For characters in the "Delsin Rowe Saga", see InFAMOUS Second Son.Warning: In accordance with spoiler policy, all trope names will be visible, and there are many spoilers ahead. Beware.
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Introduced in inFAMOUS
Voiced by: Jason Cottle (inFAMOUS), Eric Ladin (inFAMOUS 2)
The protagonist of inFAMOUS and inFAMOUS 2. A courier in Empire City who accidentally activates the Ray Sphere and gains the ability to control electricity. In inFAMOUS 2, Cole travels to New Marais to train, and in the process learns to use either ice powers or fire powers. Whether Cole uses his powers for good or evil is dependent on the player.
Cole in general
- Badass Normal: Starts as a regular joe with serious Roof Hopping abilities.
- Blessed with Suck: While he gets awesome powers, he suffers from Power Incontinence.
- Brief Accent Imitation: In the second game, he briefly mimics Bertrand's broad Southern accent during their final showdown.Cole: Oh, do you really think that I'm the Demon? "The Demon of Empiah Citay!"
- The Cameo/Guest Fighter: In Street Fighter X Tekken.
- Charles Atlas Superpower: Cole's Roof Hopping skills are not the product of his powers, but of time spent at his hobby of urban exploration, with his powers just making it hurt less if he falls.
- The Chosen One: Cole, being an alternate version of Kessler and a Conduit. Which makes him one of the few Chosen Ones to be chosen by himself.
- Civvie Spandex: His superhero uniform consists of a biking jacket, t-shirt, and a pair of union jack jeans.
- Color-Coded for Your Convenience: Good Cole's lightning is blue, Evil Cole's lightning is red.
- Courier: Before the Ray Sphere blast, Cole was a bike courier who delivered packages around Empire City.
- Deadpan Snarker: Comes with being a bit of a Man Child, Cole will often crack jokes in inappropriate times causing double takes from everyone. It's when he's not snarking that you know it's getting serious.
- Doesn't Like Guns: More by necessity — his electrical powers cook the ammunition inside a gun 'till the whole thing explodes.
- Eats Babies: Invoked. A couple of rebels will mention they heard rumors you're so evil that you literally eat babies.
- Electric Slide: Cole's Induction Grind. As a mode of transportation, one has to wonder how they support Cole's weight
- The Ego: To Kuo's Super Ego and Nix's Id. Somewhere along the way in the sequel, he makes himself the peace maker and riot shield between his female counterparts, if only to move things along.
- Elemental Powers
- Shock and Awe: Has electrical superpowers.
- Power Of The Storm: Can control storm clouds and lightning strikes.
- Fire, Ice, Lightning: Can add ice or fire to his lightning powers in Infamous 2.
- Expy: With his Le Parkour movement animations and the flow of the waypoint-centric gameplay, Cole comes off a lot like Sucker Punch's previous hero, Sly Cooper.
- Fingerless Gloves: His outfit in the first game features a pair of black fingerless gloves.
- From Nobody to Nightmare: Good or evil, he goes from a simple bike courier to one of the most powerful Conduits alive.
- Grappling-Hook Pistol: Lightening Tether.
- Guttural Growler: Cole's voice is extremely gritty sounding in the first game, especially when Evil. Cut back a little in the second game, where Cole's new voice actor doesn't sound nearly as much like a heavy smoker.
- Healing Factor: To the point where Cole can withstand toxic gas and hails of gunfire with just a little time to catch his breath.
- All There in the Manual explains that Cole is more of an Energy Being than a real human after the Ray Sphere incident, and his natural electrical charge heals his body over time. If he's able to suck up some electricity from a nearby source, he heals much faster, to the point that he is almost impossible to kill if he has access to a constant source of electricity.
- Healing Hands: Cole can perform some bioelectric trick that heals anything and everything from poisonings to gunshot wounds. In the sequel, Good Cole can learn how to heal groups with a single use of this power, which is very handy.
- Heroic BSOD: Sits alone in his ruined apartment for a week after finding out Kessler is a future version of him.
- Heel-Face Revolving Door: Potentially.
- I Just Want to Be Normal: Partially because of the bleakness of the ruined Empire City, partially because he's got all sorts of expectations heaped on him, and partially because even with superpowers, he's still "everyone's errand boy." However, while Cole hates the responsibility that comes with his abilities, he enjoys using his powers, and is often excited when he gets a new one.
- Inner Monologue: Tends toward these, talking about what his actions do and his thoughts on the current situation, and sometimes changes depending on his actions. In the first game, it was also in gameplay, detailing Cole's major choices and what he should do, save for one. While the monologues still appear in inFAMOUS 2, it was dropped near-completely when there's gameplay involving major choices.
- Kill It with Water: Cole's body isn't completely immune to his powers, so he can be electrocuted by being submerged in too much water.
- One way to think of it is, he's not the man in the bathtub with the toaster... he's the toaster.
- Weaksauce Weakness: The first game takes place on a small island chain, the second in swampy Louisiana, so there's deadly water everywhere.
- Improbable Weapon User: Cole gets a two-pronged Amplifier as his weapon in the sequel.
- Made of Iron: Cole takes so many bullets on the average mission that he probably sneezes bits of shrapnel. Perhaps the most explicit example is invoked by Zeke in the interquel comic, when Zeke explains to Trish that Cole was once hit head-on and subsequently run over by a truck. Cole left the hospital shortly thereafter with just a few bruises. Oh, and this was all pre-blast. Yeah.
- Magnetism Manipulation: Kinda. Cole's electric powers also translate to mild magnetic powers. He can life objects with Electric lift and create a shield that protects him from bullets. The wiki explains this as a combination of electromagnetism and electrokinesis (as he can lift non magnetic objects as well)
- Man Child: To a degree. He's definitely immature, isn't very fond of the responsibilities that come with his new powers, despite enjoying the hell out of using them and acting like a kid with a new toy once he gains a new one, and even when he's good he tends to be pretty self centered and short sighted in his duties. And of course, there's the whole being taken advantage of by authority figures even while he openly resents them.
- Psychopathic Man Child: If evil, where he sees the city as his own personal play pen to do whatever he wants in regardless of the innocent civilians caught in the crossfire.
- Meaningful Name: Cole = coal.
- Not Quite Flight: For all his power, Cole is one of the few Conduits that can't fly. A power up gives him static thrusters which allows him to glide and in inFamous 2, a good Karma power up boosts his jump.
- Par Kourier: Cole's old job, if he wasn't on the bike.
- Power Incontinence: He can't use guns because the ammunition will explode if he touches them, and he can't drive because his powers ignite fossil fuels. (You can do it too! Find a turret, then "disable" it by making it explode! Free XP!) Thankfully, it's shown that he can at least touch other people without killing them. Standing on wet ground with him is an instant death, however.
- Primal Stance: Cole is the latest in a long line of (potentially) morally questionable protagonists who do this. The severity of the pose after standing still for a moment actually varies depending on Cole's alignment in the second game: while neutral is general enough, Infamous!Cole will enter a skulking pose that enhances his morally questionably nature, whilst Hero!Cole will use a heroic pose befitting of a role model of the people.
- Private Eye Monologue: Narrates his own story through the first two games.
- Psychoactive Powers: His powers can change vastly depending on his general mental state.
- Red Baron: Was nicknamed "the Electric Man" and "the Demon of Empire City".
- Required Secondary Powers: Subverted; against expectations, he's still vulnerable to electrocution, either from enemies or by his own attacks.
