Follow TV Tropes

Following

Characters / Fighting Fantasy: The Hero and Companions

Go To

Main Character Index | Forces of Order: Celestial Court | The Hero's Band | Allies (The Star Pupils) | Rulers | Forces of Chaos: Dark Gods | The Pit | Allansia (The Demonic Three) | Khul | The Old World | Other Dimensions

This is a character sheet for the Fighting Fantasy gamebooks. Fortunately for the world of Titan, and for You, The Hero, villains are not the only forces active. You will find many benevolent beings willing to dispense knowledge, intel, and lend you a helping hand. From the Big Good to the Required Party Member and the neutral ruler more than willing to reward you if you save their land from the Big Bad, they all find their place here. It is under construction and any contributions are welcome!

Given the nature of the gamebooks, any vital plot-relevant twists should be kept under spoiler tags.


    open/close all folders 

You

You! Yes, you over there, browsing aimlessly through TV Tropes! Don't you wanna do something more exiting? Don't you wanna be The Hero? Well now you can! Grab your sword and come with us to Titan, it's time to kick some major Big Bad butt!

    The Hero 
Although you play a different hero in every gamebook, with a few exceptions, and although they rarely have distinctive characteristics to enable identification, there are common traits between them all. Here they come...
  • Action Genre Hero Guy: Guy or gal. This is more or less the kind of character you play, except with a sword instead of guns.
  • Action Girl: Girls can play gamebooks and kick monsters' backsides as well as boys after all. Among the available pre-determined characters, females are rarely the weakest choice...
  • Action Hero: While never a stupid one, you will hack monsters to bits more often than solve riddles.
  • Action Survivor: Leaving a trail of monsters' and villains' corpses on your wake will always make you this, whether you started as a seasoned warrior or an Unlucky Everydude.
    • You usually play as an expert fighter who had their fair share of battles but never had to deal with monsters and supernatural threats... Until now. Alternatively a promising yet inexperienced apprentice who gets one hell of a Baptism By Fire...
  • An Adventurer Is You: You very often play a common sword-for-hire, though some gamebook get more specific and make you a wizard, a paladin, a demon slayer, a thief, a pirate, a sailor, a scholar, what have you... Creature of Havoc even makes you a monster without reason nor speach, acting solely on instinct, that must learn all of it.
  • Assassination Attempt: You are frequently tasked to kill the Big Bad so that his decapitated army would be easier to deal with, or collapse from infighting altogether without threatening anyone.
  • Back-to-Back Badasses: When facing a group of monsters with a Required Party Member, you either take care of half of them each, or both attack the same monster to take it down twice faster.
  • Badass Bystander: You often come across people attacked by monsters, thieves, bandits or whatnot, and almost always save them.
  • Badass Normal: You mostly play as a seasoned warrior, without mastery of magic nor special powers, and you take on monsters, Evil Sorcerers, Evil Overlords or even Demon Lords and Archdevils of all sorts.
  • Bag of Holding: Your rucksack can hold a crapload of things of variable size. It's a wonder how you can fight, let alone move with what amounts to an entire shop on your back....
  • Bash Brothers: With the Required Party Member or other Fire-Forged Friends you may become chummy with during your travels.
  • Bow and Sword in Accord: You will often have to use a bow or a crossbow, either as a bonus, or as a mandatory side weapon.
  • The Call Knows Where You Live: If you have a hometown, chances are that they will be raided by the Big Bad, or have been in the backstory, prompting you to swear vengeance. In Stormslayer, the calls finds you in a village you were simply staying in, but you jump into action nonetheless.
  • Call to Adventure: Many a gamebook start with you hearing of a great evil that threatens the region and setting out to kick their ass. More often than not, the Big Good hires you directly for this.
  • Celebrating the Heroes: Let's just say that gratitude is not a foreign concept to the people you freed from the Big Bad. When you come back victorious, expect big celebrations.
  • Challenge Seeker: Goes hand in hand with Glory Seeker below. A powerful warrior like you often sees the Evil Overlord everyone else is scared witless about as a foe of your level.
  • The Chosen One: There are gamebooks in which you are this right from the start, for instance Phantoms of Fear, and others in which you prove your worth to the gods as in The Keep of the Lich-Lord
  • Cool Sword: You will find many a magic sword that will come in handy against the mightiest villains.
  • Critical Existence Failure: You can proceed just fine even with but 1 stamina point left, but lose it and you're a goner. Justified by Acceptable Breaks from Reality, as debilitating injuries, crippling blood loss and wound-induced fever would severely hamper your chances.
  • Did You Just Flip Off Cthulhu?: No matter how powerful and evil they are, no Big Bad can expect politeness from you. Mostly Shut Up, Hannibal! at best.
  • Did You Just Punch Out Cthulhu?: You will often have to take down enormously powerful Monster Lords of all sorts. And boy does it feel great!
  • Dungeon Crawling: In more gamebooks that you can count, whether in actual dungeons, castles and caves, up to forests and cities.
  • Empowered Badass Normal: You become this whenever your learn magic spells or gain magic tricks during the course of the game.
  • Equipment Upgrade: You frequently pick up armour, chainmail, helmets, shields, gauntlets and the like, that provide you with an advantage: more often than not a power boost, but also weapons that deals greater damage, Damage Reduction, protection against something nasty.
  • Experienced Protagonist: You most often play an expert warrior with quite the reputation, competent and skilled enough to be hired for the mission at hand.
  • Famed In-Story: In many a gamebook, you earned quite the reputation before the start, leading people in need to turn to you. This can sometimes earn you old enemies you are bound to meet again though...
  • Featureless Protagonist: Of course. It is you who act and decide through their shells after all.
  • Fireballs: If you get to learn an attack spell, chances are this will be this or a variation thereof.
  • Fire-Forged Friends: You invariably develop this dynamic with your Required Party Members. Nothing better to learn to trust someone as bashing monsters' skulls together.
  • For Great Justice: Downplayed for you have often other more pragmatic motivation like challenge, fame, fortune or revenge. But all in all, you accept to save the world because this is the right thing to do and because you can while others are powerless.
  • Genius Bruiser: Being primarily a fighter doesn't mean you can't use your brain. Expect to successfully solve riddles, unmask traitors, and think on your feet on countless occasions.
  • Glory Seeker: A good variation. Quite often, when playing as a renowned Experienced Protagonist you see The Dreaded Big Bad as a would be trophy to boast about. Saving the world does earn you more than a few bragging rights after all...
  • Good Is Not Soft: You might be the hero, but very few villains can expect mercy from you. And if you have to Shoot the Dog or Mercy Kill, you will. Violence Really Is the Answer in Titan.
  • Guile Hero: You're an Action Hero through and through, but you're also a smart sod, and many a trouble must be overcome through cunning, quick thinking and taking advantage of what's around. Roy Greenhilt would be proud.
  • Healing Potion: You will find many of those, of variable potency. In most books you start with one that can restore a defined score.
  • The Hero: Yes you are. It is you and no one else. Feels great isn't it?
  • Heroes Prefer Swords: The sword is the go-to weapon in almost every gamebook.
  • Heroic Bystander: Many a game book start with you deciding to help someone, kick-starting the plot. Not to mention the number of times it happens during the game proper.
  • Heroic Mime: You do get to speak, but rarely, and even less directly quoted.
  • Heroic Spirit: There are gamebooks in which you get a willpower score to picture this. The higher it is, the more you can withstand the horrors you face and resist the villains' mind tricks.
  • Heroism Won't Pay the Bills: Saving the world is fine and dandy, but when you can pocket loot, you rarely refrain. After all, rations, potions, weapons and all that jazz you will need cost money. And if there is a reward or treasure to pocket at the end, they won't see you complaining.
  • Holy Hand Grenade: You can find weapons and magic exceptionally useful against demons and the sort. Most notably in Knights of Doom, in which you can use the Holy Strike: a Hand Blast of divine power that harms and weakens evil beings.
  • Hyperactive Metabolism: The most common way for you to heal is by eating meals, or drinking beverages. Resting and sleeping is also common.
  • Hyperspace Arsenal: You often carry way more stuff than a normal rucksack can hold. Of course, most of said junk are weapons of all sorts.
