to trade items for food or vice-versa and also raise morale via prostitution. At one point the caravan owner offers to trade one of the female survivors for a rocket launcher, who is never seen again.
176** Assigning a survivor to assist the MadScientist will get them killed eventually in a lab accident, but it's needed for the zombie cure.
177* ShoutOut:
178** The Soldier ending in ''Rebuild 1'' had [[spoiler:your soldiers ''literally'' being sent into hell through a portal in a graveyard to close it up, almost [[Film/DawnOfTheDead2004 like they were making room in hell]]..]].
179** Survivors report success with lines like "[[Film/PulpFiction Zed's dead, baby. Zed's dead.]]", "[[Film/DieHard Yipee-ka-yay]]" or "[[Film/EvilDead2 Groovy]]".
180** Fortification missions for Malls and [[BlandNameProduct All-Marts]] mention ''Film/DawnOfTheDead1978'' by name.
181** ''Film/LandOfTheDead'' is referenced sometimes during 'Kill Zombies' missions as having used fireworks as a distraction.
182* StatGrinding: In the second game, each survivor has five skills that they can be trained in. Skills can be trained by studying at a schoolhouse or by going on a mission that requires that skill. Killing zombies improves combat, researching improves science, and so on. This is averted in the first game, where each survivor can only have one skill at a time.
183* TorchesAndPitchforks: After the helicopter is sabotaged, you can send a manhunt after the suspect. [[spoiler: The angry mob's interrogation accidentally kills the suspect.]]
184* ZombieAdvocate:
185** The Church of the Chosen Ones are, at first, advocates for friendship with zombies. Later, they become outright zombie-worshippers [[spoiler: and then evolve into a full-fledged suicide cult centred around embracing zombieism]].
186** One of the progress reports for the constitution's drafting in ''Rebuild 2'' has one of these, which slows down the debate.
187[[/folder]]
188
189[[folder:Rebuild: Gangs of Deadsville provides examples of:]]
190* TheAce: Your PC is technically the only one capable of this, with all of their skill levels being unlocked at once; however, all survivors' skills can be maxed out to a similar degree. Unlike them, however, the PC is not required to overspecialize.
191* AliceAllusion: In the city of Hope, you travel underground [[spoiler: into a secret research facility]] and rabbit in a lab coat scurries past you. [[spoiler: Correction. A woman wearing a lab coat and a plastic rabbit mask scurries past you.]]
192* AlmightyJanitor:
193** [[spoiler:Jesse, the [[NinjaPirateZombieRobot zombie cowboy.]]]] [[spoiler:He'll reveal that he used to sell vacuum cleaners before the apocalypse if you successfully cure him.]]
194** The PC can actually be this, if they were a College Student, Hobo, Pizza Delivery Guy, Pro Gamer or Shop Clerk before the apocalypse.
195* AnarchyIsChaos: Subverted with the Pharmacists. They amount to what is essentially an Anarchic drug empire with one "representative". They generally disapprove of any form of authority or law, and trying to have crime and punishment for your constitution - or any policies - will rub them the wrong way.
196* AndThenJohnWasAZombie: [[spoiler:Played straight in the ZombieApocalypse ending for Campaign Mode, in regards to your PC and all others who have been given the fake cure.]]
197* AntiFrustrationFeatures: Before a specific patch, your maximum food limit was determined by how many survivors were in your fort and however many warehouses you managed to claim. Around 1.5 patches, they altered some of the research nodes to include a food storage buff if you research them.
198* AntiVillain: The Pig Farmers are this. [[spoiler:[[ImAHumanitarian Cannibals]] who kidnap people and eat them when they're not selling the meat. However, when there's any plot centered around them, they explain that they only capture and eat "bad people."]] [[spoiler:Choose not to believe them and kill them all to escape with your survivor? A week later, the other three people they had captive [[JerkassHasAPoint will all kill each other over something petty]].]] On the other hand, the backstories of several survivors contradict this, [[spoiler: since many are implied to have narrowly escaped becoming dinner, despite being innocent.]] Also, [[spoiler: when they try to recruit one of you people ("anyone will do"), the reluctant recruit is also implied to become "pork".]]
199* ArsonMurderAndJaywalking: Multiple instances, but this one especially:
200--> Yeah, [Survivor] is really ''really'' sick now. Shaking, vomiting, seeing visions of blue gnomes dancing around the room. He'll be lucky if he even lives through it. [[TooDumbToLive That was a terrible idea]].
201* ArtShift: This game went back to a more cartoonish look to go along with the BlackComedy theme.
202* AscendedMeme: InUniverse for the Luddies; Owen, their leader, is touted as King Owen Ludd I, with accompanying fanfare. If you form an alliance with the Luddies, he'll admit that it started as a joke.
203* BadassBiker: The Last Judgement Gang is full of these.
204* BadassBookworm: Any survivor with a high Soldier skill and the "Bookworm" perk are literally this, especially if they also have the [[MacGyvering MacGyver]] perk. A good combo for those with the Deluxe edition is to have a Soldier take the Bookworm perk, train up their engineering, and then equip ''The Feyman Lectures''[[note]]+4 engineering and the [=McGyver=] perk[[/note]], eliminating the need to train their science skill unless for min-maxing purposes.
205* BadassDriver: Survivors with the "Driver" perk.
206* BaitAndSwitch:
207** The game implies that Lily's dad might not even be alive anymore when you encounter her, leading to uncertainty if you decide to give her medicine. [[spoiler:Turns out he is, and the medicine you give Lily (should you give it to her) saved his life!]]
208** If you send a survivor to a high-danger mission and they get injured, you'd expect them to be injured from the zombies, right? Wrong. Sometimes the journal entries reveal it was an angry raccoon defending its territory, a yappy dog that makes you trip and twist your ankle, a rusted nail, and so on.
209** When meeting with a faction, you will sometimes be asked to hand over one of your survivors as a recruit. If you hand one over in most cases, they'll not be missed, since they'll marvel at how much better life is at the faction. With the Pig Farmers, however, [[spoiler:said recruit is heavily implied to become part of their [[ImAHumanitarian food supply]].]]
210* BareFistedMonk: Survivors with the "Hand to hand" perk are this. They gain a +2 of defense if they aren't equipped with any kind of weapon. With the proper perks and items they can become just as or deadlier than any heavily equipped soldier.