- Although also played straight as one must assume that Cole has some degree of control over magnetism, especially regarding his abilities to hover and drop from heights without getting hurt.
- Screw This, I'm Outta Here!: As soon as he discovers that Moya was lying to and playing him from the start, he promptly declares their deal off.
- Standard FPS Guns: Oddly enough, most of Cole's fantastic electrical powers mimic standard conventional firearms:
- Melee: The "Knife". The Amp is more a Sword.
- Gigawatt Blades: The "Chainsaw".
- Lightning Bolt: The Pistol.
- Precision: The Sniper Rifle.
- Shockwave: The Shotgun.
- Overload Burst: The other Sniper Rifle (albeit with splash damage).
- Arc Lightning: The Automatic Weapon (Lightning Gun variation, naturally).
- Good Cole upgrades his lightning bolt to fire continuous shots and restore electricity, approximating an Automatic Weapon.
- Shock Grenades: Grenades (obviously).
- Megawatt Hammer: The Rocket Launcher.
- Lightning Storm: BFG Kill Sat.
- Super Drowning Skills: Cole's powers cause him to short circuit if he's submerged in too much water, to the point where it can kill him.
- Regenerating Health: Cole's Healing Factor allows him to recover from gunshot wounds by walking around for about ten to fifteen seconds or absorbing a nearby source of electricity.
- Ridiculously Average Guy: What Cole was before the whole thing started, by Word of God, and a few mentions in the game.Kessler: Your mother is ashamed of you, she lies, tells people you're a teacher. No one respects a bike messenger.
- Tattoo as Character Type: In the second game, Cole's tattoos will change as he becomes more evil or good. Good Cole gets star and wing motifs. Evil Cole gets flames and down arrows.
- Unwitting Pawn:
- In the first game, Moya uses him to try and get her hands on the Ray Sphere, and cover up her connections to the First Sons.
- It's implied by the last dead drop in 2 that Wolfe knows what the RFI will do but doesn't warn anyone, especially the guy who is supposed to make it work. Hint: You're playing him.
- Walking Techbane: His powers can easily blow up generators, cars, and so on if he's not careful.Zeke: Hell, they haven't invented a machine you can't break.
- "Well Done, Son!" Guy: Subverted; Cole freely admits that he dropped out of college and became a bike messenger simply to "piss off his parents."
- Anti-Hero: Sort of. While not a morally ambiguous character like Evil Cole, even Good Cole has a fairly cynical personality and seems to enjoy combat.
- Being Good Sucks: Choosing the good road means you have to take hits for the team. A lot of hard hits for the team.
- Berserk Button: See Beware the Nice Ones
- Beware the Nice Ones: Though he's generally a friendly and laid back guy, if you harm innocents or the ones he loves, he will kill you if it's the last thing he does.
- Boring but Practical: His attacks aren't as flashy or powerful as Evil Cole's, but many of them can defeat enemies fairly quickly, and for the most won't hurt a civilian with the right approach.
- Comes Great Responsibility: He accepts at the end of the first game that it's his responsibility to protect Empire City and its people with his powers.
- Fallen Hero: Can choose to abandon his morality for power and activate the Ray Sphere a second time at the expense of even more innocent lives at the end of the first game, permanently locking him in the Infamous evil ranking.
- Gold and White Are Divine: Wears light gold and white clothing in inFAMOUS and inFAMOUS 2.
- Good Is Not Nice / Jerk with a Heart of Gold: Especially in the first game.
- Good Is Not Soft: Is more than willing to thoroughly pulverize the bad guys.
- Good Scars, Evil Scars: In Infamous 2, Cole starts off with a scar on his face. Choosing good causes the scar to fade and skin to tan, demphasizing the scar more. By the end of the game, the scar is pretty much completely healed.
- The Fettered: A lot of the Karma choices have Cole choose the less convenient option like forgoing easy shots at getting a shard or getting hit with hallucinogenic tar
- Healing Hands: He can heal wounded civilians and cops, which increases the Good Karma level.
- Heroic Sacrifice: Sacrifices himself and thousands of other Conduits at the end of the second game to save millions of normal humans.
- Hero with Bad Publicity: Subverted in the first game. While he suffers from this for a good while after the Voice of Survival exposes him as the source of the Ray Sphere blast, the people of Empire City eventually start to notice his numerous good deeds and they begin to seriously doubt the Voice of Survival's claims and instead start viewing Cole as their champion and defender, and will even join his side in fights with gang members if his heroic reputation is high enough.
- Throughout Infamous 2, quite a few people know him as the "Demon of Empire City." In Infamous: Second Son, the Department of Unified Protection have ensured that Cole went down in history as a villain to cement their Super Registration Act.
- Hurting Hero: In the good ending.
- An Ice Person: When he uses the Power Transfer Device with Kuo in the second game, he gets ice powers.
- I Should Have Been Better: Talks about how he'll never be able to save everyone, no matter how hard he tries, at the end of the first game.
- The Last Dance: In the Hero ending of inFamous 2, Cole decides to kick the crap out of the Beast before he dies activating the RFI.
- The Paragon: If Cole's karma is high enough, he will, whenever he gets involved in a fight, inspire the citizens in the area to help him by throwing rocks at the gang members.
- Physical God: The power from blast cores make him near invincible and massively powerful in the final fight of the second game.
- Taking the Bullet: Allows himself to be shot and hit by explosions on numerous occasions to protect civilians.
- Took a Level in Kindness: Even while he was good, Cole often came across as a really grumpy and humorless Jerkass in the first game who always made it clear he was Not in This for Your Revolution. He's a much nicer guy in the sequel.
- A God Am I: In the Evil ending of the first game.Cole: In a place with no law, the strong take what they want, and the weak are their slaves, their playthings. And no one is stronger than me...
- Ironically, he literally gains godlike powers by the end of inFAMOUS 2 if you stick with the Evil alignment till the end.
- Anti-Hero: Type V. Is willing to do horrible things and endanger the lives of innocents if it brings him closer to defeating his enemies.
- And Then John Was a Zombie: At the end of the second game, Cole becomes the new Beast in an attempt to save the Conduits from the plague, sacrificing the rest of humanity in the process.Cole: The plague just sped up the inevitable: an evolutionary jump, humanity giving way to Conduits. I had been given powers to save the world from this change. But now I stand at its center. I have become the Beast.
- Being Evil Sucks: While Evil Cole doesn't see what's wrong with his actions, his relationship with Trish basically goes From Bad to Worse, and eventually he ends up having to kill Zeke.
- Bottomless Magazines: Gains temporary infinite energy when using a fully upgraded Drain skill in inFAMOUS 2.
- Characterization Marches On: In the first game, Evil Cole was an actively malicious Jerkass who thrived on causing pain and suffering for those around him, though he was shown to genuinely care about Trish and Zeke. In the second game, he's simply unconcerned with the consequences of his actions.
- Dark Messiah: In the second game, Cole's going to save the world from the Beast whether they like it or not. And in the end, he becomes the new Beast in order to save what he can of humanity from The Plague.
- Evil Makes You Ugly: As Cole gains negative karma:
- In the first game, his clothes get dirtier, his skin becomes pale and covered in black smudges, and eventually, his eyes turn white.
- In the second game, his skin turns pale and veiny, his clothes get ripped up, and his tattoos become more demonic.
- Fighting Your Friend: The final boss fights in inFAMOUS 2 for Evil Cole involve killing Nix and then your best friend Zeke.