  • Ideal Hero: You are expected to play as one, with shades of Pragmatic Hero to deepen things, but mostly as a friendly, generous and helpful fellow. Remember kiddies Good Feels Good and Being Evil Sucks.
  • I'm Dying, Please Take My MacGuffin: Many a quest starts with you having to succeed when someone else failed. Played with in that it is usually more "I'm dying please find the McGuffin or trounce the Big Bad I spend my last breath telling you about."
  • Infinity +1 Sword: Should the villain prove too powerful for normal stats, the story's Cool Sword will be an exceptionally potent weapon that gives you a hefty power-boost to even the odds. Bonus points if this is a Legendary Weapon, jackpot if it was Forged by the Gods...
  • It May Help You on Your Quest: You will not believe how much fancy but seemingly innocuous, if not downright lousy-looking, things you might pick up that prove mandatory in the long run...
  • It's Personal: Whenever the Big Bad's machination hit too close to home.
  • It's Personal with the Dragon: At times, it is the villain's right-hand who makes the mistake of rubbing you the wrong way.
  • It's Up to You: You are usually the good guy's last hope or at least best hope, as the Big Good needs a single fighter to sneak into the villain's lair and avoid most of their armies. Reasons why are usually plausible, if a bit convoluted. The common villagers are no match for the Mooks let alone the Big Bad. The king needs time gathering his armies and sends you for a pre-emptive strike, the army is busy fighting the evil legions or is in shambles. Often though, it comes across as But Thou Must!.
  • Jack of All Stats: How you succeed in armed fights, long-range shoots, spells, acrobatics, detection and whatnot usually depends on your skill score, giving you equal talent in all disciplines.
  • Jumped at the Call: You never make much difficulty to accept the life-threatening mission at hand.
  • Karma Meter: Some gamebooks feature a score of faith, honour or evil, to measure your good and bad deeds. The more good karma you pile up, the more enemies will flee, without fight and the cooler rewards you will pocket.
  • Kleptomaniac Hero: Whatever valuable you stumble across will soon find itself inside your pocket.
  • Knight in Shining Armor: You are sometimes set to play as one. Chivalry galore noble knight!
  • Life Meter: Your stamina score indicates how much damage you can take. Unsurprisingly, the more the better.
  • Limited-Use Magical Device: As with the spells mentioned below, your magic trinkets usually only work once, in specific situations.
  • Living Legend: You are even this sometimes, as in City of Thieves or Stormslayer, with people gathering around you to hear tales of your adventures.
  • Luckily, My Shield Will Protect Me: Shields are rarely useless, not to mention the magic shields that can No-Sell the Big Bad's One-Hit Kill spells...
  • Luck Stat: You got a luck score and are often required to test your luck, either to pocket a bonus, or to narrowly escape death.
  • Magic Knight: Several gamebooks give you fancy powers and a wide array of spells, to kick monsters' ass by the dozen. Mostly in The Citadel of Chaos, Sorcery!, Phantoms of Fear, Legend of Zagor and Advanced Fighting Fantasy.
  • Magical Accessory: You will often get many useful magic trinkets of variable use. Either ones you know what to do with from the start, ones you know are magic but don't know the use, or things you don't even know are magic in the first place. More often than not, the fancy thingy is the only thing that can No-Sell the Big Bad's deadly That One Attack.
  • Magical Weapon: Finding one is mandatory in latter books, in which many villains No-Sell normal ones.
  • Magically Inept Fighter: On the downside, spells are usually just a fancy bonus meant to help you in tricky situations but certainly not to replace your trusty sword or solve all your problems. Expect magic to work only once or to be Cast from Hit Points.
  • Master of All: You jump straight from Jack of All Stats into this territory with a skill score of 10 or higher.
  • Master Swordsman: Whether you play as a mercenary, a military veteran, a wizard in training, or even a scholar or a religious acolyte, your character is always an accomplished swordsman.
  • Only I Can Kill Him: In several instances, you're the only one able to defeat the Big Bad, usually because you are The Chosen One.
  • Only in It for the Money: Downplayed, as you mostly fight For Great Justice, but most gamebooks make it clear that getting rich is also a key motivation. And hey, who deserves living in luxury more than you who just risked life and limb to save the world?
  • The Paladin: In Knights of Doom and Dead of Night, you play as a powerful holy warrior, with a slew of kickass powers drawn from the gods. Your character is one in Night of the Necromancer as well, but you end up playing something else entirely. Don't play anything else than Lawful Good though, if you know what's best for you...
  • Player Character: Hey, You are the hero after all.
  • Power Level: Your skill score displays how good you are in a fight and any other physical action.
  • Pragmatic Hero: An Ideal Hero you may be, but if you can succeed through questionable means, or a straight out Shoot the Dog situation, you will take it. And good villains are dead villains in your book.
  • Protagonist Without a Past: Few gamebooks bother giving you a background aside from "warrior for hire who happens to be nearby". Even when part of a setting, (mage in training, religious acolyte, bodyguard, Knight In Shining Armour, or from a hometown, usually razed at some point) nothing is known about you.
  • Red Baron: You usually earn a fancy nickname during the course of the story, like the Chosen of Lhyss, the Analander, or the Spellbreaker. You even start Stormslayer known as The Hero of Tannatown.
  • The Red Mage: Whenever you get your hand on spells or magic, you can bet that some will heal you or restore your score.
  • Religious Bruiser: You sometime play as The Paladin, or as a man or woman of faith, sometimes with a patron deity that can help you, and smite evil in their name.
  • Resting Recovery: Sleeping is usually a good way to regain health. Provided that your night was uneventful of course...
  • Ring of Power: Plenty of them abound in Titan. Rings of Fire, of Ice, of True Sight, what have you...
  • Royals Who Actually Do Something: Whenever you play as a monarch or a heir to the throne, you will take the matter in hand and show that pesky Big Bad what you're made of.
  • Shut Up, Hannibal!: Your go to answer to the villains' Evil Gloating, especially if they tell you to Kneel Before Zod is to tell them to shove it somewhere. When you bother answering in the first place...
  • Some Day This Will Come In Handy: If you find an item, chances are very high that it will prove useful later, if not crucial. Then again, many are mere junk.
  • Starter Equipment: In most games you play as a simple warrior and normally your starting load out is a sword, leather armour, a lantern in some books, possibly some provisions and maybe a choice of a single restorative magic potion.
  • Sword and Gun: Flintlock pistols are rarer than bows but can be a very powerful asset.
  • Trespassing Hero: Reasonably played with. There are houses where a guardian or a locked door prevent you from entering, but in many gamebooks you can enter in most houses as you please. Of course, don't expect a warm welcome from the inhabitants...
  • True Companions: The Fire-Forged Friends you make on your way almost always become this, and provide much needed support amidst all the chaos you face.
  • Turn Undead: Expect to learn a variation whenever undeads and evil spirits of all sorts are more than mere random Mooks.
    • In The Keep of the Lich-Lord, you are taught the exceptionally powerful Charm of Unbinding, verging on Holy Hand Grenade, obliterating every undead around. And also everything made of bone, which can come in handy in the climax.
  • Unlucky Everydude: Gamebooks set on Earth put you as a completely normal Average Joe thrown head first into a life-and-death situation, that would not look out of place in horror movies.
  • Video Game Caring Potential: Gamebook caring potential actually, but seriously, same difference. Be nice to people and even to the seemingly menacing animal, and 9 out of 10 you get a fancy bonus.
  • Video Game Cruelty Potential: Same as above. You can act like a dick, kill first and question later, steal and cheat...
  • Video Game Cruelty Punishment: ...But don't think for a minute that you won't suffer Karma's wrath. You usually loose luck points or suffer similar repercussion. That old man you just killed might be unable to fight back but he can curse good...
  • Weapon of X-Slaying: When the Big Bad and his toadies are undeads/vampires/demons/chaotics/werebeasts/cross the non-matching mentions, you can bet that you will find a Cool Sword designed to hand them over their asses like no tomorrow.
  • Wealthy Ever After: Many a gamebook ends with you pocketing a hefty treasure or reward, ending your adventuring days for a well-deserved life of comfort.
  • What the Hell, Player?: In Video Game Cruelty Punishment cases, the narration does not shy away from calling you out, stating that there is no glory in what you just did and that the Laser-Guided Karma you just suffered serves you right.