211* BecauseYouWereNiceToMe: You can let a woman and her dog stay the night in your fort, and they'll leave the next day. Later on, your scavengers get trapped and they'll come to your rescue.
212* BewareTheSillyOnes: Nothing's stopping your soldiers from having the Eccentric perk. Hell, most of the ''factions'' can fall under this; give a faction enough time or aid and they'll max out their faction Strength, making them a force to be reckoned with. Particularly major examples include the Luddies, the [=L33tCrew=], the Pharmacists and the Rotten.
213* BlackAndGrayMorality: The Last Judgement/Riffs conflict in Moses Lake. The Last Judgement Gang starts out with 25 respect, which is ''very'' low, meaning that they'll occasionally send raiding parties after your fort, and it's stated numerous times that they'd been going toe-to-toe with the Riffs since they arrived. [[spoiler:As it turns out, the Riffs were deliberately trying to keep absolute power over the city and gain a monopoly on all the resources in the city limits. The conflict only really started after the former Riffs' leader tried to attack Last Judgement. Not out of necessity, or malice, but [[DisproportionateRetribution because he took offense to the Last Judgement Gang refusing to submit to the Riffs' protection]].]]
214* BlackComedy: This game's primary focus. Well, that and {{Shout Out}}s. [[AsYouKnow But the latter is prevalent in all installments. It has a section on the]] ''Trivia/{{Rebuild}}'' Trivia page, [[AsYouKnow after all. But we all knew that already.]]
215* BlueAndOrangeMorality: The L33t Crew definitely seem to experience this. They're made up almost exclusively of either pro gamers or extremely introverted scientists. Dara Yu, their leader, constantly speaks in Gamer slang, and they generally approve of simply having electricity and [[SocialDarwinism rewarding people based on how talented they are]]. The faction also seems to [[LeaningOnTheFourthWall lean on the fourth wall]] pretty frequently.
216* BookEnds: In ''Gangs of Deadsville's'' prologue campaign text, your PC writes [[MadnessMantra "It's too late-It's too late-It's too late..."]] at the end of one page. [[spoiler:Your PC begins screaming this in their head as they reanimate if you choose to annihilate the Government without nuking the city]].
217* TheChessMaster: [[spoiler:Senator Davis. She used Mr. Clark and the PC to do her dirty work in developing, mass-producing, ''and'' mass-distributing the "cure"[[note]]Which is actually the Omega-Virus[[/note]].]]
218* ChildSoldier: Little kids that grow up into soldiers are still 14. [[ValuesDissonance They may be adults by the rules of the apocalypse]], but they're still just barely going into adolescence.
219* CloudCuckooLand: Nelson is this in spades, and outright described as a haven for hippies, hipsters, activists, cults, etc. The four factions living there are [[NewAgeRetroHippie the Luddies]], [[StrawFeminist the Dahlias]], the Pig Farmers[[spoiler: (see ImAHumanitarian below)]], and the [[ReligionOfEvil Church]] [[ApocalypseCult of the]] [[CultColony Chosen Ones]].
220* {{Cloudcuckoolander}}: Survivors with the "Eccentric" perk.
221* ColorCodedCharacters: All factions that aren't you (or the solo Gustav) have their territory under these following colors:
222** St. Michael's School For Boys - Light Blue
223** The Luddies - Green
224** The Last Judgment Gang - Red
225** The Granville Riffs - Yellow
226** The Church of the Chosen Ones - Purple
227** The Government - Dark Blue
228** The Rotten - Light Brown
229** The [=1337cREw=] - Teal
230** The Pig Farmers - Brown
231** The Dahlias - Pink
232** The Pharmacists - Orange
233* CombatMedic: The First Aid perk[[note]]Reduces chance of death on missions[[/note]] turns a survivor into one. The entirety of your fort becomes equipped to be this when you research "Paramedic Training"[[note]]Adds a 10% chance for any deaths to become merely injuries on missions[[/note]].
234* CombatPragmatist: Survivors with the [[GameBreaker Scrapper]] perk are designated as this.
235* CommanderContrarian: All factions in each and every city display this. The way the gameplay mechanics are set up, you can't perform "meet with" missions with factions until you build a city hall and establish yourself as a government. Then when you ''do'' just that, the factions become annoyed with you and will claim you're trying to muscle in on their turf in an event not long after. Your options are either "Apologize", "Ignore them", or "Tell them to go to hell".
236* ConsummateProfessional: The male variant of Gustav's Love Caravan. You can attempt to talk to the men like you can with the women, but whereas the female love caravan opens up a questline involving a {{Platonic Prostitut|ion}}e, the men will more or less refuse to discuss their situation.
237* CrisisOfFaith: [[ExaggeratedTrope Exaggerated]]. Survivors with the [[TheFundamentalist Devout]] perk will undergo this and lose their perk after a few weeks of not having a church in the fort.
238* CuttingOffTheBranches: In Campaign Mode, you'll often find yourself making decisions that can and will usually result in wiping out and befriending the various factions in the cities. Don't expect to see any effect of your choices later on. [[spoiler:Except for when you get to [[EarnYourHappyEnding Vancouver]]]].
239* DeadpanSnarker: All survivors tend to have shades of this. Given who the game was made by, does it really come as a surprise?
240--> As I got near the house I spotted movement through the broken windows and a couple disheveled figures crouched over a fallen body inside. From the sounds of cracking bones and tearing flesh, I was pretty sure they weren't giving the guy CPR.
241* DeathOfAChild: Children can die just as easily as adults can in this game. And ''boy'', does it take a toll on everyone's morale.
242* DefeatMeansFriendship:
243** You can invite the survivors of a faction you've destroyed to join your community. However, it's stated that the new survivors are extremely depressed. [[GameplayAndStoryIntegration Their happiness meters upon joining will say it all]] if you're [[PlayTheGameSkipTheStory too lazy to read the entry]].
244** One of the best ways to earn respect with the Riffs is to accept their challenge to a duel: their best fighter vs. your best, and if your guy is tough enough he wins and you gain a good bit of respect with them.
245** After driving Mr. Clark out of Castlegar, you come across his [[spoiler:zombie]] butler, Jenkis. Your fort decides to keep him.