- Good Scars, Evil Scars: If you take evil actions, dark patches resembling electrical burns start creeping up the back of Cole's neck to cover the rear of his head. Additionally, burn marks will appear on Cole's clothes as well. Zeke will comment that Cole is beginning to look more intimidating and dangerous.
- In Infamous 2, Cole starts off with a scar on his face. Choosing evil causes the scar to worsen. It doesn't help that he also gets paler making his scars and tattoos and evil veins stand out more.
- I Did What I Had to Do:Cole: The point is, I have powers. And I will use them.
- Jerkass: Mainly in the first game; in the second game, he seems generally unconcerned with the consequences of his actions rather than actively malicious.
- Jumping Off the Slippery Slope: Starts out an average joe bike messenger, only to slowly transform into a dangerous monster.
- Kill the Ones You Love: Evil!Cole is forced to kill Nix and Zeke in order to destroy the RFI at the end of inFAMOUS 2.
- Physical God: Gains the power to reshape the world and destroy entire armies with a thought after becoming the new Beast.
- Red and Black and Evil All Over: When evil, Cole wears dark red and black clothes.
- It can be taken further in Infamous 1. If you chose to activate the Ray Sphere a second time, Cole's lightning becomes black with a red outline.
- Red Eyes, Take Warning: His eyes glow red after becoming the new Beast at the end of inFamous 2.
- Shoot the Dog: It's very clear Cole's in pain about having to kill Zeke at the end, but feels there's no other way.
- The Social Darwinist: Declares the weak the playthings of the strong in the evil ending of the first game.
- Vampiric Draining: He can drain life energy from wounded people to completely heal himself, while increasing the Evil Karma level.
- Villain Protagonist: In inFAMOUS 1, Evil Cole is a selfish monster who would be perfectly happy to let Empire City be destroyed if it served his needs.
- Well-Intentioned Extremist: In the second game. Even if he is a monster killing and maiming anyone who gets in way, his goal still is to defeat the world-destroying Beast.
- Not to mention that instead of being good or evil, Cole is either saving the Muggles or saving the Conduits (but he can't save both). So he turns on the Muggles.
- What the Hell, Hero?: Constantly gets called out for his questionable actions by others.
- With Great Power Comes Great Insanity: Played with, as he's apathetic but not totally insane.
Cole's best friend.
- Acrofatic: The heavy-set Zeke can run down flights of stairs in about the same time it takes Cole to free fall from the roof, and beats Cole to the mainland by swimming after both are stranded out on a bridge. The second game shows in a flashback that Zeke actually gave Le Parkour a shot with Cole in New Marais after the hurricane.
- The Atoner: As suggested in the ending of the first game and later explained in the interquel comics, Zeke is trying to make up for his betrayal of Cole, if only so his friend will speak to him again. By the second game, Cole has chosen to throw him bones every now and again. Near the end, Cole and Zeke have made up, and are buddies once again. Though Cole is first to mention it when Zeke goes undercover as a double agent.
- Badass Normal: Grows into this in the second game when he sharpens his inventing, hacking and planning skills in an effort to regain Cole's trust.
- Character Development: Becomes a more righteous and helpful character in inFamous 2.
- Classical Antihero: In the first game, he constantly screws things up for Cole in his attempts to be badass. In the second game, he evolves into more of a genuine hero.
- Comes Great Responsibility: In Cole's Legacy, he gives Delsin a speech about how he should control his powers and direct them at the right people.
- Conspiracy Theorist: Zeke believes the US government is trying to get their hands on the Ray Sphere to make Conduits for a superhuman weapons program. He's completely right, though he's never told so.
- Deal with the Devil: In inFAMOUS 1, Zeke joins Kessler after he promises to give him powers. It doesn't work out for him, and Cole is still holding him at arms length for the majority of the sequel.
- Face-Heel Turn: In the first game, Zeke temporarily joins Kessler in exchange for powers. Kessler turns out to have been lying, and Zeke shows signs of being The Atoner in the sequel.
- Easily Forgiven: Subverted. Even though he follows Cole in the sequel, he hasn't exactly been forgiven. Even when he went undercover as a spy for the Militia, Cole clearly voices suspicions that he will wake up in a cage when he is knocked out.
- Fighting Your Friend: If Cole decides to join forces with the Beast, Zeke will hold Cole at gunpoint to protect the RFI. He is as much a threat as a dying man is to the super powered being you should be, though you as a player have to zap him.
- Forgiven, but Not Forgotten: While Cole still spoke to him in the second game, Cole still doesn't trust him until near the end.
- Gadgeteer Genius: In the first game he'll hook up a gadget here or there. In inFamous 2, he becomes more skilled in engineering and inventing. He created Cole's new weapon, the Amp. Also the Dunbar Beam.
- I Just Want to Be Special: Zeke never shuts up about how he wants superpowers like Cole in the first game, eventually causing him to give Kessler the Ray Sphere for the promise of power. Dropped in the second game, where he only cares about being a good friend for Cole.
- The Lancer: Especially in the second game, where he's Cole's ally and primary contact from beginning to end. Except in the evil ending.
- The Millstone: In the first game. Though he's Cole's best friend, Zeke only proves to be a hindrance for him at every turn.
- The Mole: Joins the Militia early on as a spy, and provides intel on them for Cole.
- In Second Son, he mentions being undercover in the DUP.
- Muggle Best Friend: A bit of a deconstruction especially in the first game. Zeke gets a bit of a complex from constantly being overshadowed by Cole and his powers. It leads him to pull dumb moves and pimp Cole out for various jobs.
- My God, What Have I Done?: Shows regret after betraying Cole and tried his best to atone on what he did.
- Ooh, Me Accent's Slipping: He occasionally drops his Southern Accent.
- Plucky Comic Relief
- Post Final Boss: In the second game, if Cole chooses to join forces with the Beast, Zeke is the last enemy he will kill.
- Secretly Dying: From the Ray Sphere Plague in the second game. He tries to hide it until Cole uses his new plague sense to see it.
- Sunglasses at Night: Justified. He's wearing them to hide the fact that he's secretly dying
- Took a Level in Badass: In the second game, he becomes a consistently reliable asset for Cole. He spies on the Militia, provides useful intel, rigs all sorts of useful gadgets up for Cole, gets a successful Big Damn Heroes moment, and even manages to steal and fire a nuclear missile, all while suffering from the Plague.
- Voice with an Internet Connection: Never appears in person during the Cole's Legacy missions, stating that he's trying to keep himself hidden from the D.U.P.
- What the Hell, Hero?:
- Cole chews him out for giving the Ray Sphere to Kessler.
- Gives a few small ones during Infamous 2 for a few evil actions.
A doctor working hard to help the citizens of Empire City to recover from the catastrophe, and Cole's girlfriend. She leaves him early in the game, as she believes him to be responsible for the Blast, which cost the life of her sister, Amy.
Voiced by: Kymberli Colbourne
A NSA agent whom Cole works for. It turns out that she is a DARPA agent and Cole is nothing more than a pawn in her plans.
- I Did What I Had to Do: Her justification for lying to Cole.
- Killed Off for Real: She drowns on a military ship in the Interquel comics that take place between 1 and 2.
- Manipulative Bitch: Moya is not above threatening Cole with either his death or the destruction of Empire City. Cole gets increasingly annoyed with her over the course of the game. Also, she only told you John White was her husband to appear sympathetic.
