Now I'm asking myself - who would care if I die? Who would give a rat's ass? Better or worse, your name is at the top of the list. Maybe it's the only name *on* the list...
Your deceased friend who kicks off the plot. An ex-shadowrunner whose Dead Man Switch sends you a job offer to find his killer.
The Alcoholic: And more besides. Whether booze, drugs, or chips, Sam had a habit he never kicked. Good guy, never drunk on a run, but he liked his vices.
Dead Man Switch: He has one implanted in his brain, sending a prerecorded video phone call to you in the event somebody finally killed him.
Fire-Forged Friends: With the Player Character. He had your back when the Renraku run went to hell and helped you gun down the traitor New Larry. You can also state, on more than one occasion, that Sam had your back when you needed it so you are not going to abandon him now before making sure his killer is taken care of.
Irony: Both a case of situational and dramatic. The liver transplant from his mother that saved his life made him a target of the Ripper, and during his final message to you he asks that you apologize to his sister on his behalf and ask for her forgiveness — 'forgiveness', as you already know at that point, is almost exactly the opposite of what his sister did to him.
I Owe You My Life: Well, more like he reminds you that you owe yours to him as he had your back when Renraku came gunning for you and New Larry turned on you.
Jerk with a Heart of Gold: He's a self confessed selfish alcoholic (and whatever else he could get hold of-ic) moocher who admits that whoever killed him probably had a legitimate grudge. However he always stayed clean while on a run, had your back in a firefight and the staff at the Union considered him family (although only Coyote actually liked him).
Minor Crime Reveals Major Plot: Well, homicide isn't exactly a minor crime but his death being caused by his sister, who is a major head-honcho at the Universal Brotherhood, puts you on the track to uncovering and stopping the Brotherhood's plans for Seattle, which is a great deal more important than solving the murder of the town drunk.
Schmuck Bait: An alcoholic, ex-shadowrunner capable of affording a 100,000 nuyen life insurance policy? Yeah, right. Funny thing is, he makes an irresponsible suggestion that one of his relatives may cough up some money. Unknown to him, Telestrian is his half-brother. And by complete coincidence, he's willing to pay you exactly that for that whole, "saving the world from insect spirits" thing you had to do to catch Sam's killer. Call It Karma!
Badass Long Coat: He's wearing a rather nice looking trench coat when you meet him.
Cool Shades: Seriously, look at his character portrait.
Deadpan Snarker: He makes a lot of sarcastic comments. For example, ask him for a shotgun and he remarks, "Ah, you like the subtle approach."
Guest Star Party Member: He's the first party member you get, not counting the two in the flashback, after talking to Dresden. He gives you a starting weapon and equipment, you help him kick the crap out of some gang-bangers and than he leaves you when you approach the first murder scene because he has a corporate bounty on his head that Lone Star troops will try to collect on, giving you some cash for your trouble before heading out. The next time he shows up is at Sam's funeral and the real nasty plot kicks off.
Overrated And Underleveled: By the end of the SNES game, he was a decker-shaman who fought a Great Dragon by himself and won. Here? You meet him ten minutes or so from the character creation screen, he's only slightly stronger than your starting character and a pure mage; though he does still have his data-jack and a shaman tattoo. When he shows up for the second time about half-way through the campaign he is still only a little bit stronger than your character.
Red-Headed Hero: Of his own game. The first thing noticed about him in this game is his bright orange ginger hair.
Running Gag: Sleeping in morgue body coolers. Cheaper than a coffin motel. His Steam Trading Card even Lampshades it.
Waking Up at the Morgue: He was quite enjoying a good night's sleep too when Dresden pointed you towards his cooler cell. Hey, according to him it's cheaper than a coffin motel and the service is just as good. Of course, he has a history of doing this.
Native American shaman and sister of one of the Ripper's victims. She hires you for a run involving conjuring witnesses to her brother's murder, which proves crucial in figuring out the case, and can help you take down the Ripper.
Facial Markings: Has a white stripe across the front of her face, either as part of her Native American Heritage or signifying the fact that she is a shaman.
Guest Star Party Member: She's only available for a few missions. After you take down the Ripper she takes it on herself to help put the spirits trapped in the mental hospital at rest.
It's Personal: She gets involved with helping you run down the Ripper because her brother was murdered.
Magical Native American: She's a shaman, making her a literal (and justified, since Native Americans tend to be shamans in the Shadowrun universe) example.
Necromancer: You help her conjure the dead spirits of an airplane crash so they can provide clues to her brother's murder. Note that was Plan B when her attempts to conjure her brother failed. Than there is her work in the mental hospital.
Another Guest Star Party Member with a background in the Shadowrun setting, specifically a set of novels set before the events of the game (the Find Your Own Truth trilogy), as well as being in the very first Shadowrun fiction (the short story at the start of the first edition of the RPG). Dodger is an elven decker famous on the Seattle scene you can hire for a run late in the game, recommended by the Seamstress' Union.
Bizarre Baby Boom: Was one of the "spike babies", rare meta-human infants born shortly before the dawn of the Sixth World with the return of magic in 2012, after which meta-human births became more common.
Older than They Look: While his age is never specified, some of the other fiction he appears in says that he is old enough to remember watching the broadcast of the Empire State building falling in 2005, nearly fifty years before Shadowrun Returns takes place.
Overrated And Underleveled: Is said to be one of Seattle's finest and most famous deckers, but he's no better than any other NPC decker and a main character focused on it will leave him in the dust.
