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UNDER HEAVY CONSTRUCTION


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The Grifters

Factionless wanderers and opportunists who roam around the Griftlands. Includes all three playable characters.

    In General 
Tropes that pertain to all three Grifters.
  • Affably Evil: Should you play a murderous grifter with a diplomacy-oriented negotiation deck and a couple of well-placed friends, you’ll almost certainly be this.
    • Faux Affably Evil: Choosing to hurt and piss off as many people as you can while still somehow managing a diplomacy deck will lead you to be this.
  • And the Adventure Continues: No matter what choices you pick, the ending of every campaign will always have the grifter move on to new adventures afterwards.
  • Anti-Hero / Anti-Villain: Depending on player choices, all three characters can be Badass Pacifist muscle who solve problems violently yet non-lethally, or murderous scumbags with enough redeeming qualities to still be rootable for. Or anything in-between.
  • Casual Danger Dialogue: Some cards depicting dangerous scenes for the Grifters are often associated with humorous Flavor Text that reminds this.
  • The Charmer: All three grifters can talk their way out of a large number of situations and have access to diplomacy cards that allow for pleasant negotiations.
  • Deadpan Snarker: Even outside of some negotiation cards, all three Grifters are not above making snide comments on the dangerous and sometimes ridiculous situations and individuals they find themselves dealing with.
  • Did You Just Punch Out Cthulhu?: Both Rook and Smith’s campaign involve dealing with some sort of Eldritch Abomination and ultimately defeating a manifestation of their will.
  • Dueling Player Characters: Sal can be met by both Rook and Smith in their respective campaigns, and Rook can be met by Sal in hers. It is entirely possible to fight and even kill them.
  • Guile Hero: Lying, cheating and outsmarting their opponents is as much part of their repertoire as simply kicking their faces in.
  • Politically Incorrect Hero: Downplayed. The grifters do not seem prejudiced in any way but they’re not above using Fantastic Racism to coerce their nemesis into attacking them.
  • Sanity Slippage: Killing someone while not being isolated will lead to obtaining reputation cards. Amongst those, “Unstable” stands out. As in, killing too much leads to your character becoming more unhinged, at least during their negotiations. Ultimately Downplayed as it doesn’t change the actual behaviour of your characters outside of playing that one card during negotiations.
  • Self-Defense Ruse: Should a character hate them, all three grifters can goad that character into attacking them first in order to get rid of their relationship malus.

    Sal 
https://static.tvtropes.org/pmwiki/pub/images/griftlands_sal_7.png

Sal Ik-Derrick used to be the daughter of two infamous "Union Leaders". When her former big sister figure Kashio betrayed them by outing them as agents of the guerilla organization Rise, she also sold Sal into slavery to the Cult of Hesh, changing her name to Ik-Derrick and throwing her into dangerous child labor. Sal is noted to have earned her freedom in 10 years, a record time among the Cult, but she won't be able to move on until she gets revenge on Kashio.

In combat, Sal fights with both her daggers and serves as an introduction to “Griftlands”’ mechanics. She has access to a lot of cards to help “Improvise” what she needs in fights as well as the ability to accumulate “Combo” which can be used to improve the effects of some other cards. Alternatively, she can also focus on “Bleed”, dealing heavy damage over time to her enemies.

In negotiations, Sal has no specific mechanics, focusing instead on Status Infliction Attacks on her opponents' arguments and building up “Dominance” or “Influence” to increase the damage of her cards. This is not to say that her cards are devoid of synergy between each other, and she can end up doing a lot of damage.


  • Action Girl: Sal is the first unlocked grifter and can fight as well as the other two.
  • Amazonian Beauty: Downplayed. Sal is not particularly sexualised, but some card art does put emphasis on her muscles, and she can use the diplomacy card “Beguile” during negotiations.
  • Back Stab: One of her cards has the trope name. If it's Improvised, it does double damage for the turn. Boosted Backstab increases the damage it does while Enhanced makes the Improvised version TRIPLE the damage.
    "Nobody ever said it was fair, they just said that it works."
  • Boring, but Practical: Sal's advantage is that her base cards are slightly more powerful than the other player characters.
  • Combat Pragmatist: She'll take any way to win from slinging mud, backstabbing, anything to make sure someone is on the ground.
  • Character Development: If Smith meets Sal, she’ll be freshly released from the Derrick, and lacks her sense of humor, being set on killing him unless he manages to give her money to go to Murder Bay, leading to her campaign. During her campaign she’s a rather pleasant individual, capable of joking around but still dead focused on her revenge on Kashio. If met by Rook, she’ll be radiating joy and making multiple playful jokes on Rook’s age, respectfully inviting him to help with her hunt, her revenge on Kashio allowing her to move on for the better.
  • Devious Daggers: Sal’s not above fighting dirty or bluffing her way out of trouble, and she uses daggers in combat.
  • Drunken Master: The Drunken Master card puts a Tipsy card in the discards, but it is powerful. Having a Tipsy card in the hand makes it give maximum damage. Tall Drunken Master ups the damage to 14 damage while Drunken-er Master adds Piercing.
  • Finishing Stomp: One of Sal’s finishers is “Stomp”, with its card art showing her boot crushing an enemy’s hand and her animation showing her stomp her enemies. The animation is also used for her flourish attack “Squash”.
  • Flechette Storm: Using “Discharge” with a lot of cards in your hand leads to Sal throwing many, many daggers on an enemy in one turn.
  • Friend to All Living Things: Downplayed. Sal is still very capable of fighting and killing wild animals in self-defense, but she does have a soft spot for beasts, is the most encline to adopting wild animals and gets very protective of the Oshnu used as bait to trap Nadan. If met by Smith, she’ll be accompanied by a trained Vroc.
  • Happy Ending Override: Sal can be met during Rook’s campaign, much more happy than in her own campaign, having defeated Kashio and being on the track of one of her followers (chosen between one of her three possible day 1 bosses). Choosing to ally with the boss and then betraying and killing her is thus ultimately a case of this trope.
  • "Hey, You!" Haymaker: It happens to be one of her cards, Haymaker.
    "Sound the damn bell! It's over!"
  • I Call It "Vera": She named her daggers Dag and Gurr.
  • I'm a Humanitarian: Using the card “Ravenous” gives her the ability to heal any time an enemy dies during a fight, which includes animals but also any member of the four intelligent species of Havaria. A bleed-oriented build can also include cards like Hemophage or Leeches, themselves with their own implications.
  • It's Personal: Kashio, Sal's big-sister figure betrayed her parents to the Cult of Hesh for execution and sold Sal into slavery. Sal even mentions that any chance of forgiveness died because Kashio never bought Sal back.
  • Simple, yet Awesome: Sal in negotiations may not as many flashy mechanics as Rook or Smith, but her big damage is satisfying in and of itself.
  • Sinister Switchblade: Sal is not the nicest person out there and some card art show switchblades for her attacks.
  • Terror Hero: A rare card that Sal can unlock is “Doom”, which doubles every fighter’s panic meter, making them surrender at a much higher threshold. Due to this card being drafted later in a run, it makes sense for Sal’s reputation to finally precede her.