- Mission Control: Directs Cole to missions and new objectives for the first two-thirds of the game.
- Unwitting Pawn: She was used by Kessler to his own ends. She doesn't take kindly to this fact.
- Well-Intentioned Extremist: She claims she serves the greater good.
Voiced by: Phil LaMarr
An undercover FBI agent within the First Sons and husband of Moya, who has recently gone silent. Cole is ordered by Moya to search for him. He later contacts Cole, and explains that he is in fact working for the NSA and that he has never been married. He then recruits Cole to recover and destroy the Ray Sphere. However, as Cole carries out the second part of the plan, John is absorbed by the blast and is seemingly killed. He returns in inFamous 2, revealing himself as The Beast, having been empowered from the Ray Sphere at the same time it ripped his body apart atom by atom.
- And Then John Was a Zombie: After spending the first game trying to stop anyone from using the Ray Sphere, he more or less becomes a living one in the sequel. Though given the Timey Wimey Ball aspects of the story, John being the Beast also qualifies as a bit of a Tomato In The Mirror.
- Cold-Blooded Torture: Was subjected to this while trying to infiltrate the First Sons
- Foil: To Moya. Both are federal agents serving as Mission Control. John is also more hands on and active on the field while Moya has Cole do all her work, John cares for Coles wellbeing while Moya isn't above threatening Cole, John wants to destroy the Ray Sphere while Moya wants it for the US government and John is much more honest with Cole than Moya. They're even from different departments. Moya is John's Evil Counterpart
- Foreshadowing: One of the dead drops hints that for John to join the First Sons, he had to display powers to Kessler. John passes out and when he wakes up, Kessler accepts him, implying that he is a Conduit.
- Not Quite Dead: He was able to recreate his body after it was destroyed by the Ray Sphere in the first game. He went temporarily, violently insane from the agony, which is why he attacks Cole at the start of the sequel.
- Properly Paranoid: Subverted in one of the dead drops. One of the first Missions with John has you destroy a First Sons helicopter sent to retrieve him. The dead drop reveals that the helicopter was the NSA sent to end his mission and bring him home
- Reasonable Authority Figure: In contrast to Moya who often threatens and sidetracks Cole (who gets increasingly irritated with her over the course of the game), John while still ordering Cole around, actually cares for his well being and actively helps him. He expresses sympathy for Trish's death and is concerned for Cole's life, pointing out that he needs a way to avoid the Feds who will want to a living weapon.
- Rogue Agent: Was spying on the First Sons for the NSA, only to disappear after the first Ray Sphere blast in Empire City.
- Walking Spoiler: As both NSA agent John White and as the Beast.
The Voice of Survival
Dallas a.k.a. The Voice of SurvivalA government-critical DJ who regularly hacks the TV broadcast in order to give news updates and survival tips to the citizens of Empire City. He blames Cole for the disaster, and tries to make all his actions look like crimes.
- Asshole Victim: Very few players feel sorry when the First Sons blow him away.
- Conspiracy Theorist: Although it becomes increasingly evident that he is Properly Paranoid in many of his claims. Unfortunately, he leans heavily on blaming Cole for everything, which damages his claims a lot.
- Kick the Son of a Bitch: When Kessler's men storm his studio and take him out, Cole doesn't seem that upset.
- Jerkass: He takes every opportunity to publicly slander Cole, even if Cole is taking the Heroic path.
- Just Following Orders: As he's about to be killed by the First Sons, he pleads with them that "[he] did everything [they] said!", implying that the First Sons were making the Voice slander Cole's name.
- Malicious Slander: His non-stop trash-talking of Cole.
- Pet the Dog: When he's not badmouthing Cole, he offers advice to people on how to survive, weather the storm, and help out.
- Ungrateful Bastard: Never said anything positive towards Cole even after when the latter performed all the heroic actions.
Voiced by: Jessica Straus
The leader of the Reapers, and a Conduit with the power to exude mind-controlling tar from her body.
- Brainwashed and Crazy: Most of the Reapers are this.
- Mind Rape: Excels at this.
- Psycho Ex-Girlfriend: She isn't the protagonist's ex, but this fact hardly helps. Also causes a mild but notable aversion of Double Standard: Rape, Female on Male, as she spends the first third of the game telling Cole how much she wants to get in his pants, despite his immediate and vocal disinterest. Goes right back into Psycho territory when it becomes apparent that, during her more insane moments, she can't always tell the difference between Cole and her ex. The fact that there's a good reason for this just makes it worse.
- Stalker with a Crush: Sasha lives this trope.
- Stripperiffic/Covered in Gunge: During her boss fight, Sasha is dressed only in a jacket and a layer of her own tar over the rest.
- Villainous Rescue: In the comic miniseries, she breaks Cole out of the military's bonds and holds off Moya's men to allow his escape.
A powerful telekinetic and the leader of the Dustmen.
- Crazy Homeless People: For a pretty good reason, mind you.
- From Nobody to Nightmare: Once a homeless man with just enough psychic powers to survive the streets of Empire City, now one of the top three gang-leaders in the area and capable of lifting a bus with his mind.
- Handicapped Badass: Blind in one eye, can only walk with the aid of a crutch, and able to survive a fall of several hundred feet.
- Humongous Mecha: Assembles one with his telekinetic powers to fight Cole.
- Large Ham: Alden would like to take a minute of your time to remind you how much he hates you, Kessler, and pretty much anyone who wants to get his hands on the Ray Sphere. As a matter of fact, there isn't a single moment in his dialogue where he isn't yelling at you.
- Mind over Matter: Enough to fling cars and buses around at will and make gigantic suits of armour out of scrap metal.
- Psychic Children: According to his introductory cutscene, Alden's mental powers had been unlocked at a very early age, hence why he was being groomed for leadship of the First Sons.
- Roaring Rampage of Revenge: He's planning one against Kessler.
- Talkingto Himself: Yes, Cole and Alden share the same VA.
- "Well Done, Son!" Guy: Even though he's a very old man whose father is most likely dead by the time the game begins.
- Woobie, Destroyer of Worlds: After being exiled from the First Sons by Kessler, Alden was forced to spend the rest of his life homeless and paranoid on the streets of Empire City, only surviving thanks to the powers he'd possessed at the time. This happened when Alden was a child.
Voiced by: Sam A. Mowry
The main antagonist of inFamous and the leader of the First Sons. His powers resemble Cole's, but are much more powerful. This is because he is actually Cole from the future, who has gone back in time as part of his plan to save the world from a destructive monster known as "The Beast".
- Artificial Limbs: His right arm is clearly robotic.
- The Alcoholic: Implied in the comics; Zeke mentions that Kessler would often visit him in his cell while "drunk off his ass."
- The Atoner: Inverted in the worst way possible. Kessler went from a loving husband and father to a villain to make up for the failures of his past.
- Badass Grandpa: Even older than Alden.
- Big Bad: Leader of the First Sons and the creator of the Ray Sphere weapon.
- Death Seeker: Nothing in his plan requires him to battle Cole, certainly not one on one in a Mirror Match when he's got basically an army at his command. Indeed, one might think his plan to stop the Beast has a much better chance of success if he doesn't fight Cole to the death. Given this, it becomes obvious in hindsight that Kessler deliberately set up the Duel to the Death so he could die knowing Cole was ready to save the world.