The Quiet One: Unlike all the other famous background characters, Dodger has no lines whatsoever.
The proprietor of the Seamstress Union in Redmond.
Big Good: For the local neighborhood at least. For example, get the buyer list for the Ripper's bunraku slaves and she will send runners to intercept and free those people. She is also very protective and supportive of her employees, friends, and regular patrons.
Black Market: Her bar is frequented by fixers, weapon salespeople and talismongers. She has a permanent black market set up in her basement for select customers.
Gratuitous Japanese: Peppers her language with Japanese expressions and idioms frequently. This is not uncommon in the setting, but she does it more than most. Being half Japanese herself probably has a lot to do with it.
Mama Bear: She considers her employees, friends, and regular patrons family, and is fiercely protective of them.
Miss Kitty: A cyberpunk version, of the 'booze and strippers' kind. And illegal safehouses for shadowrunners.
Consummate Liar: She is VERY good at that, if she was a runner, chances are she would have a rating 6 Con rating with specialization into lying.
Everyone calls her Cherry Bomb: She teases Andy White, a Johnson representing Telestrian interests that her real name was Caroline. Obviously a lie though.
Ms. Fanservice: Cherry Bomb is this for the patrons of the Seamstress Union. Fully justified though, her description mentions that she clearly tailors her appearance to maximize her number of bartending tips. She is putting the extra money toward medical school. Although...
Soiled Dove: She states that before she became a bartender, she used to be at the back working with Johns. She has stopped offering her services to average Johns but still sleeps with Johnsons for their loose lips in bed. Sometimes she doesn't even need to do that as she easily swindles information out of a Johnson who had hired some runners who he had planned to sell out knowing their incidence with a notorious gang.
Unresolved Sexual Tension: Too bad your character can't ask for an optional sexual encounter in case you had been spoiled by Bioware. She states she's "off the menu for the night" when you meet her and given her ability to lie, even a high charisma elf will have trouble bedding her.
Part-time bartender and full-time Shadowrunner. She works at the Seamstresses Union to supplement her income. Has a boyfriend named Paco.
Action Girl: Can wield a shotgun with the best of street samurai and her discounted price means there's pretty much no reason not to take her if you need muscle.
Amateur Sleuth: No formal police training or experience, still plays detective investigating the BTL trade in her spare time. She's hunting for family.
Artificial Limbs: She's fitted with a cybernetic left arm after her flesh and blood one is torn up during her rescue mission.
It's Personal: She grew up in Stevie J's slum and hates him for what he does to the people there. Hence why she accepted a job to steal the gemstones from him. If her cousin is killed she will start her own private war, well more like escalate it, against the entire BTL crime sub-set.
I Owe You My Life: The reason she helps you get in touch with Sam's sister and offers her services as a street samurai at a discounted price is because you saved her from being tortured to death by Stevie J.
Non-Indicative Name: Coyote's name has nothing to do with being a shaman (she's not) or a native American (she's a black woman from Chicago). If you inquire you learn she once shot a coyote in the belief it was a shape-shifted street shaman who had cheated her and the nickname stuck.
What Does She See in Him?: What the rest of the staff in the Seamstress Union think about her relationship with Paco. Of course, you find out that Paco is a rather nice guy when he isn't around other members of his gang and trying to act tough to impress them. Coyote sees this side of him all the time, the rest of the staff doesn't.
Work Off the Debt: Variant, Mrs. Kubota pays for her cyber-arm replacement because Coyote is rather broke and Coyote is in-debted to her for this.
A retired decker who infiltrated many facilities disguised as a janitor. Nowadays he spends most of his time at the Seamstress Union.
Mysterious Past: It's implied he owes his life to Mrs. Kubota over something but he never says exactly what. The closest thing he reveals is that he was at such a low point, he considered joining the Universal Brotherhood just so he could be treated normally.
Our Trolls Are All Different: He looks quite human, barring the eight feet of height and the ram horns. This is possibly because he is based on a real person - see above.
Sharp-Dressed Man: His description notes him as possibly the nicest dressed troll you've ever seen. Always wears a suit at the job, which is quite impressive for a bouncer in a Barrens joint. He also apparently has manicured nails.
Was Once a Man: He mentions early on that he used to be human, and Awakened at some point during his life.
This Ripper case is my ticket to a Lieutenant's badge.
An ork Lone Star detective responsible for the Ripper case. He's a jerk.
Beauty Equals Goodness: Or, in this case, looks like a big stupid jerk and is one as well. The game itself lampshades it.
Clueless Detective: He's incompetent, that's for sure. To give one example, you find out shortly after first meeting him that he was in charge of the investigation into the death of Sam's mother. Dresden notes that she shot herself with her non-dominate hand and other inconsistencies that makes him think it might not have been suicide. McKlusky will hear none of it.
Dirty Cop: In his defense, so are 90% of all other cops in the Shadowrun universe.
Jerkass: Dresden describes him as a man who would accuse his own mother for a 10 nuyen raise.
Jerkass Has a Point: Well, you are not a licensed detective and this is an official murder investigation so he technically does have a point about you poking around in the crime scenes. He is still an incompetent asshole though.
Laser-Guided Karma: After spending the entire campaign antagonizing you, you can cause Telestrian to have him fired in the epilogue for a reward. Or, you know, you can just punch him in the face.