246* DeterminedHomesteader: Sometimes you will encounter survivors while reclaiming a tile, which leads to them shooting at your builder. If you keep approaching after their warning shot, they'll [[HonorBeforeReason kill themselves]].
247* DevelopersForesight:
248** [[SeeminglyHopelessBossFight Trail]] is meant to show players how to achieve the "biplane ending" for cities by ramping the danger levels up to eleven. You can still finish the city the normal way ([[NintendoHard albeit it's very difficult]]) and move on, however, and your PC will even say something different depending on how you do things.
249** Downplayed with [[spoiler:the multiple endings in Vancouver. The way the missile silo holding the nuke pops up and prompts you to investigate once you start winning the war against the Government would pretty much be an instant-win condition, but you ''can'' simply wipe out the Government without detonating the silo. Doing so pretty much goes as well as you'd expect - yes, you stopped the Government, but you did so while giving into the infection. Now your entire fort will turn and Vancouver - as well as the countryside - will become overrun with the incredibly-monstrous Omega-Zombies.]]
250* DirtyCommunists: This is what many of your survivors will make you out to be if you choose to have the "Private Property"[[note]]Resource production vs. Happiness[[/note]] policy set to "People share all Resources." They'll be unhappy that the government is interfering with their own possessions.
251* DirtyCoward:
252** There is, in fact, a "Coward"[[note]]-2 Leadership, but less likely to die on missions.[[/note]] perk in the game. And you can obtain it for your survivors through backstories.
253** The Government is all too willing to keep fighting you in Vancouver [[spoiler:until you have the cure for their Omega-virus, which would completely foil their plans]], prompting Senator Davis to attempt a peace negotiation with you. [[HeelFaceDoorSlam You can keep fighting them anyway]].
254* DisappearedDad / MissingMom: Can be invoked by [[YouBastard you]] when choosing which survivors to move onto other cities. There are absolutely no barriers in most cases as to who you can bring. This includes survivors that have built a family in the fort you're living in.
255* DisproportionateRetribution: One of the Rotten is named "[[NamesToRunAwayFromReallyFast Cutter]]", who will go around butchering zombies with his knife. Try to approach him when he pops up near your fort? [[spoiler:He'll stab your survivor in the knee, injuring them for a few days, and then yell "Leave [[ThirdPersonPerson Cutter]] alone!"]]
256* DueToTheDead: [[spoiler:This is what sets the entire plot in motion: Diane Moon, [[HeKnowsAboutTimedHits the tutorial lady]], dies after you complete your first city. Your PC then pledges to continue her mission and dream of creating new communities to finally [[TitleDrop rebuild]] civilization.]]
257* EarnYourHappyEnding:
258** Exaggerated, to the point of GuideDangIt. See ViolationOfCommonSense in the first folder above.
259** The Biplane ending is more of a "Earn Your Bittersweet Ending" variant. From the moment you reclaim the biplane's block in the city, your survivors will constantly hound your leader through various means. Such methods include [[GuiltBasedGaming displaying how depressed they are that they might be left behind]], [[WhatTheHellHero angrily ranting about the possibility of being left behind]], and [[ScrewTheRulesIHaveMoney trying to bribe your leader with a nice piece of equipment]]. If you have a particular plan on who you're going to bring along for the escape from whatever city you're in, expect there to be a lot of anguish along the way.
260* EliteZombie:
261** This game introduces a faction called The Rotten, which is composed entirely of Zombie Persons. They can blend in with the other zombies, and the living are, naturally, afraid of them, so they hide in the subways to avoid contact with them.
262** The main subplot of ''Gangs of Deadsville'' involves an EvilPlan via [[spoiler:a conspiracy between Mr. Clark and Senator Davis to engineer a super-zombie virus, the "Omega-virus," which will turn people into pliable, ruthless super-soldiers]].
263* EnemyCivilWar:
264** You have the option to start one by [[spoiler:revealing that Senator Davis was lying to her army about the Government actually being intact to maintain order. You then have the option to choose who you help when the conflict ensues.]] Can double as a HeelFaceTurn on the player's part [[spoiler:if they side with Senator Davis in the fighting]]. [[ShoutOut "What is war good for?" indeed]], PlayerCharacter.
265** [[spoiler:The Pig Farmers were once a part of the Luddies, before ultimately breaking off after some disagreements with Ludd.]] [[spoiler:It's extensively shown that said disagreement was most likely over their diets.]]
266* ExactWords: An event with St. Michaels allows you a chance to give the boys there some of your alcohol when you have a bar, in exchange for their Bazooka. [[spoiler:Said Bazooka is really just an old bulldog. Which is still pretty useful.]]
267* {{Expy}}:
268** Tiff, the leader of the Pharmacists, shares a remarkable similarity to Chloe Price from ''VideoGame/LifeIsStrange'', given her punk aesthetic, complete with the black beanie and blue hair. This isn't even taking into account her anarchic world view and drug usage.
269** Before her GenderFlip during development, Senator Davis was a man whom resembled Benjamin O. Davis Jr., one of the Tuskegee Airmen, and the first African-American General in the United States military.
270* FinalSolution: If you choose to go to war with a faction, you have to wipe them out before you could leave the city. Though, you could choose to let the last survivors go.
271* FriendlyZombie:
272** The Rotten are a faction of zombies who haven't lost their higher brain functions, and banded together for mutual protection. They can be negotiated and even allied with.
273** There are a few story events that allow you to recruit intelligent zombies into your own band of survivors, and these smart zombies can even train their leadership and pick related perks to become very outgoing and popular in your fort.
274* FromNobodyToNightmare: Deconstructed with Mr. Clark. He was a Mc-Noodles manager before the apocalypse, and is [[spoiler:now an intelligent - if slightly insane - zombie trying to take over the post-apocalyptic world by training zombies into an army]]. He'll still slip into a rant about how his employees and customers were all complete {{Jerkass}}es when they weren't morons.
275* FunctionalAddict: You can get your soldiers addict to bath salts by purchasing them from the pharmacists and not distributing them to the other factions. Soldiers with this perk gain a defense bonus without any negative side effect, even if you haven't made any purchases in a while.
276* GatlingGood: Unlocking Gustav's special stock has him bringing in the big guns, which will include anywhere between one and several miniguns, amongst other BFG's like rocket launchers and flamethrowers. This stock resupplies ''every'' week.