    Rook 
https://static.tvtropes.org/pmwiki/pub/images/griftlands_rook.png

An ex-Admiralty spy who got sick of war and retired. Except with their record of backstabbing, betraying, and manipulating for the cause, there's a huge bounty on their head and they aim to keep it quiet. When a blackmailer threatens to notify the local bounty hunters, they must take a Bog Job - in a bog - to infiltrate a company town and investigate both sides of the local conflict for signs of suspicious activity in the Deep Bog.

In combat, Rook uses twin pistols which he can charge or empty for multiple benefits. Every empty chamber grants him defence at the end of his turn, but gaining more charges than he has chambers grants him “Overcharge”, which increases the maximum potential damage of his attack, and a lot of his attacks give or consume charges. Add to this a wide array of Status Infliction Attacks, and you have a Difficult, but Awesome character with many mechanics to juggle.

In negotiations, Rook uses a coin whose results directly impact the effects of his cards, from the face on which they land to how many times he gambles in general. He also benefits from “Preparing” cards, leading them to the far left of his hand, increasing their effects. He also has many cards who can only activate their effects by discarding another card or getting discarded. High Risk High Reward indeed!


  • Artificial Limbs: One of Rook's legs is robotic, due to getting shot with a heavy plasma attack on a job.
  • Becoming the Mask: Downplayed. Rook’s ending narration reveals that while he still carries on his mission, this specific infiltration made him reveal much more of himself than was intended.
  • Bottomless Magazines: Through the use of “Gun Smoke” and “Fistful”, Rook can end up playing a lot of cards in one turn.
  • Broken Ace: Implied.
    "Maybe you remembered the kind of person you used to be. The kind of work you used to believe in."
  • But for Me, It Was Tuesday: At the end of his campaign, the narration mentions that the entire campaign was nothing more than just another job to Rook.
  • Dastardly Whiplash: Some card art like that of “Devious” put emphasis on Rook’s mustache and manipulations.
  • Damage Over Time: Rook has access to “Burn” and “Scorch” status effects.
  • Difficult, but Awesome : Unlike Sal and Smith, Rook doesn’t have any duality in builds (with Sal being encouraged to choose between a “Bleed” build or a “Combo build, and Smith being encouraged to choose between a “Drink” build or a “Trauma” build). He can build around having no charge, having too much charge, having overcharge, inflicting burns, inflicting status effects, not to mention gaining powerful cards that need to “hatch” before they can be used, wasting actions per turn. Negotiations are the same as his diplomacy cards need to be prepared before reaching their full potential and his hostility cards have to be discarded to employ their effects. That’s not to mention how he’s the only character that can customise his equipment (his guns and coins), and the parasite cards that evolve over the campaign.
  • Evil Old Folks: Is much older than both Smith and Sal, enough for other characters to call him “Grandpa”, and his campaign revolves much more about manipulating two factions for his and his employer’s gains rather than personal vendetta.
    • Case in point: if he meets Sal and helps her defeat her day 1 boss during his campaign, she’s perfectly content with keeping her bounty alive should Rook spare them. If Sal meets Rook during her campaign and helps him do the same, leaving the boss alive will just lead to Rook executing them in cold blood.
  • Guns Akimbo: Dual wields two pistols in combat.
  • Heads or Tails?: Rook's gambling mechanic lets him flip a coin. Heads leads to a diplomatic stance, while tails leads to an intimidation stance. Cards will be affected based on whether or not the coin is currently positioned in their favored stance, and the type of coin flipped has a secondary effect that is also based on the side.
    • Heads I Win, Tails You Lose: Rook can also 'rig' the coin so that it will always flip on one side or another a limited number of times, or 'Set' the coin to immediately change its face.
  • Kill It with Fire: Rook has access to multiple Status Infliction Attacks, but two that are more prevalent than the others are “Burn”, which inflicts damage over time but fades out very quickly, and “Scorch” which prevents the aforementioned quick decay. He can also gain bonuses from attacking enemies that are affected by either, depending on his build.
  • Magikarp Power: Rook can obtain a diplomacy card named “The List” early on, which costs two actions and doesn’t do a lot of damage, but every time he notes down an opponent’s name in it, the card becomes stronger, until it becomes capable of one-shotting some core arguments!
    • This can apply to Rook’s negotiation deck as a whole, as some of his builds can end up waiting for the perfect coin to really start becoming powerful.
  • Manipulative Bastard: Rook is far more manipulative than the other player characters; his main storyline involves playing both sides of a company town war, and his deck revolves around two manipulation cards with a 0-energy cost.
  • Mysterious Past: Rook is an Admiralty veteran who has faked his death, and hides his past both from those he meets and the player. Apart from a few dialogue options with Fellemo and the Day 1 Bosses, he remains as elusive as ever until the end of his campaign, with even the ending narration remarking that he doesn’t usually reveal much about himself on a mission.
  • Old Soldier: Rook is an Admiralty veteran that is much older than the other two Grifters as well as most characters, something that is often remarked upon by those he meets. He is still very much capable of kicking ass despite this.
  • Seen It All: His general attitude to everything, being unimpressed even in front of the powers of the Bog.
  • Status Infliction Attack: Rook has a wider variety than Smith or Sal, with some cards relying entirely on how many of these maluses he has inflicted on his targets.
  • Take Cover!: Most card artworks and Flavor Text indicate that this is how Rook increases his defence.
  • Video Game Caring Potential: There is absolutely no reason not to kill the Day 1 and 3 Bosses, as Rook fights them in an isolated location and they drop rather powerful card. The latter even hates you afterwards, giving you a relationship malus. As such, their survival should they surrender depends only on the player’s choice.

