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 cybered-out 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.
However, apart from the datajack, cortex bomb, and head computer, every cybernetic upgrade you could get in the SNES game was optional and even getting a cyberdeck was optional. And despite the fact that he's a Dog Shaman, he's more of a hermetic mage than a shaman.
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. Then 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.
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.
Guest Star Party Member: Accompanies the player on a Matrix drive for a short period, but is otherwise unavailable.
Hidden in Plain Sight: His MO during his working days. It worked out pretty good too. Who would think it was the janitor?
Overrated And Underleveled: He's supposed to be some super Decker, but when you actually get to use him his gear and stats aren't all that good. It's possible to outdo him if you build your character right.
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.
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.
My God, What Have I Done?: When you confront her after ruining the summoning ritual you can question her motives enough to make her realize what she's done.
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.
Ascended Extra: As of Storm Front, she is now acting High Prince of Tir Tangire, if you chose to be head of security, you essentially got an extremely powerful Prince on your side 20 years later, if your player character lived that long.
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.
Playful Hacker: Technically also The Cracker since he is a cyber-criminal, but his flamboyant attitude and the fact that his motives are mostly benign and not pulled for his own benefit put him more in this camp.
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 and is the quintessential "leader" of the Kreuzbasar, despite her belief in the anarchist leanings.
Bi the Way: The player character has the option of telling Dietrich that they and Monika were "very close" before she died on the intro run, regardless of gender.
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 Kreuzbasar. 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 claims it killed many hackers before her, all of which were purged without thought. Monika, however, fundamentally changed its nature, leaving it with a desire to continue Monika's work. Jury's still out on how genuine it was.
A middle-aged human shaman, former punk band frontman, and chosen of the Dragonslayer. 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.
Dietrich: If I'm not drinkin', I'm fightin'. And if I'm not doin' either of those things, I'm lookin' for a *bigger, better* fight to get in next time.
[Dietrich produces a flask from his jacket pocket and raises it in salute.]
Dietrich: It's a remarkably simple code to live by.
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 is to find abusive powers bigger and meaner than you and kick the crap out of them.
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.
Knife Nut: He uses throwing knives alongside spellcasting.
My Greatest Failure: During the Night of Rage he lead the punks of Berlin against the anti-metahuman bigots, and had a hell of a good time leading a bunch of defiant young people into the fray to smack up those who would abuse their power... only for a lot of them to get beaten, injured, and even killed in the ensuing conflict. He had the magic of the Dragonslayer to protect him, while they did not. This marked the point where he decided to retire from rabble-rousing Punk Rock and go into Shadowrunning, where he might make a difference with fewer people getting hurt for having followed him.
Dietrich: I was the front man for a punk band, boss. Fuck no, I can't sing.
Support Party Member: While he has a couple of offensive powers, they are nothing spectacularly powerful and are more about setting up the enemy for subsequent attacks than doing much direct damage. Most of his powers involve buffing his allies and protecting those nearby him. Monika's notes on him even detail that she usually has him doing magical support during runs.
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 toxic totem of the Adversary— 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.
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, and she has a decent Biotech skill. And if she purifies the toxic spirit rather than kill it in her personal mission, she'll even gain a healing spell.
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.
His Name Really Is Barkeep: Glory isn't apparently just her shadowrunning name but also her actual name, or at least what she's been using ever since she left home.
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 for a cult of Satan.
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 Penance: The first-generation cyberware that pushes Glory so dangerously close to losing her soul is related to past regrets of hers.
Really Gets Around: Glory has experimented with lesbianism, a Noodle Incident that she hints at what she did over the three years to stay alive and becoming Harrow's concubine and wife.
Redemption Equals Death: Soul Death variant. After killing her mother she cybered her self up so much that he soul is barely clinging onto her body.
Sleeves Are for Wimps: Justified in that her bulky cybernetic arms make it difficult to have sleeves. The description of her armor lampshades this.
"Who needs sleeves when you've got cyberarms?"
The Stoic: She's a very withdrawn person due to her antiquated cyberware taking such a toll on her Essence that she's close to losing her soul.
Thousand-Yard Stare: The descriptive text describes her as putting on a "thousand-meter stare" whenever she talks about her past, which she often delivers in a long, continuous monologue.