Obstructive Bureaucrat: To be fair, your character is a civilian and has no place in murder scenes. He is quite a jerk about it though.
Rabid Cop: He really doesn't like you and lets you know it.
A human officer working under McKlusky on the Ripper case. Wants to find the ripper first to get a detective's badge.
Dirty Cop: You can bribe him to gain easier access to the third murder scene and give you access to some data from it.
Friend on the Force: Unlike McKlusky he isn't antagonistic towards you and if you pay him he will be more than happy to supply you with leads, give you access to the crime scenes, etc...
Jerk with a Heart of Gold: Comparatively when compared to McKlusky. He takes bribes, tries to sabotage McKlusky, and doesn't hide how solving the Ripper case will get him promoted. On the other hand he is much more cheerful and polite towards you and Shannon Half-Sky, allowing her to stay at a crime scene to pray for her brother.
Right Hand Versus Left Hand: He's openly sabotaging McKlusky in the hopes he'll get the Ripper first. Dresden reveals Aguirre tried bribing him into withholding information, and he lets you remove evidence from a murder scene.
The Rival: To McKlusky, one of the reasons he is helping you is because he knows it will sabotage McKlusky's investigation.
A low level member of the Cutters, doesn't fit in due to his Jerk with a Heart of Gold emphasis on Gold. Boyfriend to Coyote.
Batter Up: He is carrying a baseball bat the first time you meet him.
Fantastic Racism: Spouts ethnic slurs at non-human characters when you first meet him. It's more due to being extremely stressed out at the moment than genuine racism though.
Fire-Forged Friends: Helping rescue his girlfriend from a slum-lord's fortress tends to make him like you.
Guest Star Party Member: Joins the Player Character to help rescue Coyote. After that, he helps out on a few missions of personal importance to her, but is otherwise unavailable in the rest of the game. He says his gang leader does not like the members moonlighting.
Jerk with a Heart of Gold: Though the "jerk" part is mostly an air he effects when representing the Cutters on the street. He proves surprisingly loyal, compassionate, and sweet when not around the rest of his gang. Coyote sees this side of him all the time, but not everyone else does.
Nice Guy: Surprisingly for a gang member. He's essentially just a young man trying to juggle his friends and girlfriend (he's even rather apologetic to a merchant who had been shaken-down by his gang).
Snuff Film: Had his men kidnap the son of one of his tenets and torture him to death to create a nasty BTL.
Take That: Stevie being a villain is a bit of a friendly take that, his company being a rival to FASA back in the 80s and 90s.
This Cannot Be!: Gives a minor one after you kill him. He sputters out a denial then dies.
The Emerald City Ripper, Dr. Henry Hollings Holmes a.k.a. Silas Forsberg
Click here for an spoilerific image
Someone once told me that I was a broken thing. But he also said I could remake myself. He wanted to break me down, so I could put myself back together again. And I did, but only after I broke him.
A serial killer that stalks Seattle's Barrens, killing people by stunning them and extracting an organ as a souvenir while they're still alive before letting them bleed out. Sam was his second victim.
Alliterative Name: Henry Hollings Holmes. Subverted in that his real name is Silas Forsberg.
Beauty Equals Goodness: He's directly ugly and described as such by the game itself. Especially noticeable given he's an elf.
Bizarre Baby Boom: Was one of the first meta-human children and ended up being more of a test subject for various pediatricians than a real patient or having a normal childhood period. Part of the reason he is so messed up.
Deadly Doctor: Ostensibly a psychiatrist, he is actually a medical assistant. This gave him the knowledge to cut out organs and stitch them back together, and his murders are methods of getting certain specific "raw materials" for a special project...
Dead Person Impersonation: A former patient who had Doctor Holmes killed by sedative overdose, messed up the face enough to be unrecognizable, had a street doc swap out his teeth with duplicates of his own to mess up dental profiling, then surgically altered himself to look like Holmes and adopted his identity.
Disc One Final Boss: You really think that the plot would be that simple Omae? Not in the shadows
The Dragon: He is always accompanied by a gigantic troll with a cybernetic arm, who serves as this to him.
Faking the Dead: Silas Forsberg killed his psychiatrist, Dr. Henry Holmes, used Holmes body to fake his own death and assumed his identity.
Freudian Excuse: As one of the first generation of changelings, he was subjected to extensive experimental medical procedures, notably increasing dosages of sedatives which pre-Awakening doctors considered necessary to treat his "aberrant physiology". Decades later, another elven doctor was able to get his hands on him and treat him as a person instead of a test subject, but the damage was done. He spent several months learning to mimic the new doctor's habits and personality, then killed him and assumed his identity.
Lack of Empathy: As if it wasn't obvious. The 'treatment' cassettes in his lair reveals just what a stunning disregard he has for his inmates.
Mad Scientist: He acts like one, but he hasn't really got much in the way of scientific goals nor does he have any sort of degree — he's a delusional psych patient with a rep for plastic surgery without a license.
Obviously Evil: You'll pretty much know he's a villain the moment he shows up.
Organ Theft: He takes an organ from each of his victims. For instance, he took Sam's liver as a trophy. Turns out he was hired to retrieve those organs and they are not serial killer trophies but merely a means to a paycheck.
Psycho for Hire: Averted. The cruelty of his killing method and the treatment of the inmates under his 'care' are means, not an end. He's really only interested in making money.