277* GenreShift: Also newly-implemented is the option to play in [[RealTimeStrategy real-time]] rather than turn-based.
278* GuideDangIt: Only 0.4% of players have gotten the good ending for ''Gangs of Deadsville'' when Vancouver was unlocked. The exact method was only discovered by data mining the game code. Mainly because unlocking it requires going through no less than ''four'' nonsensical choices in the span of one city, in a series of events that aren't obviously connected. See ViolationOfCommonSense in the first folder.
279* HatedByAll: Mr. Clark suffered from this when he worked at [=McNoodles=]. He was manager of the month for 2 years in a row before the outbreak, and by the time you find his pictures with these, they're all defaced with penises and mustaches. That said, [[MeanBoss if how he acts now is any indicator]]...
280* TheHeart:
281** Anyone with the [[ExactlyWhatItSaysOnTheTin Friendly]] perk ends up becoming one of these.
282** One particular backstory for children, which also gives the same perk listed above, essentially writes the child survivor up as this. When a kid has this backstory, you can have Easygoing[[note]]Makes the survivor's happiness way more difficult to lower.[[/note]], {{Pacifist}}, ''and'' Friendly[[note]]Allows them to befriend people easier[[/note]] all in one survivor just by having a child grow up.
283* HeroicSacrifice:
284** Survivors with the "Brave" perk[[note]]+1 Combat skill, but may suffer injuries or death for another survivor.[[/note]] will often perform these on missions. Although, since mechanically, it essentially prioritizes the Brave survivors over other survivors for injuries and sicknesses, [[ImpliedTrope it's never outright mentioned]].
285** The player can choose to do this as [[spoiler: they are immune, and the research for the cure requires the brain tissue of an immune character, and it would result in death.]] Subverted, since your character will actually survive.
286** Played straight when [[spoiler: the PC decides to destroy Vancouver with the nuclear bomb, preventing the Omega virus from leaving the city at the cost of their life and the lives of everyone in the city.]]
287** If a survivor is equipped with a pet and is facing a rather tough horde of zeds the pet in question may try to sacrifice itself to save its owner.
288* HeWhoFightsMonsters: The PC and their fort go through this before [[spoiler:undergoing AndThenJohnWasAZombie when fighting the Government in Vancouver. The logs will constantly remind the player of how their survivors are morphing and changing into zombies from the "cure", with constant SanitySlippage and violent outbursts becoming the norm.]]
289* HopeSpot: Drafting a constitution in Trail. The purpose of the town is to showcase the biplane function for escaping lost towns without losing the game. Choosing to instead HoldTheLine against the oddly-immense hordes of zombies flooding in will have your PC comment [[ImpliedTrope that they don't think Trail will last]].
290* ImAHumanitarian: You can punish criminals by "capital cannibal punishment". [[spoiler: And the Pig Farmers are an entire faction of cannibals. They kidnap people, butcher them, and sell the meat as "pork".]]
291* InfinityPlusOneSword: [[EliteZombie Rotten]] survivors. They're immune to zombie bites, don't need to eat food, and if you can get one to have the Camper perk, they don't need housing. When pairing this with some of the perks like [[CombatPragmatist Scrapper]], you essentially have an absurdly-powerful super soldier that requires no maintenance whatsoever.
292* IntrepidMerchant: Gustav is definitely this.
293* IShouldHaveBeenBetter: Your PC will have these thoughts when leaving a city behind via plane.
294* {{Jerkass}}: Gustav, in spite of how helpful he can be, is still a businessman and therefore OnlyInItForTheMoney in every aspect. Even though barter is the rule of trade, it's quite evident he gets off on being a shrewd businessman.
295* JerkWithAHeartOfGold: Rufus, and the rest of St. Michaels. At first sight, he, and by extension, the rest of the kids, come off as [[BrattyHalfPint Bratty Half-Pints]] who are better off being killed. However, not only does St. Michaels' respect meter default at 75%, but it's shown countless times that the kids are generally just trying to cope with the harsh new world the only way they know how: by being kids when they can. [[spoiler:Rufus can gain some closure on his own issues if you do the questline in Wenatchee]]. Whenever they're present in a city, they allow you to TakeAThirdOption in regards to [[MagikarpPower children]]. If you don't have the food/manpower to babysit a kid, you can send them to St. Michaels, where they'll be right at home.
296* KangarooCourt: Specific factions will often start an event where this occurs. They detain one of your survivors for absurd offenses against them, and you ultimately have the options varying between accepting the [[NoHoldsBarredBeatdown punishment]], having your survivor become a {{Pacifist}}, or, if you have a high enough respect with the faction, convince them to let the survivor go. Unlike most examples of this trope, however, there are benefits to playing along with the trial. [[spoiler:Accepting the punishment, while landing your survivor into recovery for a few days, gives them the "Toughness" perk, which makes them less likely to die on missions/attacks. Making your survivor a {{Pacifist}} will spare them from injury/beatdown, at the price of them being unable to use weapons. Depending on what said survivor is, [[VideoGameCrueltyPotential you may just go with the beating]]]].
297* LackOfEmpathy: Your player background could be that of a Gang Member, which means that your fort won't lose happiness as a result of death or injury.
298* LampshadeHanging: A few missions after the Government starts receiving threats from the mysterious "Cryptico," Dara of the 1337crew admits it is her: "As if it wasn't totally obvious, right?!"
299* LaughablyEvil: Mr. Clark. He still sports his goofy BurgerFool outfit and has an army full of relatively idiotic zombies, but managed to scare ''[[IntrepidMerchant Gustav]]'' out of an entire level of the campaign!
300* LeaveBehindAPistol: You can encounter a pair of survivors during a recruitment run, one of them being sick. A leader with high enough level can convince them to leave the sick one behind. When that happens, they explicitly mention this trope.
301* LethalHarmlessPowers: The Stinky perk gives +1 to defense at the price of making fewer friends.