Travelling Companions and other heroes

The many Required Party Members and Guest Star Party Members that take part in your adventures and brave all sorts of perils alongside you, quickly becoming your Fire-Forged Friends, and even True Companions for the former. Also includes a Hero of Another Story or two, provided they have strong plot relevance, but excludes the characters who recruits you for the adventure but die very soon without accomplishing much, leaving you on your own.

Allansia

    Borri 
https://static.tvtropes.org/pmwiki/pub/images/borri_7.jpg

A jolly good dwarf you meet in your quest, and the local inventor of the hot-air balloon which proves priceless to reach your destination. In addition to his invention, he is a powerful fighter and an invaluable ally, whose constant good mood provides welcome relief in the grim adventure.


  • Ax-Crazy: His fate in one of the bad endings. Never leave him alone to repair the hot air balloon, or he might collect berries for diner which seem legit but make everyone eating them murderously insane. You get a crossbow bolt in your guts for your troubles.
  • Back-to-Back Badasses: With you and Symm both, forming a monster kicking team.
  • Badass Bookworm: A skilled Smith with wide knowledge on settlements and races of Allansia, as well as a gifted adventurer and a deadly fighter.
  • Balance, Speed, Strength Trio: Forms one with you and Symm. He's the strength to Symm's speed.
  • Barbarian Longhair: Like all dwarves, though this one wears them in a ponytail.
  • Big Eater: He enjoys food and likes to taste what he finds before the meal. Which can be dangerous in a place where Everything Is Trying to Kill You like Allansia.
  • Big Guy, Little Guy: To further the contrast with Symm. As if they needed more of it...
  • Boisterous Bruiser: As skilled in fighting as in talking and joking.
  • Boke and Tsukkomi Routine: Borri loves to comment and joke about pretty much everything that happens, and Symm loves to snark and send barbs at him when he does.
  • Bows Versus Crossbows: He favours the latter.
  • Bunny-Ears Lawyer: A Motor Mouth and Boisterous Bruiser he may be, but he is a highly skilled ironsmith who invented the hot-air balloon.
  • Choice of Two Weapons: Borri wields a sword at short range and uses a crossbow at long range.
  • Cool Airship: A medieval example. He invented the hot-air balloon, the coolest airship available with High Fantasy tech, which proves mandatory for your travels.
  • Everyone Has Standards: Everyone despises trolls for being Dumb Muscle and Always Chaotic Evil, but few despise them more than Borri does. Still, letting him comment on the book he found on the troll he killed provides a priceless clue.
  • Fire-Forged Friends: Quickly becomes this with you and Symm, in your quest to slay Razaak.
  • Foil: Both Borri and Symm are your Required Party Members but could not be more different: In size, in personality, in sense of humour, in pretty much everything. Even their area of expertise are opposite, with him being expert in engineering and population, while Symm is expert on fauna and flora.
  • Gadgeteer Genius: Borri is an excellent inventor, who invented the hot-air balloon in a much less developed setting than in Real Life.
  • Master Swordsman: Contrary to most dwarves who favour axes or warhammers, this one is an ace with a sword in hand.
  • Motor Mouth: Borri loves to talk and ramble. Let him ramble when in the hot-air balloon, for he drops a priceless info you need to succeed.
  • Our Dwarves Are All the Same: Dwarves in Titan are much jollier than in most Fantasy works, being a fun-loving and friendly bunch. Aside from that, they remain as boisterous, beer-chugging, expert craftmasters and adept with axes and hammers as the others.
  • Pint-Sized Powerhouse: Like any dwarf worth his salt, Borri is small but a very good fighter with 9 in skill.
  • Red Oni, Blue Oni: Borri is the boisterous, fun-loving and very talkative dwarf, in stark contrast to the tall, reserved and serious Symm. Nevertheless, the two quickly become good friends.
  • Required Party Member: The second you need to succeed your quest. Without his invention, not to mention his help and advices, you would not go far.
  • Smarter Than You Look: More like smarter than you act, for he does not look stupid the slightest but his quirks can make you forget his intelligence and knowledge.
  • Vitriolic Best Buds: Quickly develops this dynamic with Symm.
  • Volleying Insults: Downplayed example between him and Symm, they trade barbs rather than insults.