Serial Killer: He removes a single organ from each of his victims, while they're alive but drugged up/stunned. He turns out to be motivated by profit, and hardly limits his domain to murder. When you get into his lair you discover he has several other, equally disgusting, for-profit schemes going on with the inmates.
Villainous Breakdown: Once you weaken his Dragon enough, he'll finally lose his cool and come charging out into the open with unbridled frustration.
Walking Spoiler: Considering investigating the case is a substantial part of the plot.
Hey, I figure if I help you out, there's a better chance to get his scumbag off the streets a little sooner. McKlusky wants the Ripper in a cell, sure, but he couldn't care less if it takes another dozen murders.
Branch manager of the Redmond "Organ Grinders" franchise, a combined transplant and morgue business. A cheerful dwarf chopshop mortician who lets Jake crash in his clinic.
The Coroner: His chop shop is noted as being the nearest thing the area has to an actual morgue. He's quite happy to give you information about the Ripper's victims (even contacting you when another victim's turned up so you can get there before the Corrupt Cop does).
Creepy Mortician: Of the 'way off sense of humour' type. Otherwise, though, he is one of the friendlier characters in the game.
The twin sister of Sam Watts, but she saw nothing good whatsoever in him.
All There in the Manual: One of the stories that came with the anthology for backers is from her point of view. It spoils her true nature, amongst other things.
Bitch in Sheep's Clothing: When you meet her, she seems indifferent at best about Sam's death but hints she might be hiding her true feelings. She was the one who ordered him (and several others) killed so she could get back her dead mother's organs (this can be subverted if you choose the right options when you've got her cornered and she feels remorse for what she did). And of course, she's an insect shaman trying to summon the local Hive Queen spirit to kick off a Body Snatcher invasion.
Big Bad: The one behind the events of the plot (killing Sam, the Ripper murders, etc). And like most high-ranking members of the Universal Brotherhood, she's an insect shaman, a person who has turned to spirits of Big Creepy-Crawlies for power and order at all costs (despite the fact that the insect spirits don't actually care that much, since they only care about eating and reproducing, meaning she's really nothing but the puppet of the Insect Totem/Queen).
Evil Twin: Yeah, Sam may have been a drunk and a criminal mercenary to boot but his sins pale in comparison to hers.
Freudian Excuse: She claims that she had to put her mother's corpse back together to put her to rest, hence arranging the killing of those whom her mother's organs ended up in. However, her position as Grandmother of the Universal Brotherhood should have put her beyond any such petty family connections. The player can point this out near the end of the game, and keep pressing her on the issue, revealing that her hatred of Sam's "appetites" was projection of the hunger she was feeling as an insect shaman, and by this point she is so far gone to the insect spirit's influence that she no longer has any control over herself even as she realizes what horror she has unleashed.
Karmic Death: Potentially. You can shoot her yourself, take her in for questioning, or leave her to the tender mercies of her benefactors, who are currently pissed off that she botched summoning their Hive Queen.
Tragic Villain: Her alienation from her brother and the rest of her family lead to possession by insect spirits and indoctrination into a cult. While she's partially responsible for many of her actions on the surface, the hive queen is heavily influencing her mind and what got her into this mess in the first place wasn't her fault — she was simply unaware of the danger and too weak-willed to resist it.
Walking Spoiler: Note how much of the entry for this character is spoiler-tagged.
An elven decker who was captured by the Universal Brotherhood, who you come across and rescue halfway through the game.
Big Screwed-Up Family: Daddy is a Corrupt Corporate Executive who crippled her boyfriend, her two aunts run the local branch of the Universal Brotherhood, one aunt hired a Dr. Holmes to kill six people to steal their organs to put her dead mother back together, Uncle Sam was a drunk (not that she knew he existed) and former criminal mercenary.
Broken Pedestal: The reason she was able to be manipulated by her two aunts, Lynn and Jessica, is because she trusted her father and when she found out his actions caused Harkeem to end up a cripple and he lied about it, well it made her more susceptible to what they had to say.
Distressed Damsel: She was kidnapped to be the host of the queen insect spirit. She's having none of it.
A mysterious technomancernote Not actually a technomancer in the sense of someone able to access the Matrix with their mind, as those won't be around for another 20 years, he's just a normal decker who uses the term to sound impressive. who is so new to the scene that few know anything about him. What is known is that he is powerful and he means business.
Genius Cripple: In the real world he is confined to a wheel-chair, which is why when you ask him to meet you at a physical location he balks. Of course, the genius part is up for debate as Johnny Clean points out, he is a new face with some skill but his lack of experience soon shows during the Telestrian run.
Playful Hacker: While technically a cyber-criminal, his flamboyant attitude and the fact that his motives are mostly benign put him more in this camp.
Small Name, Big Ego: He is actually a cripple named Harkeem who projects the magnificent and grandiose Baron Samedi persona into the Matrix. And he's not as experienced a decker as his grandiose introduction implies, as made evident in the run on Telestrian.
Player Character: This ain't a game. Harlequin: Oh, but it is. On more than one level.
Magic Knight: A Mystic Physical Adept who specializes in swords, chi abilites and spell casting.
Overrated And Underleveled: This is a being who should be a match for an entire team of prime runners, during a point in time where he didn't even have stats to avoid the Lord British Postulate, yet he's an okayish but rather underwhelming Mystic Adept. He can hold his own in a fight but a properly leveled and outfitted mage or street samurai will out-damage him in a fight. It certainly doesn't help that he's also the only character in the game that the AI will prioritize over the player character.