302* LinearWarriorsQuadraticWizards: A soldier survivor will be able to max their soldier skill to 10 the same as anyone else, sure, but Engineers and Scavengers are far superior in the long run for combat. When fully kitted out with a Minigun/Rocket Launcher and an Armored Truck, and appropriate training to use guns, a Soldier will still only middle at about level 18 on the soldier scale, or 19 if they're an Animal Lover equipped with a Bulldog. However, if you have a Scavenger with the [[CombatPragmatist Scrapper]] perk, a maxed Scavenging skill ''and'' a maxed Combat skill, they'll have ''20 levels'' in Combat, and that's ''without even equipping anything''. While their skill can ultimately only reach 30, a normal Soldier just can't catch up.
303* LittleMissBadass: The little girl that is most deserving of this is no doubt Lily Badejo. She's a generic character with a preset name that goes out ''by herself'' to try and find medicine for her sick father, and comes to your fort to ask for some. You can either convince her to just settle down with you, give her the medicine, or turn her away. [[spoiler:Giving her the medicine will, in fact, save her dad, allowing you to get an Engineer a few weeks later!]]
304* TheLoad:
305** Surprisingly averted in this game with normal survivors. There are a huge amount of negative perks[[note]]And even some [[UsefulUselessNonCombatAbilities less-useful-than-advertised]] ones.[[/note]] that survivors can have upon arrival, but they'll still try their damnedest to make themselves useful, even if that one sickly person is more likely to get sick and be a burden, they'll do whatever they can to help the fort when you have them assigned to work.
306** Justified with children, since children are small, less bulky and more vulnerable to disease than adults. And besides that, you ''do'' get some nifty survivors when the children [[MagikarpPower finally grow up]].
307* LoanShark: This is actually the name of a random event with Gustav's caravan. If your fort is low on food, Gustav will offer a loan of 30 days rations with the promise that you'll pay him back the following month. Thankfully, he doesn't charge interest for that. Fail to pay him back, and you'll lose respect with him.
308* LoopholeAbuse:
309** In order to free [[spoiler:Chuklin' Chuck]] from The Government's custody in Spokane, you have to acquire [[spoiler:his]] identification and documents from [[spoiler:his]] house. This confirms [[spoiler:him]] as a U.S. citizen and therefore protected by U.N. law from being [[spoiler:detained for experimentation]].
310** At first glance, giving one of your Soldiers the Pacifist perk is possibly the dumbest thing you can do. However, the downside of "Pacifist" (being unable to equip weapons) can easily be mitigated by your soldier take the "[[BareFistedMonk Hand]] to [[GoodOldFisticuffs Hand]] Combat" perk, which provides a '''bonus''' for not having any weapons equipped. Oh, did we mention that any miscillaneous items that add defense are also exempt from "Pacifist's" penalty?
311* TheLostLenore: If you choose to 'move product' in Abbotsford, [[spoiler:Farmer Bucket]] will reveal he has one that he uses said 'product' to [[DrowningMySorrows help him forget how she died]].
312* LuckBasedMission:
313** During the "Inside Threat" event, you can perform a Leadership roll to try and resolve the situation peacefully and without losing any equipment. It's never a 100% chance for success, but your leadership skill will affect the outcome.
314** Gustav's "Gambler's Ruin" event is pretty much this. If you get enough bad rolls, you can end up completely depleting one of your resources. Get enough good ones to net +30 resources, not counting the Jackpot? You can easily double an uncommon/rare/item-in-demand resource if you're lucky enough.
315** If you're a role-player, then getting your PC to develop specific relationships with various other survivors is definitely this, since survivor relations are explicitly random, the only influence being the perks survivors have.
316* MadBomber: Jesse ''really'' likes explosions.
317* MadnessMantra: During the prologue text in Campaign Mode, your PC writes repeatedly, "It's too late it's too late it's too late..." [[spoiler:In the ZombieApocalypse ending, your PC will repeat this right before they turn.]]
318* MagikarpPower:
319** Children fall right into this. They arrive at/are born in your fort, and when they turn 14 in-game, they turn into adult survivors that can be sent out to do missions. More often than not, by the time they grow up they'll already be maxed out in their stats, and are even their own sub-class of survivor with backstories only they can access. Of course, depending on how young they are when they first come to your fort (''Especially'' if they were ''born'' between two of your survivors), they will take a very long time to reach the age of 14. Heck, the pregnancies alone take the actual 9 months a baby is born after!
320** The [[CombatPragmatist Scrapper]] and [[MacGyvering MacGyver]] perks are definitely this. The former adds the survivor's ''entire'' scavenging skill to their total combat proficiency, thereby allowing, with the right equipment, to boost said survivor's combat skill to a whopping ''30''. Just to put things in perspective, the base cap for all skills is '''10'''. The latter, however, [[InfinityMinusOneSword only adds half of the survivor's engineering skill to their combat proficiency]]. Both of these perks are only accessible when the respective survivor not only has reached their final "backstory" segment, but has a majority of their class's perks. Equipping items that temporarily give perks can often help in this regard, since it'll remove the perk from their list when you go through their backstories.
321* MaybeMagicMaybeMundane: Oddly enough, the zombies seem to avoid going into Churches entirely. Entire games will often have the churches be completely empty and ready to be reclaimed.
322* MikeNelsonDestroyerOfWorlds: [[spoiler: A downplayed example with Hendrick Van Nooten who did try to infect Gretchen with zombieism but likely didn't expect and would be horrified at having inadvertently caused the apocalypse.]]
323* MoodDissonance: In-universe, during the "Bunny Wunnies" event, should you choose the "Half and Half" option:
324--> Rabbits for some, rabbit stew for others. Everyone wins!
325--> ({{Beat}})
326--> Although it's a little disturbing to eat rabbit meat while you pet one sitting on your lap...
327* MoreDakka: Miniguns and Rocket Launchers are the most powerful weapons in the game.
328* MultipleEndings: For the plot-oriented Campaign Mode's [[TheVeryDefinitelyFinalDungeon Vancouver]] level:
329** [[spoiler:NukeEm]]. [[spoiler:The city of Vancouver is reduced to ash by your PC to prevent the Omega Virus from spreading, also destroying the Government in the process.]]
330** [[spoiler:The ZombieApocalypse ending]]. [[spoiler:Defeating the Government in war without detonating the [[NukeEm nuclear warhead]] will be cut short by your PC and the rest of those in Vancouver infected with the Omega virus fully turning into extremely dangerous {{Elite Zombie}}s.]]