    Grognag Clawtooth 
https://static.tvtropes.org/pmwiki/pub/images/grognag_clawtooth.jpg
Appears in: Creature of Havoc

A friendly half-orc you encounter on your quest to stop the evil Necromancer Zharradan Marr. You save him from getting pummelled to death by an angry villager, and he tags along with you for a while. Little do you both know that he carries something vital to your quest...


  • Bald of Evil: Totally subverted. Grognag lacks hair like most orcs, but is as nice as can be, if a bit on the wild side.
  • Crash-Into Hello: When you meet him for the first time, Grognag was being flung out of a door by a group of thugs, right into you.
  • Half-Human Hybrid: Half-orc, half-human.
  • Heroic Sacrifice: At the penultimate confrontation against the Toadmen of Bu Fon Fen, Grognag will give up his life to tackle the Toadmen leader into a quicksand, allowing you to escape during the confusion. There is no other way, he's fated to die if he tags along behind you.
  • Horned Humanoid: Bears small horns on his forehead.
  • Interspecies Friendship: He's a half-orc. You're a Marrangha in this particular adventure, a mutated abomination made by magic. Go figure.
  • Irony: After you saved him from a horde of angry villagers, Grognag simply said if your positions were switched he would just mind his own business and leave you to die. Which is ironic since Grognag would ultimately give up his life for you in the swamps.
  • MacGuffin Delivery Service: He carries a satchel containing the Vapour of Elven Magic that Zharradan Marr covets to become supremely powerful.
  • Our Orcs Are Different: Justified in that he is only half-orc.
  • Token Heroic Orc: Orcs are Always Chaotic Evil and half-orcs in the setting usually prove nasty and dishonest, but Grognag has his heart in the right place.

    Hakasan Za 
https://static.tvtropes.org/pmwiki/pub/images/hakasan_za_1.jpg
Appears in: The Port of Peril

A very powerful kunoichi (ninja woman) and all-around Action Girl of multiple talents, whom you meet and befriend in your search for the Ring of the Burning Snakes. Together, you learn of the upcoming return of the Night Prince Zanbar Bone, and set out to send him back to the darkness where he belongs.


  • Action Girl: She is an excellent fighter and an adventurer by trade.
  • Adventurer Outfit: Clad from head to toes in it.
  • All Asians Know Martial Arts: Justified in that she is a ninja, fighting is in her job's description. Downplayed in that she fights with weapons and not with kung-fu.
  • Assist Character: In battles where you fight together.
  • Back-to-Back Badasses: You and her in the Final Battle, destroying waves after waves of skeleton warriors before she protects you from them while you take on the Final Boss.
  • Badass Bookworm: Hakasan Za is not only a powerful ninja and a good hunter, but she can recognize tracks and is very knowledgeable about fauna, flora, the local people and their lore.
  • Badass Normal: She has no magic power and displays no fancy Naruto-like ninja techniques, but she is an excellent warrior, an expert in setting traps, and a very good hunter and tracker.
  • Bash Brothers: Genders aside, you develop this dynamic very soon, destroying monsters side by side or two on one.
  • Big Damn Heroes: After you destroy Zanbar Bone, his corpse raises a finger at you most likely to cast a deadly spell before dying, but Hakasan cuts of his arm before he can do so and he dissolves into ashes.
  • Booby Trap: She sets one before you meet her, not knowing whether she can trust you. Don't rush towards her or you get killed.
  • Closer to Earth: Hakasan Za is quick to voice objections when you decide an unreasonable course of action or don't take the Big Bad's threat seriously. (i.e. When you steer away from the one-true-path.)
  • Cool Sword: Hakasan Za wields a wicked looking oriental sword.
  • Crazy-Prepared: She sets a trap before meeting you, just in case you would prove dangerous.
  • Curtains Match the Windows: Black hair and black eyes.
  • Deus Exit Machina: She falls into a pit trap and breaks her ankle, putting her out of commission when you must sneak into Port Blacksand, but the Legendary Mage Yaztromo heals her, so she is back and kicking for the Final Battle.
  • Dress-Coded for Your Convenience: Her attire just screams "badass ninja".
  • Dungeon Crawler: She earns a living by treasure hunting.
  • Fire-Forged Friends: If you and her are not this before, you have definitely this in the ending. Nothing like facing one of Titan's greatest evils and his forces together to get along.
  • Gratuitous Ninja: Isn't it cool to fight alongside one? She might lack the ninjustu tropes found in Mangas, but she remains an expert fighter and trap-master.
  • Hell-Bent for Leather: Of the Medieval Fantasy variation, and out of practicality for her job, but she is still a certified badass wearing leather clothing.
  • Hero of Another Story: She announces her intention to partake in the deadly Trial of Champions in the end, hinting that she might be the hero of Deathtrap Dungeon. And since the hero is canonically the first to win the Trial, the other possibility would be too depressing.
    • Averted as Assassins of Allansia reveals that you, the hero of these two books, will be the one to compete.
    • Then again, she is an adventurer by trade, who doubtless lived her fair share of tribulations.
  • Hunter Trapper: She is a good hunter, and will catch rabbits for you to dine at some point.
  • Injured Limb Episode: When she twists her ankle, as mentioned in Deus Exit Machina above.
  • Instant Awesome, Just Add Ninja: Hakasan Za is a ninja tracker, and a powerful one at that, Rule of Cool oblige. Handled more realistically than most examples though, as she lacks the fancy ninjutsu tricks and focuses on tracking and traps.
  • Master Swordsman: She is as skilled as you with her sword, and can cut down trolls like nothing.
  • Nerves of Steel: Before the Final Battle, she states grimly but with no trace of distress that Zanbar Bone has arrived. To clarify, Hakasan Za sees one of the mightiest and evilest Big Bads of the franchise at the peak of his power, fully willing to take him on.
  • Ninja: One of the few (if the only one) heroic one of the franchise.
  • The Not-Love Interest: You spend most of the adventure with her, but due to the unspecified gender and Chaste Hero status of your character, there is not a single atom of a romantic direction. You become very close friends and nothing more.
  • Required Party Member: You meet Hakasan Za quite early in the game, and she tags along for most of the story. She proves very competent and helpful so she won't find you complaining.
  • Samurai Ponytail: She is a ninja, but wears her hair like this.
  • Scarily Competent Tracker: Reasonably downplayed. She is not infallible, but she is very good in identifying and following tracks.
  • Shoulders of Doom: Hakasan Za wears cool-looking shoulder pads.
  • Token Minority: Although it is never stated, her name, her aspect and her being a ninja indicates that she is from the Fantasy Counterpart Culture of Medieval Japan, while Allansia's population is mostly Caucasian. Justified in that she is a ninja.
  • What the Hell, Hero?: If you decide a dickish or downright stupid course of action, expect her to call you out.