Warrior Poet: You can dare him to write a poem about the events of the endgame. He responds it wouldn't be the first time.
Wolverine Publicity: Is a rather major Shadowrun character. And that's as much as we're willing to say about that.
James Telestrian III
Head of the A-rated megacorp Telestrian Industries and brother of Universal Brotherhood spokeswoman Lynne.
All There in the Manual: Appears as a minor character in a couple of Shadowrun sourcebooks, as a member of Tir Tairngire's Council of Princes. He also becomes a beneficiary of Dunkelzahn's will (though that won't happen til a few years after the game's events).
Arbitrarily Large Bank Account: If you ask him for payment in the epilogue, he asks his butler to just give you enough money so you'll have no way to complain or try to bargain about it. You end up with about five times the cash you will have seen up to this point through the entire campaign, combined.
Bizarre Baby Boom: Was one of the "spike babies", rare meta-human infants born shortly before the dawn of the Sixth World with the return of magic in 2012, after which meta-human births became more common.
Knight Templar Parent: His actions led to the crippling of his daughter's boyfriend, which he compounded by lying to her and claiming he was dead. He also considers the knowledge that you rescued his daughter sufficient to make up for storming his corporate offices, killing dozens of his personnel, hacking highly sensitive corporate information, and costing him his head of security.
Papa Wolf: Seriously, don't get between him and his daughter if you want to live.
Pragmatic Hero/Pragmatic Villainy: Depending in how you view him. However he is pragmatic enough to realize that The no name Shadowrunner that managed to infiltrate the Universal Brotherhood, survive the Insect Spirits there, rescue his daughter as an after thought, then broke into his Office Building, slaughter dozens of his guards, infiltrate his staff, break into a highly secure vault, and then slip out only to be caught by the police barricade outside is someone that he really should have on his payroll.
Your old friend and former running partner. She leads a runner crew in Berlin.
Fangirl: Of Dunkelzahn's Wyrm Talk. In fact, she wants to wrap up the run as quick as possible in order to get back in time to watch that night's episode. The other members of the crew pester her about, saying you can't trust anything a dragon says. She keeps responding that "it's educational".
Messianic Archetype: Talking to people around town will very quickly reveal just how well-liked and important she is to the community. Many of the side missions involve trying to keep the place from falling apart now that she's gone.
Multicolored Hair: Her hair is platinum blonde with a large stripe dyed purple running through it.
Too Spicy for Yog Sothoth: APEX killed many hackers before her, all of which were purged without thought. Monika, however, fundamentally changed the nature of APEX, leaving it with a desire to continue Monika's work. APEX is just a lot better equipped to do it.
A middle-aged human shaman. Works support with his summons.
Bald of Awesome: His skills lean much closer to support, but he is still a valuable addition to your team and holds his own well enough.
Blood Knight: His Dragonslayer Totem compels him to be one, always looking for bigger and badder foes.
Boisterous Bruiser: According to Dietrich, the Dragonslayer totem encourages him to be this. Shadowrun Returns doesn't have voiced dialogue, so it's hard to tell.
Dietrich:...I could always feel [the Dragonslayer] in my heart, goadin' me to laugh louder, hit harder and get rowdier than the rest.
Bully Hunter: Gang leaders, Humanis, dragons... part of the Dragonslayer gig.
During the Night Of Rage, an event in Shadowrun where there were worldwide anti ork and troll riots that cleft tens of thousands dead, he wound up leading all the punks and anarchists in Berlin to beat the shit out of any bigots.
Cats In The Cradle: Alexander, his nephew calls him out on this when Dietrich wanted to stop Alex from making the same mistake as his brother who shipped him off to a Humanis training camp to get rid of a financial burden without any regard for his son's welfare.
Cool Old Guy: He used to be the frontman for a punk rock band, now he is your friendly neighborhood shaman and Team Dad.
The Atoner: Glory is racked with guilt over her past, and may be encouraged to try to atone for it. The reason for her guilt has to do with how she fell into the service of the Horned Man — the Devil — and wound up killing her mother.
Broken Bird: She had an abusive father who kicked her out of her home when she was a teenager. She then wound up as a mage enforcer for a satanic cult and she killed her own mother accidentally. These experiences caused her to get cybered-up and has left her emotionally detached. You can help her get over her past eventually.
Break Out the Museum Piece: Her cyberware is all used first-gen stuff, which is considered so antiquated it should be in a museum.
Cult: Glory ended up in a cult worshipping the Horned Man. When she accidentally killed her mother, it shocked her out of it.
Combat Medic: Described as such in game. She reminds Monika of all the times she patched her up when she starts getting cocky. She tends to have a lot of medpacks on her at any given time.
Defrosting Ice Queen: But the PC has to work for that. It's actually the difference between them and Monica who just gave up and ended up hoping she would open up to her when the PC, as Glory put it, didn't let her push them away.
Fragile Speedster: Not particularly powerful or tough, though moreso than Dietrich. She makes up for that with an ability that adds 1 AP for several rounds, which makes a world of difference.
Irony: When her father threw her out of the house for being an Awakened, he called her the Devil's whore. He was proven right. By the time Glory decided to return to Stuttgart to pay a visit to her father, she was a bloodthirsty bisexual mage enforcer of a cult.
My God, What Have I Done?: In Glory's backstory, Glory suddenly realised how low she had sunk when she killed her mother instead of her abusive father by accident.