Token Good Teammate: Not like the team is evil but she's the most vocal when the PC's actions are unsavory. However, if she is convinced to kill Harrow and the toxic spirit in Feuerstelle, she begins to go toxic herself and edges toward becoming a Token Evil Teammate.
Tranquil Fury: She maintains her icy demeanor, even when she's angry.
When She Smiles: Even if it's only in text, it's very heartwarming when she actually does smile, after she finally starts feeling emotions again due to you helping her get over her past.
A more sinister version of this happens if Glory kills harrow and the Orihalcum charm is destroyed. She slowly gets her magic back and is slowly going toxic
Wolverine Claws: Glory's weapons of choice are a set of retractable hand-razors build into her cyberarms, easily lacerating flesh and causing terrible bleeding in targets.
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.
Everyone Has Standards: She prefers to get the job done to the client's exact specifications, regardless of how morally dubious they may be. However, the MKVI mission crosses a line for her, to the point where she's in favor of giving the MKVI a Mercy Kill, even if it hurts the crew's reputation.
Fire-Breathing Weapon: Director's Cut allows you to give her Dragon's Breath rounds that damage enemy armour.
Flat "What.": Her response when Amsel makes you the leader of the team when Monkia isn't there, in accordance with her previous declaration to make you the second-in-command.
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.
Hellbent For Leather: Her combat gear is made out of real leather, not the synthetic drek that is now commonplace.
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.
Jerk with a Heart of Gold: She's a hardass due to her military training, and she gives the player the hardest time out of everyone in the crew. However, Eiger is incredibly loyal to anyone that earns her respect, and her initial attitude to the player is in large part due to her grief over Monika's death.
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 existence.
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 Face: Essentially this to your crew since he negotiates with your Johnsons on your behalf.
The Handler: A much nicer, friendlier example than usual, but he is the one who sets up nearly all your contracts.
Drone Deployer: He can also function as a Rigger but to unlock that ability you need to salvage the drone in the vault and have the local tech vendor repair it and than talk to him about said drone.
Everyone Has Standards: While he's by far the most morally flexible of the group and tends to support whatever pays best, he is extremely reluctant towards letting APEX live — at least for as long as he has to be the one to dive in and release it.
Only Known by Their Nickname: His first name is Lukas, which you learn if you dig deep enough into his personal quest, but like Eiger he only ever uses his running name.
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.
Playful Hacker: Less scruples than Monica, but still your most light-hearted party member by far.
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.
People of the Kreuzbasar
Owner of the Kreuzbasar's one and only genuine Turkish coffee house and purveyor 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: Altuğ has this relationship with Herr Goldschmidt, a regular at his coffee house. Goldschmidt finds Altuğ's constant insults to be funny, and so keeps coming back and sits around buying coffee and being insulted. When Goldschmidt takes a bullet for him, Altuğ is genunely sad about it.
Altuğ's "niece" who works in the coffee house with him. In actuality, she works as his gopher.
Humanoid Abomination: Whatever Absinthe is, she isn't elven, or even metahuman. Looking into her eyes causes characters with low Willpower to black out, and in the Director's Cutshe all but says outright she's an extradimensional spirit who is keeping an eye out for the Horrors.
A highly intelligent goblinoid who runs a charity to help other Orks and Trolls.
Beauty Equals Goodness: He's downright pretty for an ork, and also an overall nice person despite his prejudices.
A human woman living in the Kreuzbasar and known BTL addict.
Going Cold Turkey: Averted. She only gets off the BTLs if you slowing coach her through it, until she can accept reality again.
A drug-slinging elf who deals various illicit products. He's actually an Elf Poser, having gotten back-alley plastic surgery to alter his ears.
Mythology Gag: One of his stories mentions turning someone who attacked him into goo. This is a reference to the massively Game Breaking "Turn to Goo" spell from the the first edition of Shadowrun.
A patron of Altug's cafe, an agent of the Black Lodge, an Ancient Conspiracy bent on ruling the world.
Good Angel, Bad Angel: The bad angel kind, his requests are on the morally questionable side compared to other employers.