    Smith 
https://static.tvtropes.org/pmwiki/pub/images/griftlands_smith_7.png

The Banquods are a well-known and powerful family among the Kra'Deshi, but one child, Smith, was considered an embarrassment among his relatives. While his brothers and sisters gained prominent positions of power, Smith was content with travelling the world, causing trouble in bars and leaving his parents to clean up the mess. One fateful day, an event known as the Great Breaching happened, leaving Smith's mother and father dead, and his brothers and sister use the opportunity to disown their embarrassing sibling. Smith finds this out as he gets kicked out of his parent's funeral, and he decides to head to a bar belonging to an old "friend" of his to plan how to get back at them.

In combat, Smith uses a highly aggressive fighting style with a combination of drunken brawling and hammer blows. His recklessness tends to cause him to hurt himself, but being a Kra'Deshi, he has Moxie, a powerful regenerative ability that helps him recover from self-inflicted damage, often coming out healthier than when he started. In addition, he also carries around a wide selection of alcoholic beverages that he can use for various effects.

In negotiations, Smith uses his connections as part of a powerful family to intimidate his opponent, building up Renown to let them know just who they're dealing with. This method is not without risk, however, and if his opponent can push past this strategy, Smith will find his own argument severely weakened. An aggressive Smith can however forgo “Renown” entirely to instead focus on multiple smaller arguments that he can destroy himself for various benefits.


  • Achievements in Ignorance: One of Smith's default defensive negotiation cards is Bewilder, with the card art showing Smith with a confused expression. In short, Smith can negate enemy arguments by being too stupid to understand them.
  • Bar Brawl: The Drunken Master card's Flavor Text shows him getting into drunken fights is a regular habit of his.
    "Bar brawling has become something of a profession for Smith."
  • Blood Knight: Smith is the only one of the three grifters to constantly smile in combat, and narration and card Flavor Text alike make a habit of mentioning his love for violence.
  • Boisterous Bruiser: Smith really likes to fight and likes to brag about how much he loves fighting, a trait present in combat and negotiation alike.
  • Booze-Based Buff: The benefits Smith can gain from alcohol are varied and highly useful, from healing to stat-boosting to straight up smacking his opponent with the leftover empty bottles.
  • The Bully: Well, his base hostility cards ARE called “Bully”. He also did bully Sweet Moreef and Theroux when they were kids.
    • Reformed Bully: His relationship with Moreef is this, as Smith bears him no ill will anymore and perhaps doesn’t actually remember it being more than playing rough. He can also make up with Theroux later in the campaign.
  • Carry a Big Stick: Smith uses a hammer as one of his main methods of attacking.
  • Character Development: Played for Laughs. During the last mission, Smith can choose not to partake in the drinking. This will lead him to be so distracted from the possibility of growing as a person that he’ll accidentally push a Deltrean diplomat, leading to him having to solve a diplomatic incident.
  • Cast from Hit Points: A lot of cards damage Smith on use, playing on his recklessness. Played With in regard to an aggressive negotiation deck, as you are damaging your own arguments to destroy them without necessarily damaging your core.
  • Combat Sadomasochist: Some cards like the aptly named “Masochist” push Smith’s Blood Knight tendencies to their logical extreme.
  • Deadlier Than The Male: Gender-Inverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass Action Girls in their own rights (even Fssh can dispose of a not-necessarily weakened assassin for Sal), while males like Foolo and Fellemo are relegated to Smug Snake Non-Action Guy status. It is pretty impressive for Smith to become the family patriarch in such a small amount of time, despite Mullifee being the girl and thus inheritor.
  • Death of a Thousand Cuts: In negotiations, by focusing on cards like “Goon” and “Hot Air”, Smith can end up having a lot of arguments that deal little damage individually but can very quickly stack up, especially combined with his core argument’s effect, “Confrontational”, dealing one point of damage every time a new argument is created.
  • Determinator: With his “Moxie” mechanic, Smith can turn lost fights around and keep on fighting until he wins. Some cards like “Push It” invoke this aspect of his personality.
    "Now wait a minute y’all."
  • The Ditz: Smith's responses can be somewhat out there. Especially when it comes to hats, which he seems to have something of an obsession with.
  • Glass Cannon: Not so much in actual fights thanks to his Healing Factor, but in negotiations, Smith's Renown can deal massive damage if you can build it up and his core argument damages the enemy whenever any argument is created, but he has low base Resolve and Smith takes damage if the ''Renown'' argument is destroyed.
  • Groin Attack: The card art for “Shortcut”.
    "Hey that’s a cheap shot!"
  • Healing Factor: Kra'Deshi have good regenerative abilities, and Smith is no exception. This is represented by his Moxie, which builds whenever Smith takes damage on his turn and heals him based on how much Moxie he has when he ends his turn before halving how much Moxie he has.
  • Large Ham: Downplayed in actual conversations, as he doesn’t necessarily show much more than confidence and a short-fuse.
  • Obfuscating Stupidity: Smith is not very smart, and he knows it. A large reason why he can be so successful in negotiations is because his enemies end up underestimating him and being led into traps or scams an idiot couldn’t possibly have thought up.
  • Screw the Rules, I Have Connections!: When negotiating, Smith loves pulling out big names to show off his reputation.
  • Simple-Minded Wisdom: Often used after winning negotiations, as Smith ends up pointing the obvious solution to a problem that everyone was overcomplicating.
  • Street Smart: Smith may be Book Dumb, but he knows his way around people, scams and crimes. Best illustrated in one of his early missions where he immediately identifies that Moreef has been the victim of a scam regarding an Oshnu race bet.
  • Unskilled, but Strong: In battle, Smith may not have as many flashy effects and card synergy as Sal or Rook, but he makes up for it by having easy access to damage amplification either by buffing his power or inflicting “Trauma” on his opponent.

Civilians

The regular citizens of Havaria. Although factionless, those in the same wealth class will assist each other should trouble arise.