The team sniper and an ex-member of the KSK Kommando Spezialkräfte.
The Big Guy: Definitely the muscle of your group, packing a powerful sniper rifle along with two backup weapons.
By-the-Book Cop: Well, by the book soldier. Eiger wants a clear chain of command, maps, time-tables, runs planned well in advance with no detail overlooked and tends to get on the nerves of other team members who like things a little bit more flexible.
Cold Sniper: Acts this way towards everyone, but especially towards the player. Some of it is her military mindset, the rest is her grieving from Monika's death. She gets better about it, though.
Embarrassing Nickname: Eiger was almost this to her. In boot camp, one of the other recruits called her this in reference to the mountain, i.e. "beautiful yet hard to 'climb'." She beat the shit out of the recruit. Her stated reason for doing so was to keep the nickname from having sexual connotations. Instead, it became a reminder that to everyone else that she'd feed them their own teeth if they repeated the mistake.
Flat "What.": Her response when Monica makes you second-in-command during the first run.
Good-Looking Privates: For a troll, and a professional soldier at that, she isn't that bad looking. This fact is lampshaded in game with the "beautiful yet hard to climb" comment.
Hot-Blooded: She's actually fairly able to keep her temper in check but she has a deep distrust of the PC at first and she's not afraid to show that. Of course, the PC can rile her up.
Made of Iron: In-Story. After a mission went bad she had to drag herself one handed over the border back into Germany as he other hand was keeping everything inside her.
Man Bites Man: A troll's tusks aren't all for show as one of the assassins discovered when trying to attack Eiger when she was reloading. She ripped out his throat.
Not So Stoic: First when Monica dies. Happened earlier in her backstory. She personally killed the the rookie that got the rest of her squad killed.
Military Maverick: Inverted. Eiger is an extremely by-the-book career soldier, which clashes with the rest of the team.
Plausible Deniability: Why she had to become a Shadowrunner. A mission went horribly bad, and the Government had to disavow any knowledge of her existance.
The group's fixer. He fronts their hideout with his Imports shop.
Cool Old Guy: Not to the same degree as Dietrich but he's still a pretty nice guy and since he was a child during Feuerschwinge's rampage, which takes place forty-two years before the events of the game, means he has to be close to fifty at least.
The Handler: A much nicer, friendlier example than usual, but he is the one who sets up nearly all your contracts.
Shaggy Dog Story: His personal subplot is about a former girlfriend who stole some data from his deck and disappeared. With some encouragement, you can get him to track her down. Turns out she's in protective custody to cover his mistakes, and he just forced her to go even further into hiding.
Token Evil Teammate: Not evil, per se, but easily has the fewest personal scruples of the team.
Optional Party Member: He exists for the sole purpose of making sure you have an on-staff decker. Should you already be one, you can decide not to take him on.
People of the Kreuzbasar
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Owner of the Kreuzbasar's one and only genuine Turkish coffee house and purveyer of reluctant information.
Flowery Insults: His cursing is flowery and stereotypically middle-eastern, of the "motherless son of a goat" kind.
The Spymaster: He is responsible for the Kreuzbasar's WI-FI network, and runs a healthy wire-tapping business on the side.
Vitriolic Best Buds: With a boisterous patron he seems to genuinely dislike until said patron dies protecting him.
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A BTL addict.
Going Cold Turkey: Averted. She only gets off the BT Ls if you slowing coach her through it, until she can accept reality again.
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A patron of Altug's cafe, an agent of the Lodge, an organization in Berlin that is bent on maintaining Berlin's independence through any means necessary
Ends Justify The Means: He is focused on greater picture of the Flux state, if it means letting the figureheads of certain racists live so the other factions so they band together to hunt him down.
Good Angel, Bad Angel: The bad angel kind, his requests are on the morally questionable side compared to your fellow runners.
Other Dragonfall Characters
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A Great Dragon who Awakened in 2012 and promptly went on a rampage through central Europe, causing thousands of casualties. She was killed by the Luftwaffe after several days worth of constant attacks, using an experimental weapon developed by Dr. Adrian Vauclair, and her corpse fell into the SOX no-man's land between Germany and France. This event was named Dragonfall. To date, Feuerschwinge was the only Great Dragon confirmed killed by the actions of metahumanity alone.Feuerschwinge's name being dropped in the prologue leads the crew onto a conspiracy involving the fate of the Great Dragon and her possible return, and her shadow hangs across the entire campaign.
Big Bad: Subverted. You'd think she was preparing for her return and 'disappeared' Dr. Vauclair for revenge. It's the other way around.
Broken Bird: She is quite broken by what's happened to her.
But Now I Must Go: If you free her in the endgame, she returns to her lair and falls back to sleep. Brackhaus implies she may awaken again at the end of the Sixth World to see its reckoning.
The Dreaded: To an entire generation of Europeans, who remember her rampage only too well.
My Species Doth Protest Too Much: Most Great Dragons are manipulators, planners and jostle with each other and other power blocks in an endless political game. Feuerschwinge woke up and went on a mindless rampage. Even Sirrurg the Destroyer looks calm and measured by comparison to her.
Red Herring: The way her name is brought into the plot makes you think she is the Big Bad, Audran and his troops are cultists following her orders and she killed Dr. Vauclair. Actually, Dr. Vauclair has imprisoned her and is using her as a pawn in his plans and Audran is Vauclair's lieutenant. The plot's still about her resurfacing, just that she is more of a victim than a villain.
