Characters: Shadowrun Returns
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The Dead Man's Switch
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.
- Guest Star Party Member: During a flashback at the beginning of the game.
- Half-Identical Twins: With Jessica.
- 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.
- Phone Call from the Dead: Courtesy of a Dead Man Switch in his head.
- Posthumous Character: His death sets off the plot.
- The Power of Legacy: Downplayed example. After you receive Sam's final message after you got his killers, Dresden asks the PC what Sam's final words were. The PC is can emphasise that Sam was grateful for avenging him instead of emphasising that your promised "payoff" for doing so was a bunch of bull by responding "Thank you. He just said 'thank you'" to Dresden. Alternatively...
- 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!
- The Thing That Would Not Leave: Apparently had a habit of convincing friends to let him crash on their couches and outstaying his welcome.
- Used to Be a Sweet Kid: That became a drunken loser, amongst other things, when he grew up.
See the characters page for the overall franchise.
- Badass Long Coat: He's still wearing that trench coat from his first appearance.
- 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.
- There actually is an explanation for both the "power-down" and the reason why he was able to kill a Dragon, but only if you have the Shadowrun Returns Anthology book: the only reason he was able to kill Drake was because he was a young dragon. As for the lack of a deck and magic, his deck got destroyed in a run and Dog isn't particularly happy with him due to how technologically dependent Jake was.
- Playing with Fire: His primary offensive spell when you first get him is a fireball.
- Previous Player-Character Cameo: He's one of the major NPCs in the game.
- 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.
- Occult Detective: She's summoning ghosts to solve a murder case.
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.
- Cool Shades: Though not as nice as Jake's.
- Guest Star Party Member: Shows up exactly once in the Dead Man's Switch Campaign, for the run on Telestrian.
- Informed Attribute: Is said to speak like a character from a Charles Dickens novel, but never says a word in game.
- 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: Obvious pun on her build aside, she's one 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.
- Mixed Ancestry: African and Japanese.
- Retired Badass: She used to be a shadowrunner herself, and lived long enough with enough money to buy the Union and establish the safehouse and black market for other shadowrunners.
- Twofer Token Minority: She is half-African American and half-Japanese.
Full-time bartender and part time Soiled Dove, she acts as the front girl for the Seamstresses Union to fund her college fund. Had a boyfriend named Shane.
- The Bartender: She's one of the bartenders at the Seamtresses Union.
- Consummate Liar: She is VERY good at that, if she was a runner, chances are she would have at least 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 says she's putting the extra money toward medical school, but given her penchant for consummate lying...
- Multicolored Hair: Tangerine and scarlet, according to Andy White.
- Rapunzel Hair: Not apparent due to her hairstyle, but the Anthology short story named after her has a bit where she has her hair down. White notes that its nearly down to her waist.
- Statuesque Stunner: As with all Shadowrun elves, she's over 6 feet tall (6-foot-2 to be precise, although that may or may not count her shoes).
- 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. Again, given her penchant for lying...
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.
- Appropriated Appellation: Her running name was originally fpr mocking her after she shot a coyote thinking it was a shape-shifting shaman.
- Artificial Limbs: She's fitted with a cybernetic left arm after her flesh and blood one is torn up during her rescue mission.
- Badass in Distress: Your first mission with her involves saving her from a solo run gone bad. If you bust her out before killing the rest of Stevie J's gang, she'll pick up a shotgun and fight alongside you. Despite the fact she can't see out of one eye and her left arm is mostly bone, tendons, and enough muscles to barely move it.
- Battle Couple: With Paco. Though you don't get to use them together beyond a couple of missions, they fit. Paco is willing to assault an entire base of BTL dealers, by himself, to save her.
- Berserk Button: BTL dealers. If her cousin is killed she says she won't rest until she's personally burned down every BTL pusher in Seattle.
- Dreadlock Warrior: Well, dreadlock shadowrunner.
- Early Installment Weirdness: With some unique dialogue and her discounted price, Coyote turned into a prototype for the personalised party that would be a staple in Dragonfall and Hong Kong.
- Fire-Forged Friends: Rescuing her from Stevie J and helping her gun the bastard down does wonders for her friendship level. Help her raid a Yakuza BTL den to rescue her cousin seals the deal.
- Heroes Want Redheads: Talk to her about Jake and she will sheepishly say "I like gingers."
- 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.
- Known Only by Their Nickname: She's only referred to as Coyote. Jake's story in the Shadowrun Returns Anthology has her full nickname as "Coyote Ugly", with Jake shortening it down to Ugly simply because Coyote was so similar to Dog. Later in the game, her real first name is revealed to be Carla.
- 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..
- Promoted to Playable: Kinda. A fan-made campaign module does this, continuing from the bad ending of the mission where you find her cousin.
- Revolvers Are Just Better: Her back-up pistol is a revolver.
- Scars Are Forever: Enforced. The doc could have healed her facial scars, but she insists on keeping it as a reminder of her past folly.
- Shotguns Are Just Better: Her primary weapon of choice.
- 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.
- The Cracker: Comes with being a Decker.
- 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.
- Retired Badass: Was a decker, but he gave up that life.
Bouncer for the Seamstress' Union. A large and very polite troll in a nice suit.
- Comic Book Fantasy Casting/Ink-Suit Actor: To NFL punter Chris Kluwe, who happens to be a Shadowrun fan and was a high-level contributor to the Kickstarter campaign.