331*** However, the [[spoiler:[[StrawFeminist Dahlias]] and [[NewAgeRetroHippie Luddies]] [[BittersweetEnding unite to form a nation based off the ideas of sustainability and simple pleasures, named Cascadia, and immortalize your PC for bringing down the Government in]] the [[NukeEm former]] [[ZombieApocalypse two]] endings]].
332** [[spoiler:The Dystopia ending.]] [[spoiler:If you surrender to Senator Davis at any point, they'll clap your PC up in chains, train him/her to become a general [[EmptyShell who can't even remember their own name]], and The Government will rule the country with an iron fist and an army of highly-trained {{Elite Zombie}}s]].
333** [[spoiler:The [[GoldenEnding Utopia]] [[EarnYourHappyEnding ending]]]]. [[spoiler:If you have all the needed components (see EarnYourHappyEnding above), with the help of [[NinjaPirateZombieRobot Jesse]], you create the ''real'' cure that not only cures the normal zombie virus, but the Omega virus, as well. Communities flourish and thrive as the undead are eliminated/revived across the wastes, your PC is immortalized forever as TheHero, and the purple plants needed to make the cure become a central part of trade between communities.]]
334* MyGodWhatHaveIDone: The current narrator of the event will say this almost word for word if you turn away a child who shows up at your gates.
335--> The boy/girl's parents must be out there in the city, desperately searching for him/her. [[SelectiveObliviousness They]] ''[[SelectiveObliviousness must]]'' [[SelectiveObliviousness be]]. We gave the little tyke a fresh set of clothes and a tin of sweets, then dropped him/her off way on the other side of the city, [[NiceJobBreakingItHero in a big square where we]] [[LethallyStupid figured his/her family would be]] [[NightmareFuel most likely to spot him/her]]... ({{Beat}}) [[FridgeHorror Oh god, what have we done]]...
336* NewAgeRetroHippie: The majority of the Luddies faction are this crossed with ConspiracyTheorist.
337* NewGamePlus: Downplayed. You ''can'' move onto new cities like in the previous 2 games with a band of 4 survivors with high stats, but the stats are always capped at 5/10 when moving on with those survivors.
338* NiceJobFixingItVillain: If you go to war against an enemy faction and then attempt to negotiate peace, the faction leader will demand you pay "reparations," regardless of whether or not you were the one who instigated the conflict. Refuse to pay? They'll inadvertantly accuse you of a rather well-thought out plan that could weaken their defenses. There's no effect on gameplay, but your negotiator even [[LampshadeHanging lampshades]] this.
339* NoodleIncident: PlayedForDrama in Vancouver. [[spoiler:A random event that occurs after your fort's infected with the Omega-virus consists of one of your fully-turned survivors running out in the night and returning, covered in blood, with some supplies the next morning. They have no memory of what happened, only that someone is likely dead because of them. You can choose to kick them out or simply forgive them.]]
340* NotPlayingFairWithResources: Factions operate a bit differently from the PC's forts. Instead of 5 different survivor types based on skills, they have only 3: Bands of soldiers for attacking other factions head-on, raiding parties, and trade caravans. The only time the factions ever seem to ''need'' resources is when an event comes up. [[JustifiedTrope Justified]] in that whenever they expand their forts, they take over everything in each block under their control, including the survivors and resources that are there.
341* OmnidisciplinaryScientist: Played with. The science skill has been turned into the Engineering skill, which is much more justifiable for covering a wide variety of different fields.
342* OrphansOrdeal: Rufus, the leader of St. Michael's Gang, is an orphan whose father died during the outbreak. If you finish the Wenatchee questline, he can be adopted by the Luddie leader.
343* OurZombiesAreDifferent:
344** In ''Rebuild 3'', an entire opposing faction, the Rotten, is comprised of semi-still-human zombies (who resent the name being used on them). In certain cases you can even gain one of them as a member of your faction. [[note]]If they do, they can even marry and have kids! The kids will inherit the green skin of the Rotten parent, but not their immunity to zombieism. Also, unlike their Rotten parent, they will (like their human parent) still need to eat.[[/note]]
345** [[spoiler:Mr. Clark]] and his horde of trained zombies.
346** [[spoiler:Senator Davis]] is revealed to be striving for creating [[spoiler:her]] own army of {{Elite Zombie}}s.
347** Gustav has a "zombie trainer" sideshow act with a zombie trained to do tricks. [[spoiler:It doesn't end well, potentially.]]
348* PermanentlyMissableContent: Some Leader perks can only be obtained once through the story, such as Shop Clerk, Retiree, Hobo, Politician, Programmer, and Rockstar. Similarly, if you don't pick Doctor as your first Leader perk, don't expect to get it at any point in the campaign.
349* PlatonicProstitution: Occurs on occasion if your PC participates in Gustav's "Love Caravan" visits, should s/he choose to participate. Also the driving factor of the Kathleen questline.
350* PrivateMilitaryContractor: If you're in good favor with Gustav, you may occasionally receive an offer for some of his mercenaries to clear out any unowned tile of zombies, in exchange for some rations. [[OneHitPolykill This can include massed zombies and even]] ''hordes.''
351* PyrrhicVictory: [[spoiler:Destroying the Government in Vancouver without pursuing the Missile silo will result in this. Yay, we won the war! Wait... [[ExplainExplainOhCrap we're still infected...]] It's too late [[MadnessMantra it's too late it's too late]]!-]]
352* RebelliousSpirit:
353** Survivors with the "Rebellious"[[note]]A negative perk that can cause the survivor to refuse to work[[/note]] perk are this.
354** The Pharmacists, being anarchists, 'will' resent you if you go for more authoritarian policies in your fort. They will protest against any policies you have that encourage regulation on how people use resources and are punished for wrongdoing.
355* SanitySlippage: [[spoiler: As the Omega-Virus makes its way through your brain, your character starts seeing hallucinations of the dead, can't write without misspelling all the words, suggesting weird things to their survivors (such as howling to the blood-filled moon), and having the option to devour the living. Your other survivors aren't exempt from this as, occasionally,they will return to the fort in the middle of the night after having killed someone for it.]]