    In General 
Tropes that pertain to Civilians in general.
  • The Bartender: Bartenders, of course. They can even offer you drinks in the middle of a negotiation.
  • Bows Versus Crossbows: Promoted Wealthy Merchants fight using crossbows which can Multi Shot for the sake of attacking multiple targets at once.
  • Every Man Has His Price: Negotiating with Rich Merchants will have them add special “Kickback” cards to your deck, which deals damage to their argument and cost no action… but they make you lose money. It is very clear that they’re just trying to convince you to bribe them.
  • Gardening-Variety Weapon: Oshnu Wranglers use pitchforks in combat.
  • Glass Cannon: Wealthy Merchants have very few health in battle but devastating Herd Hitting Attacks with high damage.
  • The Goomba: Laborers don’t have a lot of damage nor HP, and can be easily dispatched. Heavy Laborers have some more damage, but they can also be stunned if they’re attacked too many times. In negotiations, they play rather defensively but are at risk of losing a lot of HP should you attack their “bone-tired” arguments. It’s no wonder they end up being the first opponents a grifter meets on many runs.
  • Handguns: Foremen fight using these.
  • Pipe Pain: Laborers fight using a steel pipe as a mace.
  • Power Fist: Heavy Laborers use work gloves designed them help them work more efficiently. They of course use it in combat as well, and drop them when they die.
  • Seen It All: Why they play so defensive in negotiations. The workers are too tired to care, the bartenders have heard enough from a lifetime of serving eccentric clients, and the Foremen just want to get back to work.
  • Shotguns Are Just Better: Bartenders use those to fight, and they can end up dealing massive damage to their opponents.
  • Suffer the Slings: What Poor Merchants use in battle.
  • Throw Down the Bomblet : All merchants have some sort of grenade attack, but Wealthy merchants are especially fond of Grenade Spam.

    Shel 
The sole bearer of the "Downtrodden Merchant" title, encountered during random events. Due to her business failing, she often goes to extreme lengths to profit.
  • Action Girl: She’s in over her head trying to fight giant monsters and mugging Grifters. But if hired by Sal, she still can be useful muscle.
  • Didn't Think This Through: Her plans to recoup her losses include trying to mug Grifters and fighting a wild Grawkit, an extremely dangerous creature from the Grout Bog with a thick carapace that makes it impervious from weak attacks.
  • Every Man Has His Price: You can completely switch around her mugging attempts by hiring her for a small sum of money, and she’ll happily tag along for the day.
  • Refuge in Audacity: Should the player go along with it, it is entirely possible for Sal to give Shel all her money, and her to just leave, happy that her plan worked.

    Foolo Ollowano 
Oolo's brother, a Dilettante and former bullying victim of Smith.
  • Ain't Too Proud to Beg: If and after Sal kills Oolo as part of Nadan’s questline, Foolo will plead for his life and offer quite a large amount of money, as well as remove his relationship malus. It is usually better to accept.
  • Smug Snake: A very pompous and haughty aristocrat who, even if Sal manages to capture him, will still keep mocking her for what he believes is a very grave mistake. He’ll even attempt to fend off Sal by himself, should you choose to subdue him by force. This, of course, will usually fail.

    Theroux 
Smith's youngest brother, who joined a Merchant's Guild.
  • Annoying Younger Sibling: How Smith remembers him.
  • The Baby of the Bunch: Explicitly stated as such by the opening narration.
  • Camp Gay: or Camp Bi, if you will. He dresses very flashily with a sideway top hat and low neckline tank top, not to mention the jewellery, and is easily conquered by Denikus’ collection of self-portraits and poems. He still can express interest in Andwanette if you chose her.
  • Cutscene Boss: After you defeat his bodyguards, you can either have Smith enter a negotiation with Theroux to make up with him… or click the option to kill him without even starting a fight. Averted if you piss off his would-be spouse before the wedding, as he will join the fight alongside his bodyguards.
  • Mature Younger Sibling: Well, he did end up actually getting a career, unlike Smith.

    Andwanette 
A Socialite and celebrity that Smith can team up with to trap Theroux in a marriage scam.
  • Drama Queen: While planning the hit on Theroux, she goes on very dramatic descriptions of what is going to happen and how tragic it will be. Smith is left confused.

The Admiralty

The military authority on Havaria. Their troops are organized and defensive in combat and use authority in negotiations.

    In General 
Tropes that pertain to members of the Admiralty in general.
  • Bouncer: Admiralty Guards are often hired as such due to being strong enough to enforce authority.
  • Brutish Character, Brutish Weapon: Admiralty Guards fight using a two handed hammer in combat.
  • Devious Daggers: Clerks fight using a single dagger, and are shifty, overworked pencil pushers who are not afraid to get dirty. Killing them reveals that the dagger they use is a “letter opener”.
  • The Goomba: Goons and Clerks especially are not necessarily strong in combat nor negotiation, with Goons being quite terrible in negotiation and Clerks in combat, especially.
  • Herd-Hitting Attack: Patrol leaders can attack the entire enemy party. Should they die, the item they drop allows the Grifter to do the same to their enemies.
  • Obstructive Bureaucrat: Clerks, in negotiation, ask you to sign documents and try to smother you in paperwork.
  • Support Party Member: Goons can increase their allies’ defence in battle, provided they don’t get attacked during this turn.

    Oolo Ollowano 
An Intelligence Officer who operates in Murder Bay, who attained her position at a young age due to always having a scheme for everything. Although she dislikes the rampant corruption among her ranks, she can tolerate it as long as her subordinates continue to follow orders.
  • Action Girl: Enough to be a bossfight.
  • Assist Character: In the final battle, Sal receives a unique card that has her attack Kashio before leaving. Justified in that she’s leading the Admiralty against the Spree during Sal’s big fight, and can’t fight alongside her for too long while also helping her own.
  • The Beastmaster: She has a pet Battle Oshnu that accompanies her into battle.
  • By-the-Book Cop: She insists on capturing Nadan alive, despite their hateful rivalry.
  • The Commissioner Gordon: Finishing her questline and getting her to love Sal eventually gives them this kind of relationship.
  • Route Boss: If Sal sides with her on Day 2 in order to gain access to an auction, Oolo becomes a potential ally that gives quests and can be called in to help against Kashio; if Sal instead sides with Spree leader Nadan, then Oolo will be confronted as a boss due to Nadan's desire for revenge against her.

    Mullifee 
Smith's twin sister, who serves as a guard captain.
  • The Commissioner Gordon: Should you help her further her career, she’ll end up serving this role to Smith.
  • Polar Opposite Twins: Smith is an impulsive emotional grifter who uses his strength in bar brawls and doesn’t think ahead. Mullifee is a career-focused Admiralty captain loyal to her job with plans on how to ascend higher and faster. They came from the same egg. Downplayed if they make up, though, as Mullifee’s prankster side starts to reappear while Smith catches himself being the mature one every now and then.
  • Sibling Murder: Smith can side with either Eden or Seemli against Mullifee, possibly leading to this scenario.