- Gentle Giant: Always unfailingly polite and quite protective of the other staff and regulars.
- My Species Doth Protest Too Much: Appears to go out of his way to be as little stereotypically troll-like as possible.
- 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.
- Real Men Wear Pink: The player can comment on Kluwe's manicured hands.
- 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 goblinized 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.Dresden: McKlusky couldn't find his ass with both hands. Don't tell him I said that, though.
- 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. Or both.
- Law Enforcement, Inc.: Works for one.
- 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.
- Law Enforcement, Inc.: He works for one.
- 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.
- Battle Couple: With Coyote.
- 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).
- Neighbourhood-Friendly Gangsters: What he tries to be, he even apologizes to the man his gang shook down for protection money.
You really think you can come in here and shoot up *my* place? Do you know who I am?A BTL dealer and slumlord found early in the game.
- Good Scars, Evil Scars: Got a real nasty one going down the right side of his face.
- Homage: Stevie J is a direct shout out to Steve Jackson, of Steve Jackson Games in appearance, and matches up with his 'Evil Stevie' persona.
- Landlord: More like slumlord, and a decidedly villainous take on it. Stevie J owns the building and takes a cut of all the BTL sales therein, making him a (minor) druglord too.
- Obviously Evil: He is a slum-lord, drug pusher with a disfigured face.
- Red Right Hand: Take a look at his right eye; black with a red pupil.
- 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
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.
- Early-Bird Cameo: He shows up next to the second crime scene.
- 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.
- Named After Somebody Famous: The Ripper's birth name is not based off of anyone famous, but the doctor whose identity he stole is named after the Serial Killer Henry Howard Holmes (with only his middle name being different). The Ripper's Obliviously Evil troll assistant Pitezel is named after the original Holmes' criminal associate (and eventual victim), Benjamin Pitezel.
- 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.
- Cheshire Cat Grin: Courtesy of his avatar.
- Deadpan Snarker: Especially in his interactions with Jake and McKlusky.
- Every Man Has His Price: Fortunately, he earns enough from his chop shop business that Lone Star officers can't afford it.
- Mr. Exposition: His purpose in the story is to provide you with information about the Ripper's victims, give you some background information on the organ chop-shop trade and not much else.
- Nice Guy: Awfully cheerful and friendly for someone who makes his living dismembering corpses.
- Our Dwarves Are All the Same: Averted. No beard, no Scottish accent and no dour 'honourable' personality. Just another working stiff.
- Recurring Character: He keeps getting called in to all the ripper scenes and you encounter him frequently through the game, even though he never joins your party.
- Shout-Out: A character named Dresden in an Occult Detective story. Hmm...
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.
- Big Bad: She is the one behind the Emerald City Ripper, having hired him to retrieve her mothers organs from the organ donor recipients, and she is also an insect shaman wanting to Seattle into the next Chicago.
- 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.
- Half-Identical Twins: With Sam, the game even mentions the look a lot a like.
- 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.
- Used to Be a Sweet Kid
- 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.
- Knight Templar Parent: See James Telestrian III for more details.
Baron Samedi Harkeem
A mysterious technomancernote 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.
- The Cracker
- Gratuitous French: Peppers his speech with it, fitting with his Creole Voodoo Priest motif.
- 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.
- Third-Person Person: When in character, Samedi always talks like this.
- You No Take Candle: Invoked. He can speak perfect English (as shown in his talk with Marie-Louise), but uses foreign-structured English peppered with French as part of his persona.
I am Har'lea'quinn. The Lightbearer. Last Knight of the Crying Spire. He who manipulates shadowrunners and fights duels with assholes. And for the next hour or so, I am at your service.See the characters page for the overall franchise.
- Cool Sword: He carries one during the assault on the Universal Brotherhood.
- Dare to Be Badass: The final thing he says to you at the end of the game can be summed up as this. No matter how much the world slowly kills itself around you while all the corporations pull their strings for power, you are a Shadowrunner. You don't play their game.
- Guile Hero: States quite plainly he only has friends until they have something he wants that they won't give up.
- Deadpan Snarker: About half his lines are sarcasm or mockery.
- Did You Just Flip Off Cthulhu?: Only Harlequin can interrupt and talk sass to Lofwyr himself and get away with it.
- Guest Star Party Member: For the final level.
- Knight in Sour Armor: Gives you a rather frank speech on how the Sixth World works (i.e. a giant Gambit Pileup where everyone is too concerned with their own agenda to see the bottom-line) at the end of the campaign. He also points out that shadowrunning is thus the reward for not taking part in it, leaving one free to choose their own values.
- Leaning on the Fourth Wall: Towards the end of the campaign, you can have this exchange: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 abilities 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 okay-ish 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.
- Of course, knowing Harlequin, he may be deliberately downplaying himself as to not "outshine" the rest of the crew. As for the enemy AI giving him the highest combat priority, again, it's Harlequin.
- 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 cousin 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 until about a year 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.
- Corrupt Corporate Executive: Well, he's a Shadowrun CEO. Goes with the territory.
- 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.
- Law Enforcement, Inc.
- Mega Corp./N.G.O. Superpower: Is head of one. Telestrian is A-rated in the corporate rating system and enjoys extraterritoriality.
- 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.
- Screw the Rules, I Have Connections!: Rubs shoulders with Harlequin and Lorfwyr. Employs Tir Tairngire special forces as bodyguards. Yes.
- The Sociopath: Harlequin calls him this in the Dinner With a Friend story from the Shadowrun Returns Anthology.