- Final Boss: Kessler's radial groundpound attack can take off half your life points if you don't hover over it (and due to the dust it kicks up, it's not always easy to judge when it's safe to drop down), he flash-steps everywhere to dodge your fire, he spawns grenade-launching robot drones and land mines to harass you, and can create a wall of giant spectral versions of himself at the same time he performs the groundpound. Most of this is justified since he's spent decades researching superpowers and super-technology, and is the final boss, but still, he's annoying.
- Flash Step: To a ridiculous extent.
- Future Me Scares Me: He is Cole from the future. In fact, Cole hates him so vehemently, even after learning of his tragic past, that he only ever refers to him as "Kessler". Conveniently enough, this also serves to preserve that particular twist for those who play the second game, but not the first.
- Light Is Not Good: His powers are mostly made up of searing white light.
- Love Makes You Evil: The death of Trish and their kids made him evil enough to kill Trish himself.
- Mirror Boss: He has far more powerful versions of many of the same powers Cole does. Because he is Cole.
- Occult Blue Eyes: And they glow.
The Beast, AKA John White
The Beast is an immensely powerful Conduit that the First Son's leader, Kessler, believed would come to destroy the world. While only serving as a Sequel Hook in inFAMOUS, he becomes one of the main antagonists in inFAMOUS 2
- Affably Evil: Makes it clear that he bears humanity no ill will, and even apologizes for attacking Cole once he's coherent enough to speak.
- The Antichrist: He's a giant, demonic looking Magma Man out to apparently destroy the world. His human form also wears a full red suit, has glowing red eyes, and uses flame powers.
- Anti-Villain: He's a Well-Intentioned Extremist. Yes, he needs to be stopped, but he doesn't even want to do what he's doing. He just feels he has to.
- Attack of the 50-Foot Whatever: In battle, he transforms into a 10 story tall lava monster.
- Badass: He is powerful enough to plow through almost all resistance, and the only things that have had any effect was a nuke and a blast core-empowered Cole, and the latter only slowed him down for a few hours at best.
- Being Evil Sucks: He admits that he cannot live with the atrocities he is forced to commit for the greater good.
- Covered with Scars: In human form. [[spoiler:Probably a symptom of having had to pull himself together on multiple occasions, including being torn apart by a Ray Sphere, having half of his head blown apart by a lightning strike, and being hit with a nuclear missile.
- Dark Messiah: He's actually attempting to save the Conduits from The Plague.
- Expy: Of Dr. Manhattan, in a way. He's a monumentally powerful being, capable of growing to great size, pursues plans that don't really match up with standard notions of ethics, and is much more human and emotional than he's willing to admit at first. Their origins are even similar, and both regrow from nothing twice throughout their stories.
- Final Boss: Of the second game. But only in the Good Ending.
- Final Boss Preview: You first fight him at the beginning of the second game. Of course, you can't beat him then, only escape from him.
- From a Single Cell: Regenerates in a few hours after being leveled by a nuclear missile. Also did this after being absorbed into the Ray Sphere in the first place.The Beast: I had to pull myself back together. Do you have any idea how hard that is?
- Greater Scope Villain: Most of inFAMOUS 2 is spent fighting Bertrand and his various creations, even though your main goal is to stop the Beast.
- Humanoid Abomination: It turns out he used to be a normal man though.
- Implacable Man: Tracks you all the way from Empire City to New Marais, despite the entire US army being thrown at him along the way.
- Knight of Cerebus: While he doesn't appear again until the end of the game, The Reveal that occurs regarding him, and the true purpose of the RFI show the game will not be ending on the same high note regardless of Cole's choices.
- Magma Man: Uses his flame powers to create a volcanic body for himself.
- Miles to Go Before I Sleep: In the Evil Ending, the Beast admits to being deeply tired of killing, and that he would have preferred to remain dead if he hadn't had a mission to complete — hence the reason he transfers his power to Cole.
- Passing the Torch: Gives Cole all his powers in order to save the rest of the world's Conduits before allowing himself to die in the evil ending.
- Person of Mass Destruction: Destroys most of the East Coast before the end of inFAMOUS 2. Looking at the map shows his path has cut a scar into North America that makes the Grand Canyon look like a paper cut.
- Red Eyes, Take Warning: Both his "armored" and "human" form have glowing red eyes.
- Superpower Lottery: He's easily one of the most powerful Conduits alive.
- Make My Monster Grow: Can change himself from a human sized form into a massive golem made of lava and fire.
- Mind over Matter: Can suspend Cole in midair and suck targets into a ball of fire using his powers.
- Nigh Invulnerable: Can take massive amounts of punishment from gun and rocket fire before showing any signs of damage. Even a nuclear missile can only temporarily destroy his body, and the only known way of killing him for good is the Ray Field Inhibitor.
- Playing with Fire: The Beast's main powers are based on manipulating flames and heat.
- Pulling Themselves Together: Can simply rebuild his volcanic body when damaged. When he does rebuild his body, a black holes forms and sucks in everything until The Beast has reincarnated. This is also how John brought himself Back from the Dead after being disintegrated by the Ray Sphere.
- Super Empowering: Can awaken, enhance, or transfer his abilities to any Conduits in his immediate vicinity. Cole uses this to gain infinite energy and the ability to fly in the evil ending of inFAMOUS 2.
- Villain Teleportation: Can appear and disappear into thin air at will.
- Walking Wasteland: He's actually a living Ray-Sphere; the wastelands he leaves behind are the results of awakening Conduits, leaving destruction similar to the original Ray-Sphere detonation.
- Well-Intentioned Extremist: He's actually creating Conduits who can survive The Plague, but has to kill the dying, "normal" humans to do so. He even admits to Cole that he wishes there was another way.
- Was Once a Man: He's John White, the person who got torn apart by a Ray Sphere in the First game. It also turned him into the Beast.
Prior to the Ray Sphere detonation, the Reapers were a very loose collection of drug dealers and petty criminals; however, after the quarantine was declared in Empire City and Sasha became their leader, the gang quickly took over much of the Neon District.
- Badass Longcoat: The Conduits among the gang wear this.
- Bad Black Barf: They occasionally vomit Sasha's black tar, which in no way impedes their ability to shoot you.
- Brainwashed and Crazy: Thanks to Sasha's influence; captured citizens initiated into the gang are forcefed her mind-control tar until they are completely under her control.
- The Faceless: Since their faces are covered in tar.
- From Nobody to Nightmare: The original members of the gang, at least, were, according to Cole, nothing but a bunch of petty crooks and drug dealers. After the blast, they pretty much control a good portion of the city.
- Gang of Hats: All of them are dressed in red hoodies. Reaper Conduits, however, dress in white longcoats — with the traditional hoods, of course.
- In the Hood: They all wear hooded sweatshirts, which obscure their faces.
- Psycho Electro: Reaper Conduits have lower-grade versions of Cole's own powers, in addition to a Flash Step.
- Sorting Algorithm of Evil: The first gang Cole runs into, and outside its Conduits, its enemies are the least powerful
- Water Source Tampering: One of the bigger plot points in the Neon District is that the Reapers are pumping Sasha's tar into the water supply.
A gang largely comprised of homeless people, the Dustmen rule the Warren district in the wake of the disaster in Empire City. As a cult of personality devoted to their mentalist leader, Alden Tate, they have begun abducting engineers and construction workers to build a monument in his honour — and searching for the Ray Sphere to boost his power to even more extraordinary levels.
- Gang of Hats: They've taken to wearing masks and coats out of garbage bags (hence their other nickname: "Trashbaggers").