    Eden 
An Admiralty Regional Commander that Mullifee would like to see gone.
  • Bad Boss: She doesn’t care if Smith kills Admiralty troops to infiltrate the Rise.

The Cult of Hesh

The corrupt and dominant religion of Havaria. They worship Hesh, the Eldritch God who singlehandedly caused the end of the space age in a massive, planet-spanning cataclysm. Their doctrine generally says that they don't actually know much about Hesh, but that they will work on studying Hesh and learn how to prevent a second apocalypse - if the people of Havaria tithe them regularly.
    In General 
Tropes that pertain to cultists in general.
  • Carry a Big Stick: Priests fight using one-handed maces.
  • Cool Mask: Luminaris carry one, which they drop should they die.
  • Corrupt Church: They endorse slavery, they frequently misappropriate their tithe money for personal use, and most of the nobility got into the clergy by tithing generously.
  • Support Party Member: Priests don’t deal a lot of damage nor have a lot of HP, but they have Status Infliction Attacks for their opponents.
  • Training from Hell: From what we know of Luminaris (and ex-Luminaris like Arint), we know it’s not easy to become the Cult’s Elite Mooks.
  • Wolverine Claws: Zealots fight using knives they hold between their fingers.

    Pallitriax 
The Bishop of the Foam.
  • Affably Evil: Corrupt Bishop that he is, he’s very thankful to Smith should the latter save him and will assist him in the final battle. He will also shamefully and politely describe his dive into criminality to Smith, should he ask.
  • Chainsaw-Grip BFG: If fought or saved, he brings a huge canon into battle that he carries this way.
  • Cutscene Boss: It is totally possible (and encouraged by Tei) for Smith to just push him into the maw of a monster, despite being the final opponent of Tei’s questline. Then again, the monster fought afterwards is more accurately the boss of Day 3.
  • I Did What I Had to Do: Regarding his corruption, he simply views it as something that is so common he might as well partake in it.

    Vixmalli 
Smith's other brother, now a Cardinal of the Cult.
  • Aloof Big Brother: As Smith puts it, Vixmalli has always been a jerk.
  • Beat the Curse Out of Him: Should Smith spare Vix of Hesh after he surrenders, Vixmalli will deflate and eventually recover, albeit over a long period of time, according to the ending.
  • Deadlier Than The Male: Gender-Inverted. Kra’deshi societies are very matriarchal, and the game’s many unique female Kra’deshi are all badass Action Girls in their own rights (even Fssh can dispose of a not-necessarily weakened assassin for Sal), while males like Foolo and Fellemo are relegated to Smug Snake Non-Action Guy status. It is thus impressive for Vix to end up being the patriarch of the family through his cunning, despite Mullifee being the girl and thus the supposed inheritor.
  • Final Boss: Of Smith's campaign.
  • Mercy Kill: Killing Vix of Hesh leads the narration to mention that Vixmalli was pretty much already gone before he died.
  • More than Mind Control: Vix ends up being controlled by the Roaloch, but before the final battle, Smith can negotiate with him, leading to him pulling out a very non-mind-controlled bag of resentments.
  • One-Winged Angel: He transforms into "Vix of Hesh" after Smith wins in either negotiation or combat.
  • The Resenter: His negotiation fight involves him creating multiple arguments revealing how much bottled up jealousy and anger he has left regarding Smith’s history with their parents, despite being supposedly mind-controlled.
  • Walking Spoiler: Vix’s involvement in the campaign is… far from what was expected.

    Tei Utaro 
A mysterious Luminari who needs Smith’s help to get rid of the corruption in the Foam’s branch of the Heshian church.
  • Attack Drone: What she uses to fight. Killing her lets Smith use it against his enemies.
  • Being Watched: If she survives the campaign and Smith has either spared Vixmalli or betrayed her, the narration mentions that despite never seeing her again, he can sometimes catch a glimpse of her before she’s gone, every now and then.
  • Knight Templar: Believes a heretic branch of the cult has to be completely exterminated and that both Pallitriax and Vixmalli need to be killed for the greater good of the cult.
  • Uriah Gambit: Implied. After Smith escorts a Rentorian diplomat on her mission safely, she seems disappointed that no harm has happened to her. This doesn’t stop her from paying Smith for his services, thankfully.

The Jakes

General traders and dockworkers looking to scrape by.

    In General 
Tropes pertaining to the Jakes in general.
  • Bouncer: Smugglers are often employed as those, probably due to the ties between bars and those who bring the merchandise.
  • Combat Medic: Smugglers can heal their allies during combat. This does not stop them from dealing good damage with their guns.
  • Discount Card: Getting certain Jakes to love the grifter will give them their discount card. Each discount is a hard 20-Shill discount (minimum of 1 shill to buy anything) that stacks. Earning their favor quickly can pay off in the long run, as multiple discount cards allow the grifter to buy food, drink, and item cards for a lip-service tax of a single shill each.
  • The Gunslinger: Smugglers are very handy with their handguns.
  • Hooks and Crooks: Dockhands fight using hooks and gaffs as weapons, which can inflict Wound and thus increase damage taken.
  • Powered Armor: Lifters use a padded exoskeleton to carry things around, including giant crates. They can also use it to fight.

    Fssh Menewene 
The owner of the Grog n' Dog bar, a former bounty hunter, and Sal's oldest friend, who taught Sal how to fight when she was a child.

    Sweet Moreef 
A bartender, who's Smith's childhood "friend" and whose bar acts as Smith's base during his campaign.
  • Beware the Nice Ones: He’s soft-spoken, nice to the clientele and begs Smith not to kill anyone in his bar… yet he’s also the one to inform Smith of a plan to get back at (and possibly murder) Theroux.
  • The Bartender: Of Smith’s campaign.
  • If It Tastes Bad, It Must Be Good for You: Just like Fssh and Hebbel, Sweet Moreef’s meals are pretty bad but are useful for healing.
  • Nice Guy: An all around kind, polite and socially awkward bartender.
  • Straight Gay: Outside of an off-hand comment on Denikus' handsomeness and some varying interpretation of his admiration at Smith's Strength, you wouldn't know he's interested in men.