Evil Is Petty: Most of the jobs you pull for him was a result of bets he set up with fellow Lodge members. For example, sparing the Humanis leader was due to his rival wanting to see if he would become a martyr.
"Utopia" Justifies the Means/Necessary Evil: 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. The Director's Cut reveals that this line of concern is nothing but utter bullshit used to sway the anarchists of Berlin to the tune of the Lodge's drum.
Other Dragonfall Characters
Click here for an spoilerific image
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.
And I Must Scream: Her soul was torn from her body and imprisoned while Vauclair experimented on it for close to fifty years (she was fortunately not Forced to Watch, but she doesn't respond any better to being shown the aftereffects).
Big Bad: Subverted. You'd think she was preparing for her return and 'disappeared' Dr. Vauclair for revenge. It's the other way around.
Death Seeker: She outright asks you to kill her if you're able to decipher her babbling, seeing it as the only form of 'freedom' left to her.
Diabolical Mastermind: Once you start scratching the surface of the conspiracy Ansel remarks just how deep-reaching and complex it seems to be, which just screams 'dragon' all over.
The Dreaded: To an entire generation of Europeans, who remember her rampage only too well.
God Guise: She appears to have inspired the worship of Toxic Shaman cults in the SOX. You later learn she was worshipped as a deity in previous worlds. One of many names she was worshipped under was Dumuzid.
Gaia's Vengeance: An Awakened character can read this off of her aura. Seeing what the Industrial Revolution had done to her home drove her mad. One way to calm her down is to tell her of the green places that still flourish, like Amazonia. Brackhaus later confirms it in his own words.
Covered with Scars: The first thing people tend to notice about him is his face is covered with skin grafts.
Damage-Sponge Boss: During his battle in the opening he's usually immobile and stands in the open firing highly inaccurate shots that don't do much. Unless you play on the highest difficulty or intentionally go out of your way to break cover he's more of a big armoured distraction than anything, albeit one that you shouldn't expect to actually defeat.
The Dragon: An archetypical example of a Dragon that acts as physical challenge to the heroes.
Time-Limit Boss: First inverted and then played straight. His first appearance forces you to Hold the Line for ten turns until the escape route opens. His second one 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.
Averted in the Director's Cut. If you turn him into the Dragon Ascendant, he reveals as he's dying that he wanted to kill off dragonkind mostly because he could, and doesn't care if the virus mutates and kills everyone else in the process.
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 Herman ("Hermie" to his brother) Vauclair.
Be Careful What You Wish For: He spends a large amount of time and money looking for his brother. He doesn't realize it, but he did find Adrian; He dies because of it.
Conspiracy Theorist: More or less sets the main story in motion by giving you his data on the Feuerschwinge event.
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.
Kick the Dog: When news of Monika's death reaches his ears, he simply sums it up with a callous "Better her than me." Fittingly, those are his Famous Last Words.
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.
Madness Makeover: See that picture in the upper right? He didn't always look like that. The change happens only a few days before the end of his life.
Mr. Exposition: Via his video diaries since he is already dead by the time you run him down.
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 of Diehel Defense 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.
Anti-Villain: A possibly well-intentioned goal, but blinded by his own prejudices and does extremely unethical things in pursuit of it.
Affably Evil: He is polite, well spoken and seems genuinely regretful of some of his actions.
Necessarily Evil: He honestly claims that his actions are evil, but it's necessary to liberate the world from dragons.
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.
Posthumous Character: He's believed long dead. He isn't, although he's barely hanging on due to getting terminal cancer from his venture into the SOX.
Sanity Slippage: As you dig deeper into Green Winters' files you find he slowly grew more and more unhinged by the devastation brought by Feuerschwinge and his fevered belief that the dragon wasn't really dead.
Science Hero: When Feuerschwinge began her rampage, conventional weapons barely had any effect on her, allowing her to burn entire towns to cinders with impunity. Vauclair became hailed as a hero for being the driving mind behind creating a new type of weapon, one combining then-modern science and the freshly-returned and barely-understood elements of thaumatology into something the Luftwaffe could use to take her down, and doing it in the rush of only a few days.