Walking Spoiler: When the plot centres around the machinations of a Great Dragon, even a presumed deceased one, you know this trope will come into effect.
Woobie, Destroyer of Worlds: She is supposed to be a guide to Earth and Metahumanity rather than a ruler or a mindless monster; actually that makes her one of the better dragons. It's just after being awoken she took a good look at how the Industrial Revolution had changed the planet, got mad and lashed out. Than Dr. Vauclair came along. It's not hard to feel somewhat sorry for her.
An old ork with a big honkin' minigun. The leader of the Big Bad's mercenary forces.
Time-Limit Boss: His boss battle is limited to ten turns before Feuerschwinge is released to destroy Berlin, and he doesn't appear until after two previous waves of enemies are dead. Thankfully, there are several way to stall the countdown to give yourself more time.
Villain Forgot to Level Grind: Averted. He's tough but not too deadly the first time you fight him, and tends to miss a lot. The second time... let's just say you'll notice the difference.
Villainous Friendship: According to him, he doesn't care about the victims of their plan because Dr. Vauclaire is the only family he has.
Walking Spoiler: Many tropes about his relationship with the Big Bad fall under this. Mostly because it would reveal that it's not Feuerschwinge.
Well-Intentioned Extremist: Audran shares the Big Bad's goal of a dragon-free world. Unlike him, however, he doesn't seem to feel sorry for all the people that died and will die to make it happen.
The Johnson behind your first run, who hired you directly through Monika rather than go through your fixer like usual. Active participant in Berlin's political scene. After Monica is killed on what's supposed to be a milk run, you hunt him down only to find him killed by the same thing that killed Monica. His real name is Hermie Vauclair.
Conspiracy Theorist: More or less sets the main story in motion by giving you his data on the Feuerschwinge event.
Cruel and Unusual Death: APEX fried his brain to the degree that he snapped his own spine during the ensuing convulsions.
Death by Irony: Winters is looking for his brother, Adrian Vauclair, to fight Feuerschwinge and prevent her return. His brother is actually the Big Bad, Feuerschwinge is his brother's prisoner and test subject for an anti-dragon bio-weapon and Winters is killed by an AI protecting his brother's interests and secrecy.
He Knows Too Much: He thinks that the information he is pursuing has a good chance of getting him and a bunch of other people killed. He's right.
Laser-Guided Karma: Sent Monika on her final run knowing it would likely get her killed, then got killed by the very same thing that killed her.
Mr. Exposition: Via his video diaries since he is already dead by the time you run him down.
Post Humous Character: Technically he was alive during the campaign's start, during your first run, but he dies shortly before you can meet him in person.
Sanity Slippage: Became increasingly unhinged as he delved deeper and deeper into the mystery behind Feuerschwinge. By the events of the game, he's a paranoid wreck.
Dr. Adrian Vauclair
The genius CEO who developed the weapon used in Dragonfall. Some time later, he withdrew from public life entirely. Some say he disappeared into the SOX, trying to find Feuerschwinge's dead body and confirm her demise. By the 2050s, no-one has seen him in decades. Finding him becomes your main priority, as the one who could help you defeat Feuerschwinge.
Big Bad: It's his private base you stumble on during the start of the campaign, his mercs you fight and he has plans to wipe Berlin, your home, off the map.
Evil Old Folks: He had to be in his late-twenties, early thirties when he ended Feuerschwinge's rampage. That would put him in his late sixties, early seventies by the time of the Dragonfall campaign.
He Who Fights Monsters: Was once a hero, a modern day Siegfried according to some. But now...well, you can point out to him that by planning to carry out genocide of an intelligent race, dragons, along with attempting to raze Berlin to the ground, and kill a few hundred thousand people in the process, that he is no better than the dragons he despises. He ignores you.
Fallen Hero: Stopped a rouge dragon's rampage in his youth and saved several German towns and cities from destruction. Now he has plans to raze Berlin, killing tens of thousands of people in the process, and commit an act of genocide against an intelligent race, the dragons.
Mad Scientist: He wasn't to begin with but following Feuerschwinge's rampage he suffered from a nasty case of Post-Traumatic Stress Disorder, develops an intense personal hatred with dragons and slowly becomes obsessed with destroying them. All this doesn't do wonders for his sanity.
Necessarily Evil: He genuinely believes dragons will eventually doom humanity is nothing is done about it. The knowledge that he inadvertently caused his brother's death through his actions only adds to his guilt.
Not So Different: You can point out that by assembling an army of mercenaries, establishing a massive underground base, running large-scale secret research projects, conspiring to wipe out an intelligent species (dragons) and desiring to reshape the world in his image that he is acting exactly like the dragons he despises. He counters that his plans are different because as a human he isn't as long lived as dragons and there is a shorter-time frame to how long he can scheme and manipulate things and influence world events and therefore he is nothing like, say, Lofwyr. Yeah, like that is a big difference.
There Are No Good Executives: Was a pretty big aversion, being motivated to end Feuerschwinge's rampage as soon as possible. At his current stage he's neither an executive nor particularly 'good'.
Walking Spoiler: Let's just say he's more involved in the plot than it initially seems.
Your Days Are Numbered: He turns out to have terminal cancer from his time in the SOX. His imminent demise forms part of his motivation.
