Characters for Bastion
The hero of Bastion. Woke up late one day to find everything had been shattered after the Calamity rocked the world.
- Badass: Apparently the first person to ever serve a second 5 year term on the Rippling Walls, and was good enough that the Marshals trusted him to scout further than anyone.
- Dark and Troubled Past: He went to fight to earn money for his mother, but when he returns, his mother has passed away and the money is gone.
- Determinator: Monument's broken? Get the shards. Broken again? Get more.
- Heroic Mime: Occasionally people react to what he says, but you never hear him. Even at the point after Rucks's narration is done, you never hear his voice, although there is always a description of what he is asking people when he shows them items.
- The Nameless/Everyone Calls Him Barkeep: He's The Kid.
- One-Man Army: Solos all the monsters inhabiting what's left of the City and the Wilds, as well as what's left of the Ura army.
- Parental Abandonment: His father is missing and his mother died during his first tour of duty on the Walls.
- Scarf Of Asskicking
The first survivor of the Calamity that the Kid finds. He serves as the narrator for the game.
- Anti-Villain: Or possibly just Unwitting Instigator of Doom. See "My Greatest Failure."
- Cool Old Guy
- Expy: He sounds a lot like Morgan Freeman.
- Guttural Growler
- Lemony Narrator
- Mission Control/The Smart Guy: He's the one that sends the Kid out to look for shards.
- Multiple Choice Past: Just what does Rucks do? He was, for certain, a Mancer.
- My Greatest Failure: He designed the Calamity weapon, though he wasn't the one who set it off. It's why he's so obsessed with going back in time to fix what happened.
- Only One Name: If you decide to not undo the Calamity, he comments that it's about time for him to get a first name.
- Why Do You Keep Changing Jobs?: According to the stuff he says on weapons loadouts, in-story, and through item presentations, he appears to have had a long and storied career. He says that he used a Hammer and Army Carbine when he was a fighting man, suggesting either a Mason or a Trigger. After completing the vigil for the Masons, he says that there's only two of them left, which could only mean him and the Kid. He was also, for certain, a Mancer in the last few years before the Calamity occurred.
A man that the Kid finds in the Hanging Gardens. He is an Ura ambassador to Caelondia.
- Anti-Villain: Type II.
- Berserk Button: He really flips his shit when he founds out that Rucks designed the Calamity weapon that destroyed Caelondia, killed the woman he loved, and blew the Tazal Terminals sky high. Especially notable given the fact that, before it happened, he was a voice of peace and reason for both parties.
- Dark and Troubled Past: The worst in the game. Zulf's nearly a Cosmic Plaything.
- Despair Event Horizon: Seemed to be in the midst of one when the Kid showed up. According to Rucks, He was just about to "throw it all away" before the Kid showed up.
- Face-Heel Turn: Goes to the Ura and convinces them to ransack the Bastion after finding out from Zia's father's journal that Rucks and the other Mancers created the Calamity cannon.
- Friendly Enemy: To the Kid and Zia. He doesn't want to harm them, necessarily. He just wants to see the Bastion fall, and perhaps take vengeance on Rucks.
- Gentleman and a Scholar: And an important force in contributing to detente between his people and Caelondia before the Calamity.
- Maligned Mixed Marriage: For all that the setting plays up the Ura-Cael tensions, this is happily averted in the backstory. Zulf and his fiance don't seem to have run into any trouble for getting married from either direction. Unfortunately...
- Reasonable Authority Figure: Raised by a Cael man, he moved to Caelondia and worked, with apparent success, to promote a peace based on mutual respect and coexistence. The Calamity breaks him and the awful truth about it and the futility of his past work breaks him again.
- Smoking Is Cool: His pipe.
A young Ura girl the Kid encounters in Prosper Bluff.
- All the Other Reindeer: She is an Ura raised in Caelondia who knows next to nothing about her cultural heritage. It still wasn't enough to keep people from messing with her.
- Break the Cutie: Her would-be boyfriend sold her and her father out to the authorities, saying they were Ura spies. This after more or less insulting her father indirectly and planting the idea of escaping to the Terminals in her head which led to her arrest in the first place.
- Broken Bird: Bad things have happened to Zia.
- Dark and Troubled Past
- Elegant Classical Musician: A harp guitar.
- Foil: She wants to move forward in life while Rucks wants to rewind things, and they each represent the two endings.
- Suddenly Voiced: While you do hear her voice when she sings, she also talks to you at the very end. Before that, Rucks voices what she says.
- Unwitting Instigator of Doom: Specifically her father's journal, which Zulf reads. As she can't read the language, she had no reason to even suspect it.
- World Half Full: Her opinion of the world after the Calamity. She represents the Evacuation choice.