    Hikaaz Mandera 
Appears in: The Gates of Death (posthumously)

A brave and skilled adventurer whom you hear during your travel to bring the antidote of the Demon Plague to the Invisible City for mass production, who set out to destroy the Big Bad causing it. He preceded you wherever you go, But got killed by a mercenary sent by Lord Azzur for the same goal. While you never meet him in person, his successes and discoveries, and even what you find on his corpse, provide vital clues to save Titan.

    Lady Webspinn 
https://static.tvtropes.org/pmwiki/pub/images/20180726_205310_5.JPG
Appears in: The Gates of Death

A young noble lady and a scholar who ventured into Port Blacksand looking for the Legendary Mage Arakor Nicodemus, hoping he could help against The Virus that threatens to turn everyone in Titan into bloodthirsty demonic monsters. She offers you a ride to Salmonis, making you travel easier.

    Littlebig 
https://static.tvtropes.org/pmwiki/pub/images/littlebig.jpg
Not his best day, but don't worry he gets better.
Appears in: Eye of the Dragon

You meet this young dwarf in a dungeon deep below Darkwood Forest, searching for a priceless golden dragon statue for a dubious man named Henry Delacor. You rescue him as Delacor was holding him captive, and venture with him. He happens to be the nephew of Bigleg, the dying dwarf who urged you to find the Magic Warhammer in The Forest of Doom.


  • Assist Character: Littlebig has skill 8, and can help you make separate attacks against certain enemies in combat.
  • Badass in Distress: When you first encounter him, he is chained up in the dungeon and needs your rescuing.
  • Barbarian Longhair: As with all dwarves in any Fantasy setting worth its salt.
  • Big Damn Heroes: If you accidentally get a horde of flesh-eating grubs on you, Littlebig will help you smash them all before they do too much damage to your stamina score.
  • Back-to-Back Badasses: This occurs when you two are fighting multiple sets of enemies.
  • Distressed Dude: You first meet him as a chained-up prisoner in a dungeon.

    Redswift and Stubb 
https://static.tvtropes.org/pmwiki/pub/images/121569339_658745065016832_5001819222953132001_n.jpg
Picture from the computer adaptation. They look strange because they are zombie-clones instead of the real deal.

Two former slaves of the titular Snow Witch, bearers of the Slave Collars, whom you meet in the chaos ensuing your destruction of the witch, deciding to escape together. But you will find out the hard way that things are not as easy as they seem...


  • Cool Sword: Redswift wields a nice-looking sabre.
  • Elves vs. Dwarves: Averted, they're quite chummy with each other. In the world of Titan in general, elves and dwarves have few but cordial contacts.
  • Fire-Forged Friends: Being slaves of the Snow Witch, their reliance on each other have made them inseparable pals.
  • Balance, Speed, Strength Trio: When you're with them.
  • Real Men Cook: Stubb can cook up a pretty delicious stew from ingredients he found in the forest, including some herbs, roots, and a rabbit.
  • Roaring Rampage of Revenge: The moment Stubb returns to the outskirts of Stonebridge and notices the corpse of his friend, Morri the ironsmith, he immediately vows revenge. Not long afterwards the three of you encounters the band of Hill Trolls responsible for killing Morri, at which point Stubb immediately attacks the Trolls, easily killing three on his own (You and Redswift each fight a pair of the six trolls, but Stubb, being driven by his thirst of vengeance, quickly kills his pair of trolls and kills one of the two Redswift was assigned with).
  • Those Two Guys: Hangs out together, until Stubb have to depart for another quest in Darkwood Forest.
  • Uncertain Doom: While Redswift succumbs quickly to the Snow Witch's curse, Stubb was still around when all three of you were exposed to the incantation. So... what happened to Stubb after the adventure?

    Reinhardt of Margrave 
https://static.tvtropes.org/pmwiki/pub/images/reinhardt_0.jpg
Appears in: Magehunter

The son of the Lord of Margrave, Reinhardt has been aware of his father's constant trust and attention towards you for a long time. Nevertheless, both of you maintains quite a stable, acquaintance-like relationship, until the sudden murder of the Lord of Margrave and the arrival of Mencius the Mage throws the two of you into an adventure literally out of your world.


  • Aloof Ally: He tends to get into trouble every now and then while tagging along with you in the adventure.
  • Assist Character: However, given his rather low skill stat, he really isn't much of a help during battles.
  • Fire-Forged Friends: If you made it out of the story with Reinhardt, you are both best friends for life.
  • "Freaky Friday" Flip: You're cursed to swap bodies with Reinhardt every now and then, although later on you can invoke the flip on purpose.
  • Headbutting Heroes: You and Reinhardt don't really see eye-to-eye with each other most of the time.
  • Kneel Before Frodo: You travel with Reinhardt from Kallamehr back to the Margrave's castle, just in time to stop a war from breaking out. Cue the entire court kneeling before Reinhardt, their new ruler.
  • The Load: You'll need to bail his ass out of danger quite often. At one point he gets paralyzed by fear when facing a Green Terror leaving you to fight all by yourself.
  • Messy Hair: The Margrave's son doesn't have a comb?
  • Required Party Member: If Reinhardt dies at any point of the adventure, or you choose to abandon him, then your game is now unwinnable.
  • Teeth-Clenched Teamwork: Good luck making it out of the adventure without killing Reinhardt or leaving him to his fate on purpose.
  • Ungrateful Bastard: Reinhardt shows little gratitude to your favours early on in the adventure, but later he accepts you as an ally.
  • Vitriolic Best Buds: You bicker with Reinhardt often, but given the circumstances and that you only have each other to rely upon, you'll need to take him as your closest ally.

    Symm 
https://static.tvtropes.org/pmwiki/pub/images/symm_9.jpg

You meet this aloof but noble man one night after retrieving the Big Bad's Evil Weapon, as he offers you his help as an apology for mistaking you for an agent of Chaos. Warrior, archer, tracker and hunter, you will find his many talents considerably useful.