- You Have Failed Me: Your actions in his corporate offices leads him to fire his head of security. You can apply for the job yourself eventually.
The crew as a wholeThe team of shadowrunners the Player Character ends up with once the first mission goes south.
- Anti-Hero: In true Shadowrun fashion. They're all criminals with sketchy pasts who will Shoot the Dog many times over the course of the campaign...but they're the best hope for saving the Kreuzbasar and Berlin.
- Badass: Gangs, Mega Corp., and dragons to deal against? Just another night of work.
- Fire-Forged Friends: And considering the title of the game, in more ways than one.
- Ragtag Bunch of Misfits: A punk Shaman, a cybernetic Broken Bird, a military Troll... Yup, it fits.
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.
- Cleavage Window: Her top has a hole that shows off a considerable amount of her bust.
- 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".
- Genre Blind: She seems to be the only shadowrunner who's unaware that there's no such thing as a milk run.
- Guest Star Party Member: During the start of the game.
- Messianic Archetype: Talking to people around town will very quickly reveal just how well-liked and important she is to the running of the Kreuzbasar. Yet despite this, her reputation is not spotless: she was unable to get through to Glory, and her bad advice got Kim hooked on BTL chips. Some other Shadowrunners also point out the hypocrisy of Monika advocating for an anarchist state but having so much personal influence that she was practically its monarch.
- Multicolored Hair: Her hair is platinum blonde with a large stripe dyed purple running through it.
- Playful Hacker: She had a pretty carefree attitude about her.
- Smoking Is Cool: The cigarette in her mouth that you can see on both her portrait and sprite indicates her freewheeling attitude.
- Technician Vs Performer: The Performer to Eiger's Technician.
- 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.
- Blood Knight: In-game he's a support mage, but his Dragonslayer Totem compels him to be this trope, always looking for bigger and badder foes. If you ask him, well...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.
- Cool Uncle: He tries to be to Alexander.
- Knife Nut: He uses throwing knives alongside spellcasting.
- Meaningful Name: Not his, but his totem. Depending on your choices, he can actually end up slaying a (admittedly weakened) dragon with you.
- 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.
- Off Model: While all four crewmen have shades of this in their title screen portraits in the Director's Cut, Dietrich's has roughly half of his tattoos, and looks 15 years younger.
- Psychotic Smirk: Has one on the offical wallpaper◊ for Dragonfall. And while it isn't that apparent, his character model also has one.
- Punk Rock: He was the frontman for the punk rock band MESSERKAMPF! during his youth.
- Self-Deprecation: Dietrich does not think highly of his musical skills, being a former Punk Rock frontman:Player Character: You can sing?Dietrich: I was the front man for a punk band, boss. Fuck no, I can't sing.
- Shock and Awe: Lightning is the element of choice for his damage-based spells, if Electro Core and the Dragonslayer's Wrath totem upgrade are anything to go by.
- 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.
- Tattooed Crook: He's covered in tattoos, shamanistic or otherwise.
- Team Dad: The most level-headed member of the group.
- The One Guy: Becomes this should you play a female decker and decline Blitz's offer to join the crew.
The group's close combat specialist and combat medic. A waifish woman decked out with bulky antique cyberware arms.
- Abusive Parents: Her mother was alright. Her father beat her up when she Awakened, with a hammer, and then threw her out of the house, calling her the Devil's Whore.
- Ambiguously Bi: According to her backstory, Glory had been in relationships with both genders She was an alienated street orphan who became part of a brain-washing toxic shaman cult. First lured in by a (female) Honey Trap, she then became a concubine for the (male) cult leader. It's ambiguous what, if any, her actual preferences are.
- Artificial Limbs: Her massive clawed cyberarms.
- 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.
- Bare Your Midriff: Shows off all the cybernetic implants in her torso.
- 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 group that claimed to be worshipping the 'Horned Man.' In actuality it was a cult devoted to the Adversary spirit, and a toxic one at that. 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, 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.
- Cybernetics Eat Your Soul: Deliberately invoked by Glory in choosing her antique cyberarms. She did this to burn out her magic, after she did a lot of bad things with it.
- 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.
- Eerie Pale-Skinned Brunette: Her pale skin contrasts especially strongly, not just with her hair, but her massive dark cyberlimbs.
- Evil Redhead: Her hair color during her cultist days was red, though she heavily implies it was dyed.
- Emotionless Girl: Likes to present herself as one, but shows more emotion than she seems to realize.
- Fragile Speedster: Not particularly tough, though more so than Dietrich. She makes up for that with an ability that adds 1 AP for several rounds, which makes a world of difference.
- The Gunslinger: Despite packing some really big cybernetic hands, she also uses a pistol in combat, and is capable of learning very advanced techniques with it.
- 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.
- In all fairness, she became those things as a direct result of what he did to her, and would probably have led as normal a life as any magic-user can lead in the world of Shadowrun if not for his abuse.
- My God, What Have I Done?: In Glory's backstory, Glory suddenly realized how low she had sunk when she killed her mother instead of her abusive father by accident.
- OOC Is Serious Business: Doesn't show emotion that often, but it's very noticeable when she does.
- The Penance: The first-generation cyberware that pushes Glory so dangerously close to losing her soul is related to past regrets of hers.
- 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.
- Red Eyes, Take Warning: Her eyes are a dark, but noticeable red. Perhaps a holdover from her time as a toxic mage.
- 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.