    Kashio’s Assassin 
At the end of Sal’s second day, she will be ambushed by an Assassin as she goes to sleep, and will be face to face with either Hanbi or Hanzo.
  • Ambiguously Related: You only meet one of the two assassins, but with their comparable names, designs and aesthetics, one can wonder if they’re related in some way.
  • Cold Sniper: Hanbi, dealing heavy damage on his enemies with his rifle and avoiding. Becomes a Friendly Sniper after being befriended.
  • Defeat Means Friendship: If you let them live after they surrender, they will like Sal. Meeting them again at a bar and giving them money, or having some luck with a perk or random events will make them love you.
  • The Gunslinger: Hanbi deals a lot of damage with a handgun and a rifle.
  • Improbable Aiming Skills: Implied. Hanbi puts “Assassin’s Mark” card in your deck at the beginning of the fight. Should you have many in your hand before he attacks, it is going to HURT.
  • Malevolent Masked Men: Being masked assassins, they subscribe to this trope.
  • Ninja Pirate Zombie Robot: They are futuristic assassins wearing gasmasks in a post-apocalyptic world, one inspired by Bushido works and the other by Western works.
  • Rōnin: Hanzo’s Flavor Text mentions that he is “well-trained”, but he doesn’t have a master and is merely a highly dangerous sellsword.
  • Samurai Cowboy: Hanbi fights with a handgun and a rifle. Hanzo fights with a katana.
  • Talking the Monster to Death: While you can gain advantages from negotiations before any boss fight, negotiating against the assassin will get their panic meter to increase every turn, making them surrender without losing much health, if any, if you play a certain way.

    Plundak 
The sole bearer of the "Dodgy Scavenger" title.
  • Medium Awareness: Conscious of the existence of multiple timelines and runs, and even harvests items and grafts from Sal’s previous runs to sell it back to her in her current run.

The Spark Barons

A corporation of technomancers who research pre-apocalypse technology for sale and use throughout Havaria. They're cutthroat and apathetic to workers' rights, making them hated among the common folk, but necessary due to their extensive knowledge of all things technological. In combat, they usually bring robots along.
    In General 
Tropes that pertain to Spark Barrons in general.

    Kashio 
A Freelancer, formerly an indentured Derrick laborer for the Cult of Hesh who bought her own freedom by selling out her old friends, and later achieved her position in the Spark Barons by selling them tech she discovered in the Grout Bog.
  • 0% Approval Rating: The Admiralty hates her as a criminal, the Spree want to eliminate her as competition, the Jakes dislike her hold on the Market, the Cult are scared of her presence at the Auction and Civilians simply despise her.
  • Bad Boss: Doesn’t really care if she sends her troops to their deaths.
  • Counter-Attack: Depending from what she obtains from the auction, she might gain the ability to counter Sal’s attack every other turn.
  • Cruel Mercy: If Sal spares her, she wonders if [[Irony Kashio’ll be sold to the Derricks] after she turns her in.
  • Doppelgänger Attack: If she obtains the “Hologram Projection Belt” from the auction, she’ll summon three holographic copies of herself to fight Sal. They die in one hit, and all die if Sal manages to hit the real Kashio.
  • Epic Flail: Fights with one, unless she obtains the aforementioned glaive.
  • Final Boss: She's confronted at the end of Sal's campaign.
  • Flunky Boss: Can summon an automech to fight alongside her as well as Holograms.
  • Grenade Spam: If she obtains the “Suitcase Grenades”, she’ll keep throwing them at Sal at the end of every turn.
  • Ring of Fire: The arena in which she fights Sal.

    Lellyn Fellemo 
A Spark Baron regional manager, formerly an Admiralty soldier that was friends with Rook and helped him "retire".
  • Affably Evil: He is a Spark Baron with no care for his workers and focuses on his own riches above all, but he does genuinely appreciate Rook. While Rook (and the player) might feel more drawn to Kalandra’s cause, Fellemo’s deep respect for his old Captain might motivate them to stay to his side.
  • Bad Boss: Both to the regular workers and to the lower-ranked Spark Barons, which he views as expendable in the quest to root out the Rise.
  • Dastardly Whiplash: Has a very smug, wide smile, a mischievous Leitmotif and some whiskers not unlike a mustache.
  • Evil Old Folks: He is around Rook’s age, and looks older than that, and is quite the Bad Boss.
  • Fire-Forged Friends: Exploited. When Fellemo starts expressing doubts on Rook’s intentions after defeating Kalandra, Rook will remind him of past operations and ordeals they braved together.
  • Pet the Dog: When Rook’s leg starts malfunctioning during the final expedition, Fellemo pulls out a toolkit and silently helps Rook repair it without so much as asking for a reward.
  • Retired Badass: While Rook has remained active as a Freelancer, Fellemo became a Spark Baron
  • Route Boss: Rook can fight either him, Kalandra, or neither towards the end of his campaign.
  • Screw This, I'm Outta Here: Should he be betrayed and spared, the ending will note that he would empty the coffers before leaving the area, never to be seen again.
  • Smug Snake: Downplayed. He is a smug, rich, conceited Corrupt Corporate Executive who doesn’t hesitate to remind rook that he was the better shot. Should he be fought, he won’t be as formidable as, say, Arint, but he will not go down easy.
  • We Have Become Complacent: While Rook remains active in his old age, Fellemo has enjoyed retirement and the Spark Baron life so much that he does not even register as a Boss anymore.

    Arint 
Fellemo's lieutenant, who was headhunted from one of the Cult of Hesh's Luminari training facilities, and takes her job very seriously.
  • Because You Were Nice to Me: Implied. Considering her past and utmost dedication to the Spark Barons, it can be inferred that they may have protected her from the cult and that she is loyal in return.
  • Dark and Troubled Past: Again, she was headhunted from the Cult of Hesh’s Luminari training facilities.
  • Hyper-Competent Sidekick : much more dubious of Rook than Fellemo and not afraid to make her research on him. She is also a much more formidable opponent than him.
  • Route Boss: Either she or Flekfis will be fought on Day 3 of Rook's campaign, with her fight occurring if Rook sides against the Spark Barons.

    Kashio’s Goons 
At the end of Sal’s first day, Kashio will personally come to the Grog N’ Dog and sic one of her Goons on the grifter, chosen at random between the “Turncoat” Buleet, the “Drone Master” Jeol and the “Boss” Sparky.
  • Flunky Boss: As expected from his title, Jeol summons drones during his fight. They can get destroyed by getting hit multiple times, damaging him as they explode. Should he die, Sal can obtain a card allowing her to summon one per fight as well.
  • Meaningful Name: A Jarackle “Spark” Baron named Sparky, huh?