  • Back-to-Back Badasses: With you, as well as Borri after he joins your Power Trio. You often take on several monsters together.
  • Badass Cape: Complete with In the Hood.
  • Boke and Tsukkomi Routine: Symm frequently snarks and send barbs at Borri in every situation, while Borri loves to comment and joke about pretty much everything that happens.
  • Bow and Sword in Accord: He's as good a swordsman as he is an archer.
  • Color-Coded Eyes: He have green eyes.
  • Forest Ranger: He lives in the woods, is clad in green and displays adequate knowledge on various herbs and fruits. One of Symm's notable moments have him stopping Borri from consuming Mad-mad berries, which would've otherwise driven Borri insane and attack everyone.
  • Hunter Trapper: An excellent hunter, who feeds on wild game he kills.
  • In the Hood: Wears a cool one.
  • Manly Facial Hair: Symm sports one heck of a 'stache and is a total badass.
  • Master Archer: Can shoot people dead at long distance in the dark of the night, only lit up by his campfire, with pinpoint precision.
  • Master Swordsman: A sword expert with a skill of 10.
  • The Medic: Knows the right rock to cure the victim of an Ice Ghost, whose contact is otherwise fatal.
  • Mountain Man: He lives in wilderness and knows pretty much every useful intel or skill there is.
  • Power Trio: Forms one with you and Borri.
  • Red Oni, Blue Oni: Symm is the tall, reserved, stoic forest ranger, compared to Borri the boisterous, fun-loving and very talkative dwarf. Nevertheless, the two quickly become good friends.
  • Stop, or I Will Shoot!: He greets you by pointing his longbow at you while questioning your allegiance, demanding to know if you're "lawful" or "chaotic", as seen in the illustration.
  • Troll: Doesn't pass up any opportunity to make fun of Borri's height, much to Borri's annoyance.

    Throm 
https://static.tvtropes.org/pmwiki/pub/images/throm_7.jpg
Appears in: Deathtrap Dungeon

One of the five contestants of the infamous Trial of Champions, the labyrinth filled to the brim with traps, monsters and all sorts of nasty stuff, of which the one who could escape it would gain no less than 10000 gold coins from his creator Baron Sukumvit. No one ever succeeded, and as you make your way and the other contestants find gruesome ends, you befriend this powerful barbarian. But only one of you can get out and pocket the reward...


  • Barbarian Hero: As you can see, he is a barbarian and is basically the secondary protagonist of the story.
  • The Cameo: He shows up in the prequel gamebook, Assassins of Allansia.
  • Eyepatch of Power: Wears quite a cool eyepatch.
  • Fighting Your Friend: There was no other way around this: if Throm tags along with you in this quest, you will need to battle him to the death.
  • Made of Iron: He takes a nasty gash from a hill troll's weapon without flinching. Later, even after being bitten by a cobra and presumably taken a further beating from his first arena opponent, he still takes a large amount of damage before finally going down.
  • Required Party Member: It is compulsory to have Throm as your companion during your adventure, trying to avoid or lose him and you'll reach a paragraph dictating your instant death later on.
  • Fire-Forged Friends: With you, after both of you decided a momentary truce in the dungeon.
  • Heroic Build: Throm is a barbarian, whith the mountain of muscles and strength coming with the package.

    Willard Honk 
https://static.tvtropes.org/pmwiki/pub/images/willard_honk.jpg
Pelted with fruits for a Cassandra Truth... Not exactly his best day.
A brave ranger trying to warn people about the Four, metallic Giants that you accidentally released, only to be met with ridicule. You befriend him in the final act of your quest to fix your mistake and destroy the Giants.

Khul

    Elindora 
https://static.tvtropes.org/pmwiki/pub/images/elindora_7.jpg

You meet this young elf warrior woman in an inn, when she asks you for her help in slaying Lord Mortis's wife Lady Lotmora. Whether you help her or not on this Side Quest is up to you, but doing so would earn you much good and later help.

    Jesper 
Appears in: Master of Chaos

Your first and only non humanoid companion of the franchise, Jesper is a talkative mongoose with impressive street-smarts. You buy him from a disgruntled owner and he travels with you towards the Very Definitely Final Dungeon, though he chooses to stay with nomads.

    Merzei 
https://static.tvtropes.org/pmwiki/pub/images/merzei_5.jpg
Hint: He is not the soldier getting curb-stomped.
Appears in: Black Vein Prophecy

As the armies of Feior are laying waste on the Isles of Dawn, the Fantasy Counterpart Culture of Medieval China, you meet this strange man who is attempting to rally the commoners to challenge the king for better social justice. As you rise against Feior, you befriend him and gain the help of his followers, without whom you cannot win the upcoming war.


  • Back-to-Back Badasses: During the bathhouse fight, where you and Merzei teams up to fight a group of thugs.
  • Badass Boast: Merzei debuts with this line, which is also his Establishing Character Moment...
    Merzei: "I am Merzei, Defender of the People, Righter of Wrongs, and Future Grand Councillor of these Isles."
  • Big Damn Heroes: You and Merzei leads the army, just in time to reinforce the King's forces which are being overwhelmed by Feior's troops.
  • The Chains of Commanding: His role is secondary in the story, but he is in charge of recruiting and rallying the La Résistance.
  • Curb-Stomp Battle: If you choose to fight Merzei, he simply knocks you out instantly before you can realize it. Without killing you, though. In fact, he is so fast you don't even remember fighting him!
  • Dynamic Akimbo: Merzei is shown with this pose in one of the illustration, although only from a distance.
  • Frontline General: He leads his army into the Final Battle.
  • Home Guard: He commands the civilian militia.
  • Icon of Rebellion: He's an inspiration for the rebels to stand up against tyranny.
  • The Lancer: He is the second most prominent among the heroes and rebels attempting to restore freedom to the Isles of Dawn. After you, of course.
  • Large Ham: He shouts a lot, even when he's not addressing his followers.
    Merzei: "Down with the Tyrant! Up with the Council!"
  • Lightning Bruiser: Small and scrawny in size, but a skilled fighting all around.
  • Miles Gloriosus: Subverted; Merzei spends a lot of time boasting of his prowess and leadership skills, calling himself the "future Grand Councilor" and "Defender of the People" of the Isles, but later on he shows his skills in battle when war actually does break out.
  • The Napoleon: Merzei may be scrawny in size, but he's still capable of kicking ass, as well as organizing and leading his own army.
  • Red Oni, Blue Oni: He's the Red to your Blue.
  • La Résistance: He's the leader of the local militia opposing the tyranny of Feior.
  • Rousing Speech: He delivers these speeches to inspire his militia army.
  • Training the Peaceful Villagers: His lieutenants goes from village-to-village, recruiting members into their La Résistance.

    Yomitsume Moichi 
https://static.tvtropes.org/pmwiki/pub/images/moichi.jpg
Sparing this guy was a great idea.

The Old World

    Jann 
https://static.tvtropes.org/pmwiki/pub/images/jann.jpg
Appears in: Sorcery!

Jann is a minimite, a fey being with enormous Anti-Magic powers preventing any magic and spell to work around him. He takes a liking to you and starts accompanying you, and while genuinely friendly and rather pleasant to be around, in a adventure that has you playing as a powerful wizard his abilities are an endless pain... somewhere.


  • Anti-Magic: Prevents the hero's magic spells from working, which will prove to be annoying. Doesn't work on some other magic-using enemies, such as Gaza Moon, maybe because she is more powerful.
  • The Millstone: Will force himself as your sidekick and prevent you from casting magic. You will need special aid to get rid of him.
  • The Thing That Would Not Leave: If Jann arrives at your side, he will refuse to go away. And the hero cannot stoop to more brutal means.
  • Winged Humanoid: Is a tiny humanoid with insect wings.