356* ScrewTheRulesIHaveMoney: When a biplane is acquired, various events will occur where survivors try to weasel their way into a spot on the plane if an escape was ever necessary. One of the events involves attempted Bribery. You can accept the bribe and in turn honor the deal, confiscate the bribe [[spoiler:([[WhatTheHellHero which will make the one attempting the bribe leave your fort)]]]], or refuse it.
357* ScrewTheMoneyIHaveRules: This is one of the responses and what it amounts to with the situation above. If you're feeling particularly greedy and don't much care for that survivor anyway...
358* ScrewTheRulesIMakeThem: You can just confiscate the equipment item[[spoiler:, which causes said briber to [[WhatTheHellHero leave the fort]]]]. Although depending on what your rules on Private Property are, [[GameplayAndStorySegregation no rules are really being broken in this case]].
359* SeeminglyHopelessBossFight: Trail. The normal goal of each city is to establish a constitution for the town and ally with/eliminate the factions in the area. With Trail, the zombies begin flooding en masse into town, ramping up the difficulty and danger levels up to eleven. This is meant to encourage players to escape Trail via the biplane mission. Of course, you can still do it the normal way, and the player will even remark on how [[HopeSpot they feel as if what they did in Trail won't be a lasting peace]].
360* [[AdaptationDyeJob Sequel Dye Job]] / [[AdaptationSpeciesChange Sequel Species Change]]: The Riffs are now truer to [[Film/TheWarriors their inspirational material]], in contrast to their previous description in 2 as bikers.
361* ShipTease:
362** Your PC seems to have this with [[HeKnowsAboutTimedHits Diane Moon]], if the PC's depiction of the DreamSequence is anything to go off of.
363** [[spoiler:Mason Moon]] has this with his friend Erica.
364* ShoutOut:
365** One of the melee weapons you can equip is a board with nails in it. The description is [[Recap/TheSimpsonsS3E7TreehouseOfHorrorII a board with a nail so big it will destroy them all]].
366** The humble stick's description references [[Franchise/TeenageMutantNinjaTurtles Donatello.]]
367** The ax is described as [[Creator/MarilynMonroe a scavenger's best friend]].
368** The knife's description makes a reference to [[Film/FirstBlood Rambo.]]
369** The baseball bat's description reads [[Creator/MNightShyamalan swing away]].
370** An event in Penticton asks you to choose between one of three games to [[MakesSenseInContext perform a little espionage]]. One of them is called [[Webcomic/{{Homestuck}} SBURB]]. There is also a more powerful version of the nunchucks which are called 'Mierfa's Nunchucks'. Mierfa was a fan character that won a contest, the prize for which was a [[AscendedFanon cameo in the comic]] and who was, naturally, equipped with nunchucks.
371** There's a gun called the [[VideoGame/PlantsVsZombies Pea Shooter]] which is more powerful than a regular pistol and grants the Green Thumb perk.
372** Every rifle has a part of the Rifleman's Creed in its description, and is likely a deliberate ShoutOut to Film/FullMetalJacket, in which the creed was repeatedly featured.
373** One of the names for the golden retriever is [[WesternAnimation/BojackHorseman Mr. Peanutbutter]].
374** Mirror Earth is an actual book. [[DontExplainTheJoke However Crawford and Yeo are hockey players and have nothing to do with the book in question.]]
375** A pair of binoculars are described as Moore's Binocs, a reference to writer Patrick Moore and his Binocular Astronomy series.
376** The Feynman Lectures was a real textbook containing the Feynman lectures on physics.
377** The whip's description naturally makes mention of Franchise/IndianaJones.
378** Andy's whip, described as 'more of a toy than anything' may be a reference to ''Franchise/ToyStory''.
379** The leader of the technology spurning vegetarian farmers is named [[LuddWasRight Ludd]]
380** The hammer item's description references [[Music/TheBeatles Maxwell's Silver Hammer]].
381** One of the possible first names is [[VideoGame/DwarfFortress Urist]]
382** One of the science books you can find is a [[VideoGame/{{Minecraft}} Guide to FTB 9000]]
383** One of the named swords you can find is the [[VideoGame/KingdomOfLoathing Sword of Loathing]]
384** The "Rebellious" trait icon looks like the [[Franchise/StarWars Rebel Alliance Starbird]].
385* SoLongAndThanksForAllTheGear: [[spoiler:Woe to those who decide to include Diane Moon in their first "[[NewGamePlus dream team]]" after completing their first Campaign city. Any equipment she has will be lost, and on top of all that, [[FromBadToWorse you'll have one less survivor to start the next city with]].]]
386* StrawFeminist: The Dahlias faction show shades of this.
387* SurprisinglyRealisticOutcome:
388** Taking the initiative and claiming a territory next to a faction that you're not aligned with will ''not'' be tolerated by them, and they ''will'' complain about it.
389** Unlike the first two installments, zombies no longer magically appear and congregate in tiles that are completely blocked off from the map's borders by forts, be they yours or someone else's. Any zombies you kill in that tile will stay dead.
390** Thought you could feel safe while that zombie horde is either walled or exterminated by the faction that blocks them from you? ''Wrong''. Chances are they'll just mow right through the opposing faction towards your fort.
391*** There's just as much of a chance they'll ''go around'' the faction [[SuperPersistentPredator to get to you]]!
392* SurroundedByIdiots: Poor Mr. Clark is this. [[spoiler:An EliteZombie who wants to try and conquer the world by training the dumber zombies. The only problem is, the normal zombies are too dumb and weak to actually train.]]
393* SuspiciouslySpecificDenial: Your PC will give this particular gem when discussing crime and punishment in the drafting of a Constitution:
394--> We need a policy for how we deal with criminals. I'm not talking, like, that jerk who borrowed my lighter but now insists he found it in an [[BlandNameProduct 8-12]] last month even though we both know damn well that he stole it from me...
395--> ({{Beat}})
396--> Anyway, I don't mean him. I mean people who break the foundations of our ethical code. Murder. Treason. Unthinkable crimes.
397* SuspiciousVideoGameGenerosity: Trail is a rural farming town along the US-Canadian border, and you have to stop through there during Campaign mode. The abundance of farms means that feeding your fort is a complete non-issue! [[spoiler:[[OhCrap Hope you're ready]] for the [[SeeminglyHopelessBossFight massive hordes]] that will bombard your fort.]]
398* TakeThat:
399** The ''Film/SawI'' description reads: "Man those were some bad movies."