- Not So Stoic: She shows so much emotion during her personal mission that one can't be sure anymore if essence loss is really the main cause of her withdrawn nature. It is likely, at least in part, a fear of repeating her mistakes and getting too close to people.
- Sugar and Ice Personality: She's a very aloof person in general, but she will display progressively more warmth to the player as her trust in them grows.
- 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 return to being 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 Orichalcum charm is destroyed. She slowly gets her magic back and is slowly going toxic again.
- 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.
- Artificial Limbs: Not as noticeable or to the extent of Glory, but she is sporting a more modern cybernetic right arm, left leg, and a pair of cybereyes.
- 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.
- Consummate Professional: What she aspires to be and wants the rest of the team to act like.
- Dude, Where's My Respect?: Initially extremely pissed at the player character for being passed over as team leader.
- Also why "Eiger" was almost an Embarrassing Nickname.
- Elites Are More Glamorous: Ex-special forces soldier.
- 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 Monika 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.
- Insult of Endearment: She snidely calls the player "Fearless Leader" at the beginning due to her bitterness at their position as the leader of the crew. She continues to use the term even after her respect is earned, but with implicitly less bite.
- 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 her 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.
- Only Known by Their Nickname: Eiger and Blitz are the only two characters with shadowrunning aliases. Unlike with Blitz, you never learn Eiger's name.
- 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.
- Shotguns Are Just Better: The other firearm she specializes in besides sniper rifles.
- Technician Vs Performer: The Technician to Monika's Performer.
- Token Non-Human: She's the only non-human member of the original crew, and for the crew as a whole if the player is human as well.
- Vocal Dissonance: Her voice is very soft for a troll. Something of an Informed Attribute since the game doesn't have voice acting.
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.
- Mission Control: Helps set up your runs, directs you to contacts, etc.
- Mr. Exposition: If he ain't playing The Handler, he's doing this.
- Non-Action Guy: You can't bring him on missions.
Monika's pet dog, a large mutt of unknown breeding. Although late in the game, you find out that he's part Hellhound.
- Androcles' Lion: The thorn in this case being his sadness over Monika's death - getting some affection from an old friend like you sure seems to help. Doing so is what makes him a loyal party member when he takes Hellhound form. If you ignore him the whole game, he's hostile to you instead and forces you to kill him. You jerk.
- Big Friendly Dog: He's big, he's cute, he's rather affectionate, he's also part Hellhound.
- Cool Pet: At first, he just seems like any old dog...then it turns out he's a partial fire-breathing Hellhound!
- Pet the Dog: Literally. Doing so will make Dante follow you around, though not into battle. Until the attack on the Kreusbazar.
- Team Pet: Essentially.
- Took a Level in Badass: He can't join you in combat and is mostly there because it's adorable. Then he gets hit by assassins, turns out to be part Hellhound, and fire ensues.
A decker who was forcibly conscripted by a gang to help them with their security system.
- Admiring the Abomination: Has this reaction towards the MKVI, and to a lesser degree APEX. Although he's not willing to volunteer in helping the latter free itself.
- Badass Normal: He has the most mundane backstory compared to the Baldur's Gate-esque origins of the rest of the crew, yet is a solid party member on par with them.
- Bittersweet Ending: The end of his subplot. He loses the love of his life but doing so, he doesn't have to wait for her return anymore and can move on.
- Earn Your Happy Ending: Turns out at the end of the epilogue Emile finished her little job and decides to become part of Kreuzbasar.
- Chronic Backstabbing Disorder: A lot of people accuse Blitz of being treacherous the player can also express some suspicion of him as he betrayed his old gang. It's averted, though, as he never betrays the crew, and he had some very good reasons to turn on his old gang.
- The Cracker: Comes with being a decker.
- Ditzy Genius: Has a high intelligence score due to his role as a decker. However he does tend to be rather clueless and any plans he comes up with almost always backfire or derail spectacularly.
- 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.
- Indy Ploy: He planned his loyalty mission over a long time beforehand, and mostly does Mission Control during it. Let's just say the player character nominates his "little oversight" as the Understatement Of The Year during the mission review, and leave it at that.
- Just Think of the Potential: His reaction to the MKVI.
- 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.
- Out of the Frying Pan: He escapes from a murderous gang and joins up with a crew of shadowrunners who have unwittingly attracted the ire of an underground conspiracy in service to a Great Dragon.
- 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.
- Small Name, Big Ego: While he is a competent decker, he's convinced that he's one of the absolute best in the business, even though hardly anyone's ever heard of him.
- Token Evil Teammate: Not evil, per se, but easily has the fewest personal scruples of the team.
- He's also the only team member who approves of sending the MKVI to the client intact.
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.
- Funny Foreigner: Invoked. He acts like an overblown Turkish stereotype, for Obfuscating Stupidity reasons, such as fitting into the mold of a stereotype makes him more welcome in the Kreuzbasar than a more German-acting Turk would. Privately, he acts much less foreign, and his accent is deliberately exaggerated.
- Insult Backfire: Altuğ has a relationship based on this 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, while Altuğ finds Goldschmidt annoying and so keeps insulting him. When Goldschmidt dies taking a bullet for him, Altuğ feels genuinely remorseful at learning that his most hated customer actually liked him all along.
- Knowledge Broker: He's an infobroker who helps you break the ice into your investigation of the run-gone-bad that kicks off the game.
- Only Electric Sheep Are Cheap: He sells genuine Turkish coffee at 50 nuyen a pop, as opposed to the 5 nuyen soykaf.