- Giant Spider/Scary Scorpions: Lower-tier Dustmen Conduits build telekinetically-animated spider/scorpion-mechs the size of dogs for use in combat.
- Golem: Invoked, given that both in-game hints and characters refer to the armourclad Boss In Mooks Clothing as a "golem."
- Instant Armour/Humongous Mecha: The signature weapon of high-level Dustmen Conduits, made out of any trash or scrap metal in the area and quickly assembled around the Conduit's body.
- Kidnapped Engineers And Construction Workers: Their workforce.
- Mind over Matter: Much like Alden, the Conduits employed by the Dustmen specialize in telekinesis, using it to create monsters and suits of armour out of trash and scrap metal.
- Trash of the Titans: Under Tate's rule, a lot of the Warren has degenerated into this — even moreso than any other district in Empire City.
- You Have Outlived Your Usefulness: The professionals kidnapped to build the tower are either worked to death or executed when they've completed the job.
The First Sons
The First Sons
Not exactly a gang per se, the First Sons are actually a secret society of Conduits with a private army that's taken over Empire City's Historic District. With a history that can be traced all the way back to colonial Salem, branches all over America, and a heavy emphasis on the propagation and mastery of Conduit powers, they are also under Kessler's control, and directly responsible for the Blast.
- Ancient Conspiracy: They claim to date back to the earliest North American colonies, though White says their origin is probably apocryphal.
- Attack Drone: Used alongside their troops in battle.
- Been There, Shaped History: According to John's Dead Drops, they were partially responsible for the Salem witch trials.
- Elite Mooks: When compared to the Reapers and Dust Men. They're more accurate with their weapons, carry modern assault rifles, and have more health.
- Instant Armor/Energy Beings: Some of the First Sons Conduits can project giant energy-composed duplicates of themselves, both for attack and defence.
- Invisibility: Some of their Conduits have mastered this.
- Sliding Scale of Shiny Versus Gritty: In sharp comparison to the Reapers and the Dustmen, the First Sons wear clean uniforms and use highly-polished weaponry and tech. Result their regular Mooks are the most powerful.
- Surveillance Drone: These are actually encountered outside the Historic District, being used by Kessler to spy on other parts of the city.
Introduced in inFAMOUS 2
An NSA agent who assists Cole in preparation for stopping the Beast.
- An Ice Person: Becomes an ice conduit (but not through a pleasant procedure).
- Astonishingly Appropriate Appearance: Invoked; after getting ice powers, she changes her clothes and makeup to a cooler tone to look the part. Cole even gives this a Lampshade Hanging at how she's taking the whole "ice powers" thing a bit far.
- Bitch in Sheep's Clothing: Not at first, but when she finds out that either the Conduits or all non-Conduits are going to be killed due to the plague and what must be done to stop it, she doesn't take it well. Especially apparent in the Good Karma path, wherein she actively tries to derail Cole's efforts to stop the Beast.
- The Dragon: To Cole and the Beast in the evil ending.
- Face-Heel Turn: It turns out that she would rather join the Beast, letting millions die, than sacrifice herself. You either side with her and end up becoming the Beast yourself, or fight her in the middle of the final boss battle, following which she'll pull a last-minute Heel-Face Turn before you destroy the Beast once and for all.
- Flight: One of her secondary powers.
- Foreshadowing: Perhaps unintentional, but in the first mission of the game, she says something along the lines of "People do strange things when they're scared." The entire reason she pulls a Face-Heel Turn is because she's terrified.
- Heel Realization: In the Good Karma route. Before the end, she admits to her wrongdoing and urges Cole to do what he must to save the world, even if it costs her life. In the Evil Karma route, no such realization occurs as you've actually taken her side and become the Beast yourself.
- I Just Want to Be Normal: Choosing Nix over her in the Power Exchange decision results in a particularly venomous rant about this, partly because her conversion to a Conduit was prolonged and extremely painful. She really does not like being a freak, and simply having powers now causes her to declare that she's "not an agent anymore", which upsets her.
- Last Name Basis: Of every single character in the game, only Wolfe refers to her first name, and that's only in the Dead Drops, where he'd be more or less required to.
- Likes Older Men: Played for laughs when Cole asks her about Wolfe, and averted; it's not what he thinks:Cole: "So, he's not your significantly older boyfriend?"Kuo: "I believe the term you're looking for is 'father figure'."Cole: "Hey, it's cool. I'm not gonna judge you."
- Not So Stoic: She loses her cool if you make Cole decide to sacrifice all the Conduits. She doesn't take this lightly.
- Painful Transformation: Among other things, Bertrand activated her powers by draining her blood and replacing it with an unknown substance.
- Power Incontinence: Early on, Kuo had difficulty restraining her powers — at one point accidentally freezing Cole's cheek with a touch.
- Punny Name: Her last name is pronounced "quo", setting up jokes such as "status kuo" and the like.
- Realistic Diction Is Unrealistic: Averted. She has an awkward, clipped way of speaking.
- The Spock: To Cole's Ego and Nix's Id. As stated in the trailer and the game itself, Kuo is the voice of order among the three and provides arguments to do good deeds. Subverted in the end, when she's the one advocating the ruthless option of allying with the Beast and sacrificing all the Muggles.
A hyperactive Fire/Napalm Conduit with a grudge against Bertrand and a crush on Cole.
- Ascended Fangirl: Claims herself to be a "fan" of Cole's when they first meet.
- The Beastmaster: She manages to tame some of The Corrupted as her "babies". They're marginally under control, but not by much.
- Evil Cannot Comprehend Good: Whenever someone else suggests achieving a goal by trying to help people and get them to fight by your side willingly, Nix doesn't just scoff at it, but acts like they're crazy for even thinking of it. From what she tells us of her childhood, she probably hasn't met too many nice people in her life.
- Final Boss: If Cole chooses to join forces with the Beast.
- Fluffy Tamer: Of the Corrupted.
- Freudian Excuse: She's had a really crappy life.
- Heel-Face Turn: She's willing to sacrifice herself to save millions, because she wants revenge on the Beast.
- I Just Want To Stay Special: One of the reasons why she sides with the humans instead of the Conduits. She fears that when everybody has powers, her own powers won't be special and she will just be a nobody again.
- The McCoy: To Cole's The Kirk and Kuo's The Spock. She's generally a twisted sadist, but it's justified given her past and lifestyle. Unlike Kuo, this is only slightly averted in the end, because her only reason for opposing the Beast is revenge for her "babies".
- Nominal Hero: She's on Cole's side, but only so that she can cause mayhem for giggles and get her revenge on Bertram. Even her Heel-Face Turn at the end is fueled entirely by her Roaring Rampage of Revenge against the Beast.
- Roaring Rampage of Revenge: Against Bertram and the militia, namely for killing her family in a Ray Sphere blast, as well as a Corrupted that she later befriended.
- Token Evil Teammate: Especially if you play as Good Cole.
- Woobie, Destroyer of Worlds: She watched her mother get vaporized right in front of her eyes when Bertrand used her as fuel for the Ray Sphere, and befriended a corrupted only to have it die protecting her escape from the bayou. It's a little understandable she's a Pyro Maniac Blood Knight when it comes to the militia.
Dr. Sebastian Wolfe
Dr. Sebastian WolfeA scientist who had worked with Kessler and the First Sons. Cole seeks him in New Marais for assistance in stopping the Beast.