    Josef Van Richten 
https://static.tvtropes.org/pmwiki/pub/images/josef_van_richten_and_streng.jpg
The classy gentleman is Van Richten, the hulking brute is his aid Streng

A noble and elegant gentleman and adventurer, working with his companion Streng as Ghost Busters, albeit more seriously that the example that just popped the mind of anyone reading this. A bit too seriously in fact, since he is a Knight Templar out to destroy any ghost he sees without bothering to know whether they are dangerous or not.He is the brother of the Vampire Hunter from Howl of the Werewolf, with whom he shares the taste for black clothing and hats, not to mention the Black-and-White Insanity.


    Katya 
https://static.tvtropes.org/pmwiki/pub/images/katya_in_danger.jpg
Not in her best day, granted, but hey try to fight that huge beast...

A young and talented huntress of monsters belonging to the mysterious order of the Crimson Cloak, whom you befriend after saving her from the mysterious werebeast plaguing the land. She then goes with you to uncover the beast's human Secret Identity and track him down to destroy him for good.


    Ulrich 

Just as you are about to get mauled to death by a huge black wolf, you are saved by this friendly woodsman. Alas, it was in fact a werewolf and you must then escape the curse. Ulrich then takes you to the wise woman Grandmother Zekova, who knows how to lift the curse.


  • Bears Are Bad News: His true form is a werebear.
  • Reluctant Monster: He doesn't want to be a were-beast, but when the lycantrophy curse took the better of him he ends up becoming a savage beast.

    Van Richten 
https://static.tvtropes.org/pmwiki/pub/images/van_richten_6.jpg
Yes, he is friendly. Unless he is not...
Appears in: Howl of the Werewolf | Night of the Necromancer (mentioned only as his brother takes the stage)

You meet this black clad Vampire Hunter, who strangely lacks a first name, on your way to the Tower of Maun. He is a powerful warrior with a nasty case of Black-and-White Insanity, whom you meet on your quest to break the curse of lycanthropy afflicting you. He offers you to join forces against Countess Isolde of Maun, but you can refuse and go alone.

He has a brother, Josef, working as a Ghost Buster, and as much of a Knight Templar.


  • Adventurer Outfit: One look at him is enough to tell you that this is not a man spending his days behind a desk.
  • Back-to-Back Badasses: With you, if you go to adventure together. You attack monsters (and take hits) together. With skill 10, he is a powerful ally.
  • Badass Family: The Van Richten brothers are both deadly fighters, experts in the monster hunting trade.
  • Badass Longcoat: He wears a stylish one, fitting the powerful adventurer he is.
  • Badass Normal: He lacks magic powers and special abilities, and he has no need of them to kick ass.
  • Black-and-White Insanity: Put him with someone of the races of good and the like, and he's cool. Put him with anything resembling a monster, even remotely, and they're dead meat. No middle ground. Reluctant Monster is a foreign concept to this guy.
  • Hunter of Monsters: Van Richten earns a living in the trade, and he is very good at it.
  • Coat, Hat, Mask: His outfit just screams badass.
  • Cool Sword: With a nice ornate handle. And made of silver to harm supernatural beings.
  • Dark Is Not Evil: Van Richten is clad from head to toes in black and looks quite sinister, but he is firmly in the side of good. A bit too firmly for that matter.
  • Destination Defenestration: How he meets his end if he is with you in the Tower of Maun.
  • Fighting Your Friend: You are on quite friendly terms with him, but if he discovers your Dark Secret he attacks you without hesitation. With skill 10 stamina 9, he makes a powerful foe you'd rather avoid.
  • Good Is Not Nice: He might be genuinely sympathetic to the Tragic Monster's plight, but not enough to spare them.
  • Good Is Not Soft: Van Richten is noble, stalwart and sincerely striving to alleviate the suffering of the people, but anything and anyone he deems a threat, even a potential one, will only get enough time to say their prayers from this guy.
  • Guest-Star Party Member: You can go face Countess Isolde with him. He is a powerful ally, but he can die against monsters, and always ends up dying against the Vampire Lady's Battle Butler.
  • The Gunslinger: He greets you with his trusty flintlock, and shoots bullets in the gut of any potential threat. With you being cursed with lycanthropy, his shots deals -4 stamina -1 skill. Ouch!
  • Hell-Bent for Leather: A Medieval Fantasy example.
  • Hero Antagonist: If he attacks you. You must kill him if self-defence, but still suffer a penalty for killing a powerful champion of the people.
  • Hero of Another Story: Van Richten is an experienced Vampire Hunter, probably in the game since longer than you and clearly is no slouch while you are hunting for the Big Bad, whether he tags along with you or not.
  • Heroic Sacrifice: What his taking on the werebat ends up being.
  • Improperly Paranoid: He does live in a world full of monsters and danger, and in a country plagued by the local Evil Overlord. This would make anyone at least a bit trigger-happy. But attacking allies, in the middle of the Evil Tower of Ominousness at that, because they might eventually turn into a monster, is taking it way too far.
  • It Runs in the Family: He's a hunter of the supernatural, just like his brother.
  • Knight Templar: To Van Richten, monsters are evil things to be destroyed, even if they never harmed anyone because he is sure that they will. Don't you ever let him know about your werewolf curse.
  • Master Swordsman: An expert fencer, as expected from an adventurer of his level.
  • Mercy Kill: He regards trying to kill you as sparing you the dire fate of lycanthropy. Never mind that you aren't one yet and fighting your damnedest to avoid it. To him you might become one and that alone makes you fair game.
  • Noble Male, Roguish Male: The rough and roguish one, compared to his more refined and elegant brother.
  • Only One Name: You never learn his first name.
  • Perma-Stubble: Shaving regularly is the least of Van Richten's troubles.
  • Royal Rapier: His Cool Sword is one.
  • Sacrificial Lion: If he comes with you he never comes back, period. Made all the more insulting in that he dies against a weaker foe he should not have much trouble against. Not even facing Countess Isolde of Maun, against whom he could have faired quite well.
  • Scarf of Asskicking: One he uses to conceal his face.
  • Secret Circle of Secrets: He is part of an Oddly Small Organization of fighters against evil known under the very cool name of the Order of the Crimson Sword.
  • Sibling Team: Played with. The Van Richten brothers don't fight together, each targeting a different kind of monster. (Although it is implied that they they cooperate at times.)
  • Silver Bullet: Van Richten uses them as ammunitions for his flintlock.
  • Silver Has Mystic Powers: Silver harms pretty much all kind of supernatural being, making it an ideal tool for a Hunter of Monsters.
  • Stop, or I Will Shoot!: Van Richten greets you this way, holding you at gunpoint until he determines you're not a threat. If he deems you one, he shoots you, dealing a crippling wound, and fights you to the death.
  • Strong Family Resemblance: The Van Richten brothers pretty much have the same face, just differently shaven.
  • Sword and Gun: The man is as good with a gun in hand as he is with a sword.
  • Taking You with Me: Gustav, Countess Isolde's werebat butler tries to throw him from the window, but Van Richten grabs him and makes him fall as well, too heavy to fly away.
  • Vampire Hunter: Vampires are his main targets. Though that does not mean he won't kill other monsters he finds.
  • Van Helsing Hate Crimes: To him, a good monster is a dead one, no matter how dangerous (or not) they are. Token Heroic Orc? Ascended Demon? Friendly Neighborhood Vampire? He can't even begin to fathom such concepts.
  • Weak, but Skilled: He has considerable fighting skills, but a rather low stamina score and can be physically overpowered by monsters.