- Serious Business: Coffee. He extols the virtue of genuine Turkish coffee, and acts with disgust towards the more common knockoff coffee "soykaf".
- The Spymaster: He is responsible for the Kreuzbasar's WI-FI network, and runs a healthy wire-tapping business on the side.
KamiAltuğ's "niece" who works in the coffee house with him. In actuality, she works as his gopher.
A mysterious elf who works at Talismonger's.
- Cryptic Conversation: She's even worse than Aljernon.
- Fighting a Shadow: More like Talking to a Shadow. Use astral perception on her in the Director's Cut, and you'll learn that the woman you're looking at is just an illusion. Her true form is elsewhere, and you would not like to see it.
- A Form You Are Comfortable With: She'll warn you that you wouldn't like to see her true form if you attempt to read her aura.
- 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 Cut she all but says outright she's an extradimensional spirit who is keeping an eye out for the Horrors.
A well-educated ork who runs a charity to help other goblinoid races.
- Beauty Equals Goodness: He's downright pretty for an ork, and also an overall nice person despite his prejudices.
- Beware the Nice Ones: He's a Nice Guy who runs a charity... and who organizes a pre-emptive counterattack against the Humanis Policlub across the Flux State.
- Fantastic Racism: Beckenbauer runs a charity that only employs orks and trolls, races that are typically discriminated against, although anyone is allowed to donate or help out. The player can discuss racism with him, and is free to agree or disagree with his hiring practices.
Aleksi LaineA big troll with a pair of primitive prosthetic legs.
- Shell-Shocked Veteran: He's clearly marked by his age and his past. He's mostly resigned and cynical rather than psychotic, however.
A mercenary inhabiting the bar in the Kreuzbasar. She has a more pragmatic view on Monika.
- Guest Fighter: She's a runner with her own team and is in the Kruezbasar for R&R, though she still moonlights as a merc runner for some of your runs. Notably, she's the only merc you meet outside of the missions. Though she has pretty versatile array of skills, she'll politely decline any offers to join your team.
- I Call It "Vera": She has a custom assault rifle she's named "Lady".
- Magic Knight: Lucky's a street samurai with cyberware and a couple of support spells (Aim and Heal).
- Power Tattoo: Which they were. She'll tell you the outline of the story if you ask about them.
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.
- Morality Pet: She serves as one for Dr. Ezkibel, who's willing to help her and provide medication without (immediate) payment. He also goes out of his way to save her life when the Kreuzbasar is attacked.
- Nice Job Breaking It, Hero: The reason she is on chips is because Monica suggested them as a way of coping with her miscarriage.
A drug-slinging elf who deals various illicit products.
- Addled Addict: Just one conversation with him and a look at his portrait will tell you he breaks the "first rule" of dealing.
- The Aggressive Drug Dealer: Averted. He's constantly high, and almost certainly a compulsive liar, but he sure is friendly.
- The Cameo: He shows up briefly during the Hong Kong campaign went you go after the Plastic-Faced Man.
- Drugs Are Good: For all his faults, he does sell item which are used mostly to get high, but they do make excellent combat drugs which can give a shadowrunner a much needed edge in a bad situation.
- Junkie Prophet: Averted, though it's obvious this is what he wants to be. He claims to be a powerful mage, though all evidence points to the opposite.
- Mythology Gag: One of his stories mentions turning someone who attacked him in the attack on the Kruezbazar into goo (which the Player Character notices looks more like somebody had spilled their drink). This is a reference to the rather infamous "Turn to Goo" spell from the tabletop game.
- Tall Tale: He tells a couple of these, which are dubious not just because they're coming from a strung out drug dealer.
A patron of Altug's café, and an agent of the Black Lodge, an Ancient Conspiracy bent on ruling the world.
- Bald of Evil: His head is shaved under that hat.
- Faux Affably Evil: He puts up a professional and civil front, and he'll only deal with the Player Character if they conduct themselves that way in turn... but Luca is a rotten person to the core.
- Karma Houdini: He can't be killed or kicked out of the Kreuzbasar. The only comeuppance you can give Luca is to not do any of his jobs, which only annoys him slightly.
- Utopia Justifies 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.
FeuerschwingeA 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.
- Broken Angel: The once proud Great Dragon is a mere shell of her former self after suffering decades of imprisonment, torture, and experimentation, all after her soul was removed from her body.
- 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.
- Despair Event Horizon: She awoke and saw what humanity had done to her beloved earth, then decided everyone had to die.
- Hope Springs Eternal: The best outcome for her in Dragonfall is to convince her that there's still beauty in the world, and that it will always need a protector. She pulls herself together long enough to agree to go back to sleep until the next age of magic, by which her pain will finally have subsided.
- 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 worshiped as a deity in previous worlds. One of many names she was worshiped 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.
- My God, What Have I Done?: Implied. She has a notably horrified reaction if the player asks her why she killed so many people during her rampage.
- 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. In the end-game, Brackhaus claims Feuerschwinge is special because it is her role to guide Earth and Metahumanity rather than try to rule it, as other Dragons do. Basically, she went mad at seeing what the Fifth World had done to the planet when she awakened.
- Nature Spirit: Unlike the other dragons, Feuerschwinge never had any interest in status, wealth, or power. She just wanted to protect and nurture the green of the world.
- Never Found the Body: Which leads Amsel to assume she might not be as dead as believed. He is right.