- Deadpan Snarker: Though straightforward most of the time, he gets notably sarcastic around Bertrand.
- Manipulative Bastard: He tells Cole that the RFI will simply strip the Beast of his powers and weaken him, when in reality it will kill the entire Conduit race.
- Omnidisciplinary Scientist: In the dead drops, he mentions wanting to study the Corrupted so he can understand their biology and possibly develop some kind of repellent, but Bertrand forces him to make a nuclear missile instead.
- Parental Substitute: Kuo describes him as being her father figure.
Rosco LarocheLeader of the rebellion movement against Bertrand's militia.
- Dirty Old Man: As well as spending quite a bit of time apparently distracted by Kuo's ass, he also mentions his fondness for cat fights when Kuo and Nix start arguing.
- Father to His Men: Despite his faults, he is loyal to his men.
- Fire-Forged Friends: He's initially skeptical of Cole, due to the latter's Conduit powers. After the two work together in fighting the Militia, he becomes a much more supportive ally.
Joseph Bertrand III
Joseph Bertrand III
The charismatic leader of The Militia and the self-appointed ruler of New Marais. He uses his army to hunt and kill Conduits, who he has labeled "deviants".
- Affably Evil: He freely gives money to different charities and plants trees. At heart he's a horrible man, but got plenty of charisma.
- Armoured Closet Gay: While not ever brought up or questioned in the game (Word of Gay or otherwise), fans like to see Bertrand's behavior and powers as an allegory meant as commentary on closeted homophobes. Most homophobic people view homosexuality as being "monstrous", "satanic", "ungodly" and "unnatural", much like how Bertrand views Conduits. He himself exhibits all of these traits literally through his powers, literally projecting this image onto others and then demonizing them, claiming this all to be the truth to the general public.
- Attack Its Weak Point: Glowing spots on his monster form, hitting anywhere else does nothing.
- Attack of the 50-Foot Whatever: A gigantic maggot in his case. Called as much by Cole.
- The Bad Guy Wins: In the Good Karma ending. Cole and the RFI kill quite a few Conduits, and if Second Son is anything to go by, Cole's actions ensured that the entire world is scared of Conduits just as Bertrand hoped, seeing him as the "Demon of Empire City".
- Though Cole killing him wasn't part of the plan.
- Bad Powers, Bad People: An utterly corrupt man whose Conduit powers turn him into a giant acidic bug monster.
- Be Careful What You Wish For: Really, really wanted to be a powerful Conduit. Wish granted.
- Blessed with Suck: His Conduit talents manifest as turning into a gigantic abomination against God and man whenever his emotional or physical state overwhelms his will, and making people into smaller versions of said abomination. By the way, all the abominations are flesh-eating and close to completely uncontrollable.
- Big Bad: Bertrand is the one leading the Militia faction and the one who created the Corrupted as well, and hired and empowered the Vermaak 88.
- Boomerang Bigot: He's a Conduit that hates other Conduits.
- Clipped Wing Angel: It's stated that his Behemoth form lacks the intelligence and higher reasoning of his human state, making it relatively easy for Cole and the Rebels to lure him into an ambush.
- Deep South: He clearly exhibits many of the stereotypes found in men from the south; hetero-normative christian crusader out to smite those who question his morality and values in the name of his Confederate fore-fathers.
- Driven by Envy: He thinks Conduits are abominations only because, upon taking the powers of a Conduit willingly, he became an Eldritch Abomination, while many other Conduits are perfectly fine.
- Evil Is Hammy: He certainly hams it up on his television broadcasts.
- Fantastic Racism: He wants to commit genocide on Conduits, considering them to be monsters. This is only because when he was granted the powers of a Conduit, wanting them, he was turned into the Behemoth.
- Flunky Boss: He summons groups of Corrupted during his boss fights.
- The Heavy: For the second game. Defeating the Beast is the ultimate goal, but while Cole and company prepare for that, they have to deal with Bertrand.
- Humanoid Abomination: Was a completely normal, although very power-hungry leader of New Marais before his grab at power from the Ray sphere. After the blast he gained the ability to mutate people into biological abominations that were subservient to him and as we know, transform when very angry into an Eldritch Abomination. When you have these as powers, odds are you're this.
- Hollywood Exorcism: One mission towards the end of the game shows that he apparently has a habit of performing his own brand of exorcisms on Conduits. However, this exorcism is just his setup for transforming them into the Corrupted.
- Hypocrite: He is literally and metaphorically the biggest monster in the series.
- I Just Want to Be Special: So much so that he massacred hundreds of people, including Nix's family, to get superpowers. It worked.
- Insane Troll Logic: Bertrand has a very well-concealed version of this; his stated reason for setting the Conduits up for genocide is that, as "creations of science," they don't fit into the divine plan. In reality, he was more than happy to be one until it turned out that the only power he'd gained was a hideous and uncontrollable transformation into a monster. So, in his reasoning, if he had become a monster by activating his powers, then all Conduits, active or otherwise, were monsters.
- It's All About Me: He joined the First Sons because he wanted powers, he outright admits that. When he didn't get the powers he wanted, he decides to make the world fear every other Conduit, while hiding that he's one himself.
- Karmic Transformation: Expected to become some kind of angelic superbeing, as he viewed himself as one of the good guys, even though while he does donate to charities and plant trees, overall he does far more evil than good. It seems he failed to realize that there's only one kind of person willing to murder hundreds, or even thousands, for the sake of personal power and the powers he receives, and the form that he takes, reflect what kind of monster he truly is.
- Killed Off for Real: Both endings.
- Lovecraftian Superpower: Both his ability to transform into an Eldritch Abomination and his ability to convert other people into the Corrupted count.
- One-Winged Angel: But not at all in the way he wanted.
- Personality Powers: The corrupt, over-the-top, self-aggrandising preacher who turns half the city into Cole's enemy has the power to transform into an Eldritch Abomination and convert other people into monsters.
- Tautological Templar: Boasts that everything he does is part of God's plan. Makes the argument that him becoming a Conduit would allow him to carry out God's work, and when things don't go his way he argues that Conduits are an abomination against God.
- Villain with Good Publicity: Despite his anti-Conduit agenda, with the onset of the Corrupted, New Marais quickly turned to Bertrand and his Militia for security and leadership. At least until Cole exposes him as a Conduit and the source of the Corrupted.
- Villainous Breakdown: During one of Wolf's dead drops, Bertrand has a full-blown temper-tantrum when he discovers the nature of his powers, complete with furious accusations, death threats, anguished pleas to God, broken glass, and a loud and angry shout of "I AM NOT HAPPY!"
Established and organised by Joseph Bertrand, the Militia has been in control of New Marais ever since the Corrupted began attacking the city. Ostensibly in place to restore and preserve order until government assistance can arrive, the Militia are extremely repressive towards the citizens — especially Conduits, who Bertrand has declared war on.
- Elite Mooks: As they don't use Conduits, the Militia employ heavily-armoured men with miniguns as elite infantry.
- Enemy Mine: It's unknown to them at the time, but the Militia helps to permanently take down their own leader, who is also the leader of the other factions, when he is in the form of the Behemoth. Furthermore, during the final confrontation with the Beast, they freely work with Cole and even cheer him on.
- Malevolent Masked Men: Most of them wear hockey masks.
- Too Dumb to Live: When Cole and Zeke are toting a stolen nuke in an attempt to kill the Beast, the Militia repeatedly intercept them and actually shoot at said nuke. Zeke even calls them out on it.