Other

    Amy Fletcher 
https://static.tvtropes.org/pmwiki/pub/images/botz_amy.jpg

Amy was an innocent and lively young woman from New York, who travelled to Romania and was hired as a cook by the demented aristocrat Gingrich Yurr. At first, everything was fine, but she soon started to suspect that something was amiss. Indeed, her boss was engineering an army of Plague Zombies from captives abducted all over the country, intending to unleash a Zombie Apocalypse. The poor girl was chased through Goraya Castle by ravenous undeads, until she meets you, the latest captive who run away, and together you resolve to put an end to Yurr's madness, along with his wretched life.


  • Action Girl: Averted at fist, since she was but a normal young woman barely out of her teenage years, but she ends up as a tough as nails survivor quite handy with a gun, with enough willpower to get out of it without lasting damage.
  • Action Survivor: The poor girl could not suspect that by accepting a job in a foreign country, she would be thrown head first in a horror movie scenario. Still, she fought back and still she survives along with you, no matter what.
  • Apocalyptic Log: Her journal starts innocent enough, but gradually becomes this as she unravels exactly what is going on. Ultimately played with, as she is still alive when you read it and becomes an invaluable ally.
  • Back-to-Back Badasses: What you two become, mowing down zombies together and teaming up to take down the humongous and horribly powerful Kong.
  • Badass Normal: By the time you meet her, she is already able to take care of herself, and becomes a bona fide badass during the course of the story, blowing apart zombie after zombie as much as you do.
  • Bash Brothers: Bash Brother and Sister/Bash Sister and Sister depending on who's playing, but the point still stands. You quickly develop this dynamic and form a very efficient zombie slaying duo, saving each other's life several times.
  • Chef of Iron: Became one forced by circumstances. She entered Goraya Castle as a cook, and exited as a Badass Normal zombie slayer. Still, you obviously won't see her doing much cooking, for she is too busy trying to live another day.
  • Eagleland: Completely averted. She is from the United States, but it has zero influence on her character, aside that language is not an obstacle to speak with you, who play an English student.
  • Deus Exit Machina: She escapes the castle to get help while you stay behind for the Final Battle.
  • Final Girl: Not counting you, The Hero, Amy is the only one caught in Yurr's madness who survives the events. Though she went through Hell and back.
  • Fire-Forged Friends: Amy and you grow very close during your nightmarish time in the castle. Fighting not only to survive but to save the world, with only one another to rely on, breaks all social and national barriers with a sledgehammer.
  • The Gunslinger: She becomes one throughout her transition to Action Survivor, and fights as one in the story.
  • Hair of Gold, Heart of Gold: She is a blonde girl, and very likable and witty.
  • Heroic BSoD: When you meet her, the poor darling has been running for dear life for hours and is scared out of her wits. So quite understandably, she is screaming her lungs off in sheer terror and willing to shoot first question later when you meet her. And rushing blindly destroying the door is not a good way to calm her. Quite the contrary. Honnestly, who could blame her?
  • Heroic Safe Mode: While petrified and hardly coherent in her actions, she retains enough self-control to fly, hide and shoot any threat to come.
  • Hunter of Monsters: Neither she nor you ever envisioned the career, let alone thought it would be possible. But you quickly realize that you have no choice but to kill every single zombie in the castle, otherwise even if you escape, the Zombie Apocalypse will engulf the world. And off to work you go, and off with them all you did.
  • Naïve Everygirl: Deconstructed. She started up like this, leagues away from suspecting the unthinkable she would soon be plunged into, but by the time you meet her, she is an Action Survivor through and through. Otherwise, she would not have lasted three second. This mirrors your own transition from Unlucky Everydude to Action Survivor, though she went through it before you did.
  • Nephewism: Her only mentioned relative is her aunt.
  • Nerves of Steel: Reasonably downplayed as the horrors and near-death she experiences put her in a Heroic BSoD, but she still manages to enter "fight or flight" mode and retain some sense, while most others would have been reduced to gibbering wrecks. And she, like you, depart without lasting trauma once everything is truly over.
  • Nice Girl: She is sweet, polite and well-meaning... But not to zombies or anyone who did not prove trustworthy.
  • The Not-Love Interest: Refreshingly enough, there is absolutely nothing more than good friendship between you and the pretty, intelligent and capable Final Girl. This might be due to the Featureless Protagonist's unspecified gender and Chaste Hero tendencies, but it is still quite welcome. Fighting for dear life to avert a Zombie Apocalypse is not a proper start for romance after all.
  • Properly Paranoid: When you meet her, she will only trust you if you can call her by her name, which you read in her journal. If you don't she refuses to do anything with you and if you're stupid enough to destroy the door she is hiding behind... Well...
  • Required Party Member: You meet Amy when the poor girl is hiding in a locked room, terrified out of her wits, and she teams up with you to get out of this hell-hole alive, without a single zombie left standing.
  • Real Women Don't Wear Dresses: Played with. She is clad in t-shirt and jeans and it does come in handy when fighting for dear life, but merely because it is a perfectly legit way to dress in modern times. Aside from this, she is not particularly tomboyish.
  • Revolvers Are Just Better: Her main weapon is a nice one, and she learns how to use it quite fast.
  • Supreme Chef: Downplayed. You never get to taste her cooking, but she must be talented to be recruited by a Man of Wealth and Taste.
  • Took a Level in Badass: It was a matter of life and death, literally, but she did became a tough zombie slayer with quite the body count.
  • True Companions: What you quickly become after a while of mowing down zombies by the hundreds. By the time of the Final Battle, you two trust each other with you life and are elated to see each other again when all is finished. Of course you each go back to your respective country, but in The New '10s, distance is hardly an obstacle.
  • Unlikely Hero: Same as you, she never wanted to fight for dear life against hordes of shambling, hungry undeads. But Yurr's didn't exactly care about her opinion, so she had no other choice than fight back, and you resolved to put an end to all this.

Alternative Title(s): Fighting Fantasy Heroes And Allies

Top