400** [[https://en.wikipedia.org/wiki/Learning_styles Learning Styles]] are stated as BS by your lab workers when you research a technology meant to increase your fort's skill levelling speeds:
401---> Some people used to think there were "visual learners" and "audial learners," but I'm pretty sure that was a load of BS made up by psychologists to justify their paycheck. There are a lot of different ways to learn something, but ''the'' most effective way is by ''doing''.
402** If you don't take the 'Shop Clerk' perk as your starting PC perk, you get this gem if you pick it later on:
403---> All my friends came by to hang out at the corner store where I worked that summer. We talked about our favorite movies and stuff and basically nothing happened. Pretty much the plot to the movie ''Film/{{Clerks}}''.
404* TakingYouWithMe: [[spoiler: In the "Blow it all up" ending, your PC can arm a nuclear armhead to destroy Vancouver and everyone in it. Senator Davis walks in and pleads with you to stop. She invokes, WeCanRuleTogether, but you can choose to go out fighting.]]
405* TalkingToTheDead: A lot of campaign mode has your PC writing their [[CaptainsLog Captain's Logs]] as if they were messages to [[spoiler:[[HeKnowsAboutTimedHits Diane]], after she dies before reaching Wenatchee]].
406* ThereAreNoAdults: InUniverse for St. Michaels. All of the teachers [[DroppedABridgeOnHim died sometime after the apocalypse]], and are essentially made up of mostly prepubescent children. They're all led by Rufus, and are implied to rely on scavenging to make way in the economy.
407* ThisCannotBe: Senator Davis has this reaction when [[spoiler:the l33tcrew beat you to the bunker cache in Pencincton]]. It's such a surprise to her that she even breaks her typical bureaucratic jargon.
408--> "How is this possible?! Our scouts just found that cache!" She narrowed her eyes at me when I didn't reply. "No, seriously. Where are my weapons?"
409* ToughLove: This is what the Gang Leader perk is [[ImpliedTrope implied]] to invoke[[note]]+2 defense, and no happiness loss from injuries/death[[/note]].
410* TyphoidMary: [[spoiler: Gretchen Van Nooten who is also PatientZero. She is an asymptomatic carrier of zombieism who unknowingly spread the disease over the world.]]
411* UselessItem: The Pea Shooter. It's one level higher than the ordinary pistol, and grants the Green Thumb perk. Sure, an extra level in defense is nice, and it's a quirky little item that lets your farmers be armed... now if only farmers were actively involved in zombie/faction attacks.
412* UselessUsefulNonCombatAbilities:
413** One word: '''Redecorator'''. What it's ''meant'' to do is give you a little extra help with your materials management by having the survivor with this perk take the initiative and scrap a building without you telling them to. The range of buildings that can be scrapped is basically anything tagged in the game's files as a "useless" building... which happens to also include buildings like the Warehouse[[note]]Which expands your food storage capacity by 50 rations, which was ''extremely'' helpful even before the food-related technologies were buffed to add this effect.[[/note]], and the 8-12 Mart[[note]]Which is necessary to get the Cricket Bat out of a specific once-per-city event.[[/note]]. If you're watching a playthrough, don't expect to see veteran players choose this perk very often, if at all.
414** Prior to the 1.6 Patch that corrected this, the [[PlayerCharacter PC]] perk Politician was this in ''spades''. Sure, it gives one extra random survivor every time you start a city... but that's it. They're the same level as any other survivor you can just recruit normally when you start the city, and you don't even get to take an extra survivor when starting a NewGamePlus. You'll just spawn with a new survivor that's extremely wimpy and unskilled compared to your FourManBand.
415** Intense Focus is another one. -1 levels to all of a survivor's skills, and in exchange... they learn faster on missions. This means a survivor will have lower end-game stats, but hey, at least they got to the max first, right?
416* WalkingShirtlessScene: It's available as a torso option for male survivors with the "bulky" body type, albeit full of scars.
417* WhatADrag: One of the introductions for the [[ChurchMilitant Last]] [[AllBikersAreHellsAngels Judgement]] features them doing this to another survivor as the make mincemeat of some zed. The PlayerCharacter [[DeadpanSnarker dryly notes]] "Love thy neighbour" clearly isn't high on their list of priorities.
418* WhatDidIDoLastNight: PlayedForDrama in the final mission. [[spoiler:After a survivor's turned into an Omega-zombie, some random events will have them appear with some supplies at your fort's door, with them claiming that they don't know what they were doing for the past night, but they know someone out there is dead because of them.]] [[spoiler:You can exile them for this, or simply take the supplies and [[EasilyForgiven thank them]].]]
419* WhatTheHellPlayer: When meeting with a faction to improve relations, one event will have the leader give a gesture of fidelity. Your options are to either "Kiss his/her ring," for minimum leadership requirements, or to "Give it some tongue" for higher-level leaders. Doing the latter nets this response:
420--> Eww, no. The ring was just a metaphor. What I actually did was give a RousingSpeech about the partnership between us and [[HelloInsertNameHere (Faction)]].
421* WhyIsntItAttacking: If you save [[spoiler:Chucklin' Chuck from the Government]] in Spokane, a few days later, a tank will roll up to your fort, prompting an OhCrap moment from your PC... [[spoiler:only for Jesse to pop out of it, excitedly hooting and hollering about how the Rotten used Chuck's intel ([[StockholmSyndrome against his wishes]]) to destroy the Government presence in Spokane]].
422* WomanScorned: Hendrik is a RareMaleExample. [[spoiler: The zombie apocalypse was caused by him trying to get back at Gretchen for cheating on him.]]
423* YeOldeButcheredeEnglishe:
424** With a high enough leadership skill, the character you send to meet with a faction can resort to this to reach a happy conclusion when a faction demands that you swear loyalty to them. The other faction assumes you're being extra flowery and likes it, while your own people understand that it's all a joke and don't get upset.
425** One of the NPC backstories is for a hardcore {{LARP}}er, who greets you with "Hail and good morrow, Sire!" and refuses to break kayfabe.
426* YouKillItYouBoughtIt: In a sense. If you help the Riffs [[spoiler: return to New York by doing a set of Fetch Quests]], you'll inherit all of their land, but the game treats it as if you have "defeated" them.

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