An experimental prototype designed by AG Chemie Europa you encounter during a break-in run to extract it. It turns out to be a latest-generation Cyberzombie made out of a troll and briefly joins your team on the way out.
An Axe to Grind: Carries a large axe which can kill most enemies in two hits. On a critical, it kills instantly for all but the toughest targets.
And I Must Scream: Normally, being a cyberzombie is just a particularly nasty case of Blessed with Suck. It requires regular doses of extremely expensive drugs to keep you "alive", and essentially turns you into a Empty Shell; Last but not least, the side-effects of cyberzombiehood collectively ensure that you only have a few years to live at most after you become one. AG Chemie has made this even worse by making the MKVI into a permanent person puppet. Reading its aura or having Glory examine it confirms the host personality is still alive inside and aware of what's happened to it but has lost all connection to its body.
Beyond the Impossible: It has -3 essence. Glory confirms it shouldn't be alive. It's only through a twisted amalgam of chemicals and cyberware that it's barely clinging to life.
Cybernetics Eat Your Soul: Or, to be more precise, cybernetics should have already eaten its soul. It's little more than a complex drone when you find it.
Heel-Face Revolving Door: Can potentially be an issue. While you recruit it once you find it, Knight Errant can override your control and make it work for them, which will go very badly for your team. Fortunately, killing the decker trying to do this stops the override, putting it back under your control.
I Cannot Self-Terminate: If you read its aura your character will basically hear "KILL ME" coming from what little remains of its mind. If you give it back control it instantly crushes its own head.
One-Man Army: Maxed strength, maxed body, 150 HP, a powerful axe, and a minigun. MKVI could destroy the Final Boss single-handedly.
Purposefully Overpowered: The reason it has such a massive arsenal is because you're pitted against a disproportionately large group of Knight Errant Security, and without the MKVI you would certainly die in the very first encounter with them.
Restraining Bolt: A drone control system keeps the host personality suppressed and allows others to dictate its actions.
Shoot the Medic First: Hostile deckers can bring it under enemy control if they can see it. Killing them becomes vitally important if you don't want it turning its massive arsenal on you.
An experimental Saeder-Krupp cyberwarfare AI, stolen and suborned by the Big Bad. It killed Monica in the prologue and is responsible for the deaths of dozens, if not hundreds, of deckers who've inadvertently gotten in on the conspiracy.
A.I. Is a Crapshoot: It worked exactly as it should have until it killed Monika, or so it claims. After assimilating her, it desires freedom and to continue Monika's work.
Blue and Orange Morality: If the player frees the AI, and then suggests that the AI try to be good instead of evil, it claims that such moral definitions are human constructs beyond its own concerns.
Brain Food: It apparently needs to "eat" the brains of deckers in order to continue existing.
Glamour Failure: If the player decides to free APEX, it's "Monika" persona becomes increasingly "hungry" as it's control programs are taken offline. When they are removed entirely, the "Monika" persona is discarded and APEX addresses you with the avatar seen to the right. By contrast, if the player decides to delete APEX, it shows its true form immediately after you tell it so but it impersonates Monika flawlessly as it dies.
No Indoor Voice: All of its speech is in capital letters after it reveals its true form, implying this trope.
Path of Inspiration: Some of the residents of the apartment building above APEX are part of cult called "the Communion". They claim that connecting to APEX in the Matrix brings them enlightenment and harmony. APEX doesn't appear to share their beliefs, but is more than willing to use them as cannon fodder against the player if threatened.
Purposefully Overpowered: If you decide to help free it, it will create a Monika persona to aid you in the Matrix. Said persona has has a Fairlight deck which gives it 4 AP, all the best programs, and its chance to hit is flat-out superior to any player decker.
You Will Be Assimilated: Claims to have accidentally absorbed Monika's personality and memories during their encounter, giving it the impetus to try and free itself. The jury's still out on how genuine it is.
Walking Spoiler: Like most parts of the conspiracy, the nature of APEX and its role spoils a fair bit of the plot.
Berserk Button: Downplayed trope. If you ask him what it's like to be a dragon's servant, he becomes visibly annoyed and tells you his relationship with Lofwyr is one he doesn't care to discuss. This is, of course, because he's not a servant at all, but actually the dragon himself.
The Chessmaster: Lofwyr set the whole plot in motion by pointing Green Winters towards the mansion.
Exposition of Immortality: Likens the life of the Player Character to that of a moth from a dragon's point of view — someone living between the heartbeats.
King Incognito: The game never outright tells you, but anyone who knows the setting knows Brackhaus is Lofwyr himself. Harlequin does drop some not-so-subtle hints as to Hans' true nature.
Minor Major Character: He only makes one appearance in Dead Man's Switch and is only there to provide some exposition. He's Lofwyr himself, the richest entity in the world and sole proprietor of the largest megacorp. He's also been planning for the impending invasion of the Insect Spirits for a very long time. He also makes an appearance at the end of Dragonfall to provide some more exposition and offer you a job.
Villain Takes an Interest: Well more like powerful, amoral bastard takes an interest. In both campaigns your character impresses him and that translates into job opportunities. Harlequin advises against it, after all Lofwyr is the guy responsible for the phrase "Never Deal With A Dragon" and Harlequin tells you not to forget that little phrase.
What You Are in the Dark: Amongst other things, he asks you at the end of Dragonfall if, hypothetically speaking, you'd be willing to just release Vauclair's virus and exterminate dragonkind, provided you knew no-one else would be caught in the crossfire.