A race of monsters that emerged from the swamps following the hurricane, the Corrupted periodically attack the city in large packs. They are actually the victims of Bertrand's Conduit powers, used to fool the public into supporting him.
- All There in the Manual: They're only called the Corrupted in the in-game subtitles; everyone just calls them "monsters."
- Big Creepy-Crawlies: The least powerful members of the Corrupted are cat-sized, spike shooting cockroaches called Spikers.
- Body Horror:The transformation process into a swamp monster is not fast, pretty, or painless.
- Hive Queen: The Behemoth, AKA Bertrand.
- Made of Explodium: Some Corrupted explode in close proximity to an enemy.
- Mook Maker: Some larger monsters are very powerful versions of this.
- Painful Transformation: As Bertrand morphs one person into a Corrupted, he screams in pain as he slowly transforms, and when the transformation is complete, he collapses on the ground, breathing heavily.
- Tragic Monster: Every corrupted was once a normal person turned into a monster by Bertrand to serve his own ends.
- Transformation Sequence: Revealed to be a Painful Transformation at their creator's hands.
A world-famous unit of South African mercenaries. Hired by Bertrand, they were given ice-based superpowers — extracted from Lucy Kuo — and put in stasis for later sale to dictators around the world; unfortunately, they were accidentally released by Cole, resulting in them taking over the flooded areas of New Marais.
- An Ice Person: All of them have ice powers to a certain extent: some of them can propel themselves across great distances by creating explosions of ice under them, while more advanced members tower over the battlefield on pillars of ice and freeze their enemies solid. The most powerful of the Vermaak protect themselves with giant suits of armour composed of solid ice — which eventually leads to them actually becoming ice.
- Ax-Crazy: Their transformation into Conduits made them very violent and prone to attacking anything they see.
- Body Horror: They gradually transform from humans into monsters made of ice.
- Boss in Mook Clothing: The Crushers and the Titans.
- Defector from Decadence: One shows up in Good missions to help Cole take out other members of Vermaak. He later shows up as a Heavy, and later, a Titan... as his sanity degenerates with his increasing mutations until Cole has to kill him as a Titan.
- Elite Mooks: The heavy infantry.
- Empowered Badass Normal: They were already big-time soldiers before getting Ice powers. But as they weren't born with Conduit genes, their minds will degrade while their bodies undergo terrible mutations.
- Fragile Speedster: The baseline Vermaak troopers; out of all the low-level troops across the two games, these are arguably the fastest and most agile. However, they're still just soldiers, and they fall just as easily as the others.
- Madness Mantra: "We will be whole!" It's suggested that this refers to their search for a blast core to heal their insanity.
- Mighty Glacier: Appropriately, the iceberg-like Titans. Massively-built, capable of great offensive power and almost impervious to harm... but very, very slow.
- Psycho for Hire: Averted — Wolf's dead-drops show that the Vermaak were perfectly stable prior to gaining superpowers; it took their transformation into Forced Conduits to bring them into the state of Blast Core-obsessed violence they're seen in.
- Sanity Slippage: At least one of the mercenaries managed to retain his sanity, and tries to aid Cole in stopping his former comrades. Sadly, as he grows more powerful, he also gets progressively more deranged, until he loses all control as a Titan and has to be put down.
- Superpowered Mooks: A halfway point between the Corrupted and the Militia.
- Tragic Monster: The Vermaak's powers were forced upon them by Bertrand and they're driven by a desperate need to fix their eroding sanity by using the Blast Cores.
- Vader Breath: The heavy infantry.
- With Great Power Comes Great Insanity: As ordinary humans are not physiologically equipped to handle Conduit powers, the Vermaak have been driven almost completely insane by their transformation into Forced Conduits, with decreasing sanity as the transformations become more extreme.
Introduced in Festival of Bloodnote
The newly-resurrected leader of the New Marais vampires, Bloody Mary is the main villain of Festival of Blood and directly responsible for transforming Cole into a vampire. Taking advantage of Pyre Night to allow her coven to feed on the locals without repercussions, she's also hoping to mould Cole into her slave by the next sunrise...
- A God Am I: Proclaims humans should be grateful for the "purpose" they provide when she drains them and directly compares herself to God at one point.
- Big Bad: Of Festival of Blood.
- Burn the Witch!: After being captured by Father Ignatius during the backstory, she was burned at the stake.
- Despair Event Horizon: Arguably the worst of her villainy began around the time Marco was killed.
- From Nobody to Nightmare: Her backstory reveals that, prior to becoming a vampire, she was a gentle governess who adored children. Unfortunately, she caught smallpox from one of them and fell fatally ill. A secretly vampiric admirer named Marco turned her into a vampire on her deathbed, and they swept across Europe like a plague together.
- Embarrassing Nickname: She tells Cole that she actually hates being called "Bloody Mary."
- Even Evil Has Loved Ones: Marco, the vampire who turned her and her partner in carnage. His death provoked genuine grief in Mary — and then resulted in her ascending to new heights of villainy.
- Evil Cannot Comprehend Good: She cannot understand why Cole wants to kill her after she gave him the gift of being a Vampire and soon will be her eternal slave.
- Fully-Embraced Fiend: She believes being a vampire is absolutely awesome.
- Kick the Dog: Her teachings reveal that she's engaged in a lot of this over her long life.
- Kick the Son of a Bitch: Other teachings reveal she enjoyed this as well. She once turned a boat full of slaves into vampires and set them on the slaver shipping them; another time she accepted sacrifices of ten people a day from one man in exchange for his continued life. He eventually came up short by three, whereupon she killed his wife and two daughters to make up the difference and allowed him to live one day longer to "enjoy" his part of the bargain.
- Kill It with Fire: How she was defeated the first time. Thanks to Zeke and some white phosphorus, this is also how she dies in the ending of the game.
- Lady in Red: A long red gown with a lacy, elaborate black collar and underskirts.
- Naked on Revival: She transitions from shrivelled corpse to womanly curves upon draining Cole's blood and does not gain clothes during the change (but finds herself a gown some point after).
- Unholy Matrimony: Herself and Marco, before he was staked by Father Ignatius.
- Villain Teleportation: In a cloud of bats and red smoke, as a standard vampire power.
- Red Eyes, Take Warning: Seemingly common to all vampires (including Cole), hers are especially noticeable because she has few other monstrous characteristics.
- Roaring Rampage of Revenge: During the backstory, Mary waged one of these against Father Ignatius for killing Marco.
- We Can Rule Together: Around the time Cole becomes too powerful for her to easily stop, she begins making offers along these lines; given that Cole had to spend the previous eight hours listening to her gloat over how she was going to dress him up in a pea coat once she had control over his mind, he declines.
- Yandere: Has some shades of this towards Cole. Then again, she could be trying to mess with him.
Father IgnatiusThe priest responsible for defeating Bloody Mary during her first rampage. Though he's only seen in flashbacks, he becomes vital to defeating the vampires — the only weapon powerful enough to destroy Bloody Mary once and for all is his legendary Barbed Cross.
- The Atoner: After failing to save Mary from being transformed into a vampire on her deathbed, Ignatius dedicated himself to killing Marco and transforming Mary back into a human. Unfortunately, because he failed to do so on Mary's first night as a vampire, he ended up turning her into an even bigger menace than before, forcing Ignatius to atone for that, too.
- Badass Moustache: Even Zeke notices it.