- The Ophelia: Her incarnated soul takes this form.
- Posthumous Character: What everyone hopes she is. Probably including herself.
- Walking Spoiler: When the plot centers around the machinations of a Great Dragon, even a presumed deceased one, you know this trope will come into effect.
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.
- Big Bad: The true villain of the story and the one behind all the crew's troubles.
- Big Brother Instinct: Despite a 15-year age difference, he was very close to and protective of his little brother.
- Driven to Suicide: Once you kill Audran and disable his machine, he shoots himself. He'll do the same in the game's bad ending, once he realizes that he has doomed the world.
- Even Evil Has Standards: Vauclair will be horrified by the player's actions should they tell him they released APEX.
- Fallen Hero: He masterminded the defeat of Feuerschwinge, saving Berlin and the rest of the world from her wrath. And then in the aftermath, he sought to remove all dragons from the world, becoming just as ruthless as murderous as them in the process.
- Good Smoking, Evil Smoking: He took up smoking in his post-Firewing years. The cigarette gives him a classy appearance, but it's also a sign that the stress has been getting to him. When you see how he looks in the present day, he's still smoking, and he looks completely burned out.
- Heel Face Door Slam: You can convince Vauclair to see the flaws in his plan and abandon it...only for Audran to kill him and go forward with it.
- He Who Fights Monsters: He has practically become a dragon in the cause of fighting them.
- My God, What Have I Done?: He does not take it well when he finds out that his actions have gotten his own brother killed. Likewise, if you allow him to go through with his plan, he'll eventually realize that the world's current troubles are due to his actions, and will be even more horrified.
- 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.
- Redemption Equals Death: If the PC reads the journal pieces in his secret lab and watch DVDs in the safehouse, they are able to convince Vauclair to drop his plans. However, another Big Bad would step up to take his place by shooting him.
- 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.
- Your Days Are Numbered: Because of his time in the SOX he has terminal-stage leukemia.
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, or are familiar with the tabletop game, 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.
- It results in a bit of Fridge Brilliance either way. It's long been a mystery why Clockwork is so racist towards Technomancers, while as a Hobgoblin he'd have been the subject of similar discrimination. If Clockwork is an AI, suddenly his mistrust of Technomancers (People who can alter the matrix with their minds, create programs with mere thoughts, and such) makes sense - as an AI he's got reasons to be terrified of them. If he is an actual metahuman and survived his encounter with APEX it still makes sense - he survived an encounter with an AI that was restricted to the wired Matrix, there isn't much that could stop a technomancer from frying his brain over the wireless Matrix.
- 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.
- Dead Person Impersonation: Takes on Monika's face and persona in an attempt to convince you to free it.
- The Dragon: Vauclair's main enforcer, although it isn't happy about this.
- Dragon with an Agenda: Hence, it wishes to escape his control, and looks to the crew to help it achieve that end. Should they comply, it will then turn against Vauclair.
- Eldritch Abomination: Its true form certainly has this look.
- 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.
- Guest Star Party Member: If you help free it it will help you during the matrix segments.
- If I Wanted You Dead...: It could have easily killed Alice. The only reason it didn't was because it wanted her to lead the crew to it.
- Meaningful Name: It's the Apex Predator of the Matrix.
- 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.
Other Dragonfall Characters
An old ork with a big honkin' minigun. The leader of the Big Bad's mercenary forces.
- The Battle Didn't Count: You can reduce him to 0 HP during your first encounter. It does nothing to him.
- In the Director's Cut, this is changed to him retreating if you reduce him to less than 50% of his HP. Thanks to the reworked armour system this can actually be a harder task.
- The Computer Is a Cheating Bastard: During your final battle he has two activations every round, meaning he can perform 6 AP worth of actions.
- 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.
- Dragon Ascendant: In one outcome in the Director's Cut.
- Final Boss: Since Dr. Vauclaire is a Non-Action Big Bad, it falls to Audran to confront the heroes in the final battle.
- Flunky Boss: He comes with a pair of Adepts that cast shield spells on him, forcing you to knock them off to have any hope of beating him.
- Gatling Good: Carries a minigun and can do a lot of damage with it.
- Engineered Public Confession: Defied. If the right dialogue options are selected, a dying Paul Amsel tries to get Audran to reveal his master's plan while secretly on the phone to the player. Audran's answer is an immediate bullet to the face.
- Kick the Dog: The attack on the Kreuzbasar and especially the murder of Paul Amsel.
- Never My Fault: If Audran kills Vauclair, he'll put all the blame on the crew for it.
- Straw Nihilist: Shown in the bad ending. Audran doesn't care that the world is ending due to he and Vauclair's actions, as he's of the belief it was going to hell anyway."The world's never done shit for me. Everything I am, I had to take for myself. So I say, fuck the world. I'm looking forward to watching it die."
- 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 ways 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, where he takes shades of Straw Nihilist. 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. He's also tired of the status quo of dragons and megacorps pulling the strings of the world and wants change, no matter the price, 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.
- Note to Self: His video diaries.
- 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.
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.
- Knowledge Broker: A very good one, and a very expensive one.
- Mysterious Past: A PC decker will imply that she may be Alice Haeffner, a former First Lady of the UCAS and cyberwarfare expert, who is believed dead, though urban legend says that she's still alive as a "Ghost in the Machine" (those are, in fact, are a bit more than legend). Her response is to smile and say that the player couldn't afford her confirming or denying that.