    The Rowdy Patrons 
At the end of Smith’s first day, he’ll come back to some of Moreef’s clients making a mess in his bar, and his friend will ask him to calm them down. Amidst some random NPC’s will sit either Brut or Weezil.
  • Bar Brawl: Unlike Sal having to defend herself from one of Kashio’s elite soldiers or Rook being confronted by an old acquaintance, Smith’s first boss is merely a drunk, belligerent yet competent fighter being too rude in his friend’s bar and solving the problem the only way he knows how.
  • Batter Up!: If killed, he drops the unique battle card "Brut's Bat", a spiked bat that applies 6-8 damage and one stack of Traumatized (take double damage from an incoming attack) to an enemy when played.
  • Defeat Means Friendship: Defeating them non-lethally ends up with them and Smith making up and them apologising for the mess. Later in the campaign, the one you met will be present in Sweets’ bar and Smith will have the opportunity to give them a gift to get them to love him, as well as hire him for the day (or night) and for the final mission as well.
  • Friendly Sniper: Weezil, after being befriended. Even before Smith beats him, he still is having a fun time with his entourage.
  • Meaningful Name: Brut is a Shrokian close-quarter fighter who likes to fight with a bat which increases your damage should he drop it. Weezil, a Jarackle, snipes enemies from afar and fights rather defensively, and his dropped scope can help increase your defense. Both are also major jerks the first time you meet them. Of course they would be named “Brute” and “Weasel”. Lampshaded by Weezil’s Flavor Text :
    "Anyone with Weezil’s name on their lips best be careful how they speak it."

The Spree

The usual outlaws of Havaria. Violent and irascible, they gain attack power quickly in negotiations, and will bleed their targets dry in combat.

    In General 
Tropes that pertain to Spree members in general.
  • Bandit Mook: Raiders can steal money from the Grifter, and will only give it back if killed.
  • Bloodless Carnage: Despite their attacks inflicting bleeding, there’s almost no visual indicator of it.
  • Bows Versus Crossbows: Thieves fight from a distance using Crossbows.
  • Bring My Red Jacket: Sal will encounter (and fight) a lot of them during her campaigns, and she is the character who can inflict “Bleed”, so…
  • Damage Over Time: Just like Sal, most of them inflict Bleed on their enemies.
  • Pinned to the Wall: Thieves have a Status Infliction Attack for it to use against the grifter, preventing them from using one of their cards until they use the “Pinned” card instead. Should a Thief hate them, they will start battle with a “Pinned” card in their deck anyway.
  • Power Fist: Thugs used revved-up knuckles to fight.
  • Sinister Scythe: What Raiders use to fight.

    Nadan 
The Spree "leader", though he takes more of a tactical role instead of as a commander. He has a personal grudge against Oolo of the Admiralty, who he blames for his facial disfigurement and a botched raid that led to his closest friends being killed in an explosion. Although he looks intimidating, he also has a sensitive side, with a notable love of poetry. He is also Kashio's former protégé.
  • Ain't Too Proud to Beg: A more subdued exemple than most. After getting captured, Nadan will offer Sal an opportunity to liberate him in exchange for money. If Sal refuses, Nadan will simply go back to being silent.
  • Ambidextrous Sprite: Nadan’s burnt cheek changes depending on the way he’s facing.
  • Assist Character: In the final battle, Sal receives a unique card that has him attack Kashio before leaving. Justified in that he’s leading the Spree against the Admiralty during Sal’s big fight, and can’t fight for too long alongside her while also helping his own.
  • Blade Below the Shoulder: Nadan’s weapon of choice which he can drop should you kill him.
  • Glasgow Grin: His face is permanently disfigured, leaving a gash in his cheek that exposes his teeth, due to a blaster shot from Oolo during a failed raid.
  • I Have Your Wife: In order to get revenge on Oolo for his Glasgow Grin, he kidnaps her brother Foolo to use as bait and lure her into his territory.
  • It's Personal: He blames Oolo for his current hardships and wants her dead, whereas Oolo is fine with Nadan being merely apprehended for his crimes.
  • Pet the Dog: Should Sal side with him, in the ending, it’s implied he uses his newfound power and connections to help the occasional person in need.
  • Real Men Wear Pink: His love for poetry.
  • Route Boss: If Sal sides with him in order to gain access to an auction, he becomes a potential ally; if Sal instead sides with Admiralty officer Oolo, then Nadan will need to be apprehended to gain her support.

    Hebbel 
The bartender and proprietor of The Last Stand, located in Grout Bog. Rook not only rents a room from him in his campaign, but also uses Hebbel as an intermediary to contact his shadow client.

    Denikus 
A Spree "Heartbreaker", a con-man specialising in charming people and making off with their riches. Smith can recruit him to get back at Theroux.
  • Ambiguously Bi: He is a con-man who charms his way into money before leaving his victims dumbfounded. He can charm Theroux and can be confronted by a randomized previous victim of his, who can have either gender. He also says that part of why his plan works is because he "makes himself believe them". If he's actually Bisexual or just a very pragmatic con-man, we may never know.
  • Becoming the Mask: Invoked with a side of Believing Their Own Lies. He himself says to Smith that he makes himself believe his faked interest in his targets, if only a little, just to sell the lie better.
  • Deadpan Snarker: Reacts with Smith's excentricities and the Banquod family drama with the same dry sense of humour.
  • Even the Guys Want Him: He easily seduces Theroux, and Sweet Moreef accidentally admits finding him pretty as well.
  • Tall, Dark, and Snarky: Seems to be his whole appeal.

The Rise

A rebel group dedicated to workers' rights and the right to bear arms profusely. Their premise is that they don't want to overthrow the Spark Barons, but will gladly murder any Spark Baron who dares to treat workers like disposable trash. And sometimes those that try to screw them out of their paycheck.

    In General 
Tropes pertaining to the rise in general.

    Prindo Kalandra 
The organizer of the Rise.
  • Action Girl: While not as strong as Flekfis, she will stand her ground should Rook betray her.
  • Assist Character: Rook can call her for help during the final battle. She’ll launch a bomb at his enemies before retreating.
  • Bad Boss: Is willing to sacrifice Rise members for her cause and will not hesitate to leave Rook behind when his mechanical leg starts acting up during the final day.
  • Childhood Friends: In Sal's campaign, Sal can have a dream in which it's revealed she and Prindo used to be friends, as Sal's parents were part of the Rise.
  • Devious Daggers: Fights using a dagger and encourages deception and guerilla tactics.
  • Herd-Hitting Attack: Should you fight her, she will occasionally throw grenades at you and your Spark Barons allies.
  • Politically Incorrect Hero: Of the Fantastic Racism variety. She does not hesitate to call Fellemo, a Kra’deshi, multiple synonyms of “Slug”, even to his face.
  • Route Boss: Rook can fight either her, Lellyn, or neither towards the end of his campaign.