Talking the Monster to Death: It is possible to talk him down from his plan in the Director's Cut. However, if this happens Audran will kill him and go on with the plan anyway
There Are No Good Executives: Was a pretty big aversion, being motivated to end Feuerschwinge's rampage as soon as possible purely out of a desire to protect people than to profit off any developments or for the good publicity. At his current stage he's neither an executive nor particularly 'good'.
Well-Intentioned Extremist: Dragons have messed up the Fifth World in various not-so-good ways, but Vauclair's methods aren't improving things. According to Brackhaus the dragons may be keeping even worse things at bay, which is supported by the game setting and the events of Dead Man's Switch, and the epilogue if you choose to support him.
Walking Spoiler: Let's just say he's more involved in the plot than it initially seems.
The premier information broker on Berlin's underground scene. After you confront Green Winters, Paul refers you to her to dig up the info you'll need to find Feuerschwinge and her network.
Alice Allusion: Aside from her name, there are also references to the rabbit hole, both in the location you "meet" her, and the name of the scene where you finally collect the information she's gathered.
Wild Card: Paul claims she's a neutral entity in the Flux State, working for whoever pays her instead of picking sides.
Click here for an spoilerific image
An experimental prototype designed by AG Chemie Europa you encounter during a break-in run to extract it. The prototype turns out to be a new drug that allows for even greater levels of cyberization than before. The 'demonstration' of the drug takes the form of a latest-generation Cyberzombie made out of a troll, which 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: The soul inside it is fully aware of its position, helpless to do anything about it, and wants to die. If you turn off the control system, it will do just that.
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.
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.
One-Man Army: Maxed strength, maxed body, 150 HP, 3 AP, armoured up the wazoo in the Director's Cut, a powerful axe, and a minigun. MKVI could destroy the Final Boss single-handedly.
Purposefully Overpowered: It has 3 AP when your characters still have a base of 2, a minigun and an axe which you cannot buy until later, plus it's a whole lot tougher than anyone in your party. The reason it has all these benefits is because you're pitted against a disproportionately large group of Knight Errant Security, and without the MKVI you would almost certainly die in the very first encounter with them. Just watch out for those deckers.
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 Monika 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.
Chekhov's Gunman: A very subtle example - In his video diaries, Green Winters mentions a number of deckers who have disappeared recently; They reappeared later, but something seemed "wrong" about them (they're implied to have been killed and impersonated by Apex.) One of these deckers is named Clockwork; If you pay attention to the Shadowland threads, you'll notice that one of the people who regularly posts in them goes by this handle.
Doomed by Canon: A Serbian ork rigger called Clockwork is an active user on Shadowland (and later Jackpoint) as late as 2075 in the main Shadowrun-verse. It probably isn't the same person. Well, either that or APEX has a lot of Fantastic Racism, Kick the Dog moments and general Jerkassery on its conscience.
The lines that make up the APEX avatar shimmer and pulse with a cool blue light, each according to its own rhythm. Occasional bursts of static plume out into the background, disintegrating into organic wisps of blue and white pixels. Taken as a whole, the image looks like it's crawling on the screen.
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.
Robo Speak: 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 in Dead Man's Switch, 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.
Bigger Bad: One might argue he's this for Dragonfall. Not only is he responsible for you getting mixed up in the entire plot and thus getting all those people killed in order to play it subtle, he's also the brains behind the eventual fall of the Flux State.
The Chessmaster: Lofwyr set the whole plot of Dragonfall in motion by being the one who tipped Green Winters off about 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 whose entire life passes between the other's 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.
Minor Recurring Characters
A black elven magic user of mysterious origins. He runs a talismonger shop in the basement of the Seamstress Union and in the Kreuzbasar at the same time. Somehow. He is based on Harebrained Schemes developer Aljernon Bolden.
Cryptic Conversation: He speaks in almost nothing but cryptic conversation, barring on the subjects of Bug Spirits and Blood Magic. Delivers one laced with Vagueness Is Coming along with his assistant towards the end of Dragonfall, shortly before you go to speak with Hans Brackhaus.
Mr. Exposition: In the Director's Cut, he can be asked to provide background info on several things learned through Glory's dialogue.
Recurring Traveller: First in the hideout, then in the Telestrian mansion in Dead Man's Switch, and finally at the Talismonger's in Dragonfall's Kreuzbasar.