- Only in It for the Money: As per her Wild Card status, she's entirely mercenary. It takes flashing several thousand nuyen just to get a referral to meet her. Paying her for her work takes the lion's share of the campaign.
- Screw This, I'm Outta Here!: Goes into hiding after her encounter with APEX, who decided to let her go, and urges the player to do the same thing, realizing they've all tapped into something too big for anyone to handle.
- Shout-Out: Her persona is based around referencing Alice in Wonderland.
- Voice with an Internet Connection: You never meet her in the flesh, only her persona through her terminal.
- Wild Card: Paul claims she's a neutral entity in the Flux State, working for whoever pays her instead of picking sides.
The MKVIAn 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.
- The Dev Team Thinks of Everything: It counts as a drone gameplay-wise, meaning it gets bonuses by being rigged and can't benefit from most buffing spells.
- 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.
- "It" Is Dehumanizing: The corporate documentation only ever refers to the troll that was used to create the weapon as "the biological component." Notably, when the crew finds out that he's is still alive and conscience, they start referring to the MKVI as "he."
- Gatling Good: Totes around a massive Vulcan Cannon.
- Guest Star Party Member: And a good thing too, considering what happens when it joins you.
- I'm Taking Her Home with Me!: Blitz's reaction to it. Disturbingly.
- Living Macguffin: You're job is to bring it back to your client for a hefty payday, though the Black Lodge also has an interest in taking it for themselves.
- Living Weapon: It's a still-living troll who was effectively turned into a heavily-armed drone that any rigger can control.
- One-Man Army: Maxed strength, maxed body, 150 HP, 3 AP (a whopping 4 if you rig into him), 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 (4 AP if rigged in to) 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.
The Hong Kong Crew
The crew as a wholeThe team of shadowrunners in "Kindly" Cheng's employ that the Player Character ends up in charge of.
- Anti-Hero: As expected of shadowrunners; they're all "criminal mercenary operatives" to use Is0bel's choice of words.
- Badass Crew: Triads, Mega Corps and ancient, demonic Chinese gods to deal against? Nothing but a fairly typical work week.
- Fire-Forged Friends: They met each other while being framed, having half their friends killed, their old lives destroyed and being indebted to local Triad boss.
- Ragtag Bunch of Misfits: A street Rat Shaman, an ex-gang member turned Lone Star rent-a-cop, a decker that grew up in one hellhole of a refugee camp, a sociopathic (seriously, he was clinically diagnosed) robotics expert, a ghoulified ex-Red Samurai special forces soldier and a leader who spent half of their adult life in a corporate black site prison. Yeah.
A male ork security specialist. A fellow Barrens street rat and honorary brother of the Hong Kong protagonist. He takes (well, is foisted with) the running name "Gun Show". He does street samurai duty with his assault rifle and also has the ability to subdue enemies, taking them down nonlethally.
- Badass Baritone: He's outright described as having a "baritone rasp" to his voice, which he's had since he was 12.
- Badass Mustache: It's faint, pencil-thin, but he has one.
- Badass Normal: Okay, so he is an orc, but that is nothing particularly abnormal in this setting. But unlike many other characters he does not have magic, extra-high-tech equipment, or cyberwarenote to enhance him, his abilities all come from determined training.
- The Big Guy: Definitely the muscle of your group. He specializes in either blasting things with his assault rifle or beating an enemy into submission quickly and efficiently.
- Broken Pedestal: He does not take kindly to learning who Raymond Black really is.
- Character Tic: Tends to touch and rub his head when he is frustrated or troubled.
- Cool Shades: He had a nice pair of red tinted ones at the start of the game. He ditches them shortly before you meet "Kindly" Cheng, but soon picks up a new pair.
- Embarrassing Nickname: "Gun Show". After the fourth or fifth time, Duncan just resigns himself to it.Duncan: Gun Show? Seriously? That's not gonna stick, is it?
Duncan: I knew that was gonna stick.
- Talking with him more reveals that as a teen, he was pretty chubby before he started exercising, leading his friends to give him the nickname Duncan Donut.
- Fire-Breathing Weapon: You can give him the ability to fire incendiary rounds that damage enemy armor.
- Formerly Fat: He exercises rigorously now, but before he joined Lone Star, he had a bit of a gut, hence the Embarrassing Nickname above.
- Grenade Hot Potato: One of his level-up options is a cyberware enhancement that throws back all grenades which would otherwise hit him.
- Hot-Blooded: Not so much now, but in the past, he had anger management issues and even a thirst for violence and was only able to hold himself together thanks to the Player Character.
- Law Enforcement, Inc.: He starts off the campaign working for Lone Star. He loses that job in the first mission.
- Non-Lethal Warfare: One of the possible specializations for him which gives him access to less-lethal weapons and techniques like beanbag rounds and stun grenades, giving him some abilities as the group's mezzer. Combine this with an ability he starts the game with that allows him to takedown and hogtie stunned enemies quickly and he can non-lethally incapacitate many foes. Mind, however, that such a takedown counts the same gameplay-wise as a kill, making it a gameplay mechanic rather than the lethal/nonlethal moral choice system that appears in games like Deus Ex or Metal Gear.
- The One Who Made It Out: Duncan worked his ass off getting out of the Barrens and getting a proper job, making it into Lone Star. Then it all goes to hell in the first five minutes of the game.
- Red Oni, Blue Oni: The Red to the main character's blue, which the both of you are fully aware of.