    Flekfis 
Prindo Kalandra's second in command and personal bodyguard.
  • Old Retainer: He's devoted to Prindo, but age is starting to slow him down, with exploitable weaknesses such as "Old Injury" and "Slow".
  • Route Boss: Either he or Arint will be fought on Day 3 of Rook's campaign, with his fight occurring if Rook sides with the Spark Barons.

The Boggers

A group of cultists who worship the mutation-granting effects of the Deep Bog.

    In General 
Tropes that pertain to the Boggers in general.

    Glofriam 
The High Priest of the Boggers.
  • Final Boss: The final obstacle of Rook's campaign, fought alongside the Grout Monster.
  • Staring Down Cthulhu: What Rook’s negotiation against him basically implies.

Other

Small factions with few representatives or bosses without any real allegiance.

    Bilebrokers 
Chemists and researchers with no real allegiance besides science.
  • For Science!: Bilebrokers’ primary motivation when they do (or are convinced to do) something for free is that they want to harvest a new chemical or discover something.
  • Insufferable Genius: During negotiations, they can create the argument “Eccentric”, whose accompanying dialogue implies that they will just drown the Grifter under various scientific facts they do not care about.

    Rentorians 
Members of a faction situated on an island North of Havaria that is often in conflict with the mainland.
  • No Biochemical Barriers: Downplayed. Both Threekwa and Bordenkra wear masks that resemble a gasmask and an oxygen mask, respectively, implying a difference in atmosphere between the two continents. Then again, Bordenkra’s drop describes the mask as a “Veil”, so maybe.
  • Slobs Versus Snobs: From what can be deduced from Bordenkra’s behaviour as the only Havarian diplomat that can be met, Rentorians see themselves as the Snobs to Havarian’s Slobs. Covering for her in a negotiation with an Admiralty member leaves the latter to believe Rentorians to be the disgusting snobs.

    Deltreans 
Members of the Deltrean Empire, of which very few details are given.
  • Honor Before Reason: Being distracted from drinking or daydreaming about not drinking, Smith accidently pushes a Deltrean diplomat, prompting the latter to immediately challenge him to a duel. Smith can agree or try to talk him out of it.
  • Purple Is Powerful: The only Deltrean you meet, Palamborat, is clad in purple clothing and cybernetics.
  • Royal Rapier: Palamborat duel wields both a rapier and a dagger, taking inspiration from actual duel etiquette. This and his Honor Before Reason behaviour as well as role as a diplomat imply he comes from some sort of aristocratic family.
  • Smug Snake: Palamborat is a pompous aristocrat that challenges Smith to a duel for no other reason than being accidentally pushed. At this point in his campaign, Smith can easily defeat him using upgraded and high level cards.

    The Ghosts from Rook’s Past 
At the end of Rook’s first day, an old acquaintance of his will confront him while he’s writing his first report to his client. Either the Rentorian “Assassin” Threekwa, the Jakes “Protégé” Fralx or the Heshian “Rogue Zealot” Gorgula will appear, each with their own score to settle.
  • Action Girl: Gorgula, a battle-hardened Heshian who’s ready to throw down.
  • The Apprentice: Fralx is specifically called “Protégé” by his title, and Rook does feel a bit of remorse killing him if he chooses to do so.
  • Early-Bird Cameo: Threekwa and Fralx both appear in Rook’s intro while he tries to hide his face in a bar. Additionally, you might encounter one of the three before unlocking Rook if you meet him in Sal’s campaign.
  • Eyepatch of Power: Gorgula has a fluorescent one over her eye.
  • Gaslighting: What Rook attempts to do during the negotiation preceding the battle, retelling events in a way that demeans and underplays the Boss he’s about to fight in order to obtain an advantage.
  • Guns Akimbo: How Fralx fights, a style he learned from Rook.
  • Malevolent Masked Men: Threekwa is an assassin that hides his face.

    Theroux’s Bodyguards 
At the end of Smith’s second day, he will come to confront Theroux at his marriage ceremony. Before he can do so, however, Theroux will call for security, including the “Defensive Program” Mark Nine Nine or the “Freelance Bodyguards” Felek and Tazz. While they all share aesthetics with the Spark Barons, they are actually factionless.
  • Always Identical Twins: Being Palette Swaps of each other, Felek and Tazz look identical.
  • Clockwork Creature: Mark Nine Nine has a Wind-Up Key on his back which he can use to gain power and regenerate his health.
  • Death Is the Only Option: For a given value of death, but while it is possible to spare Felek and Tazz, Mark Nine Nine, being a robot, will always have to be destroyed to proceed.
  • Dual Boss: Felek and Tazz fight together. Should you piss off Theroux’s future spouse, he will join them or Mark Nine Nine during the fight as well.
  • Even Evil Has Loved Ones: If one of the twins is killed or surrenders, the other will Turn Red, getting increased damage. Predictably, killing only one of the twins results in the surviving twin hating you.
  • Fragile Speedster: Tazz and Felek attack multiple times per turn for good damage, but they’re not very tanky, at least individually.
  • Mighty Glacier: Mark Nine Nine’s health is that of both twins combined and he can’t be coerced into surrendering. This is not to mention his ability to regenerate. However, the bulk of his damage depends on Smith’s last attack, meaning that smart management of Smith’s cards can get him to win the fight without taking heavy damage.
  • Shout-Out: Felek and Tazz take inspiration from fighting games, between their Ground Wave or Megaton Punch attacks as well as how they are Palette Swaps of each other.
  • Sibling Team: Felek and Tazz are explicitly said to be brothers, and they fight Smith together.
  • Video Game Caring Potential: Having no affiliation with any faction and thus no friendship with anyone, and dropping not one but two boss items, there’s no reason not to kill the twins except for the kindness in the player’s heart.
  • Weaker Twin Saves the Day: Played With. It is possible to kill one of the two brothers before getting killed by the survivor.
  • Weaksauce Weakness: Mark Nine Nine’s damage depends on the last attack he suffered from, while Felek and Tazz’s self-buffs are reduced everytime they take damage. As such, multi-hitting “Restrained” attacks are good to use in both battles.

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