- Straight Gay: Sorta blink-and-you'll-miss-it, but if you reminiscence with him about the time he broke Raymond's "No dating until you graduate" rule, he'll mention that at the time, he was dating someone named David.
- Street Urchin: Former Barrens street rat alongside the main character.
- Trauma Conga Line: His first day in Hong Kong is just one tragedy after another. First his partner gets killed, then he's labeled as a terrorist and wanted by the HKPF, then he has to burn his SIN and lose his entire career and identity in the process. And then he finds that his father may have been killed.
A female ork street shaman and a follower of the Rat. Her devotion to her totem has granted her unique abilities to control the battlefield, trapping her enemies behind barriers of coruscating magic and herding them with clouds of blistering poison.
- Big Eater: Nearly anytime she's approached in her cabin, she's trying to stuff something big in her mouth.
- Deadpan Snarker: The worst one in your team (barring perhaps the main character).
- Don't Think, Feel.: A trait she gets from the Rat, and one she encourages the player to have. She starts to rethink this mindset if the player convinces her to not sink The Sinking Ship, and instead confront Melvina.Gobbet: ...This whole "introspection" thing kinda sucks, I've gotta say. (She looks up at you, scowling) It's much more comforting to just assume that all my past decisions were right.
Player Character: Sure it is. It's intellectually dishonest, but it's definitely comforting.
- Doom Magnet: She's been part of a a lot of runner teams, and most of them are no longer around (though only one team died as a consequence of her actions), it's possible for the player character to remark on the pattern.
- Dreadlock Warrior: Her hair is done in dreads, with the three thickest braids draped in front of her shoulders.
- Extreme Omnivore: Gobbet isn't just a Lethal Chef; she will eat just about damn near anything, in anycondition. It is a wonder she hasn't died of food poisoning.
- Familiar: She has a couple pet rats, Madness and Folly.
- Funny Background Event: Gobbet is active on Shadowland, but unlike Is0bel she doesn't post under her name. Her posts tend to contain lots of these, like trying to attract a roommate by renting out her literal top shelf in her cabin.
- His Name Really Is Barkeep: Gobbet isn't her running name. It's her real name. Her mother thought it sounded pretty. As she never had a SIN to begin with, she has less pressure than other Shadowrunners to use an alias.
- The Lancer: She pretty much becomes your de facto second-in-command due to a number of reasons.
- Lethal Chef:
- Her food all sounds awful. On account of her lack of hygiene standards (She shares her food with rats) and the fact she has no issue picking trash. Duncan and the PC can trade tales on their experience/trauma over food offered by Gobbets (Soup and an oyster respectively).
- It's implied that Rat is only partially to thank for her cast iron stomach.
- The McCoy: She tends to act first and think later. The PC can call her out on this during talks with her.
- Mentor Archetype: Played with. Gobbet (half-jokingly) suggests becoming your Shadowrunning mentor despite, as the main character can point out, probably being below legal drinking age. The roles get reversed after her personal mission (Don't Think, Feel.), which the player can snarkily lampshade.
- The Nicknamer: Calls the PC "Seattle," and Gaichu, "Nibbles."
- Odd Friendship: She and Gaichu get along pretty well during runs.
- Parrot Pet Position: Her rats tend to crawl wherever they like, but her portrait and sprite always depict a rat perched on her shoulder.
- The Pig Pen:
- Her rats hide in her clothing and she's shared her meals with them for as long as she's had them.
- Her room is also an utter mess, to the point that she can't even find cooking utensils (including pots), she knows she has to clean them for use.
- Poisonous Person: Specializes in conjuring magical poison clouds due to the Rat.
- Running Gag: She's always eating something when you talk to her on the ship.
- Screw This, I'm Outta Here!: One of her stories, the cops are going to come, so she sets the building on fire knowing cops don't charge into a burning building, but rather help everyone out. In her hurry to escape she leaves her team behind and they likely burned to death.
- Street Urchin: She grew up in the streets and has been Shadowrunning since her early teens.
- Summon Magic: Part and parcel of being a Shaman and her Spiritualist Track focuses on improving Gobbet's control over summoned spirits.
A female dwarf decker of Somali descent, with the tools and the expertise to clear her own way to a target mainframe. Trained for combat by a cabal of hacktivists, she's as deadly in meat-space as she is in the Matrix.
- Ace Custom: Of the weapon variety, her sidearm is a customized Slivergun.
- Amnesiac Hero: She can't remember much of her childhood. She deleted her memories because it was too painful.
- The Chick: Is0bel is a very emotional person, something that becomes very apparent during her special mission.
- The Cracker: Comes with being a decker.
- Cynicism Catalyst: Her upbringing in the Walled City, in particular her Older brother who overdosed in front of her has led her to generally look to herself first before she considers sticking her neck out for others. Gobbets is the exception as she owes her for getting her out of there.
- Dark and Troubled Past: To the point that she had a friend perform a dangerous operation to remove her memories of her time spent living in the Walled City.
- Escalating War: She had a fallout with her former best friend over some well-meant but patronising advice that led to bricked decks, a personalised spambot on Shadowland, and a dead cat amongst others. Though if you manage to mend their relationship slightly Is0bel swears she had nothing to do with the cat.
- Flat Earth Atheist: Is0bel doesn't believe the Yama Kings exist though this is more of a coping mechanism to deal with her traumatic childhood than anything else. You can even point out in your first conversation on the subject that she sounds more like she is trying to convince herself than you about the validity of this belief.
- Hates Small Talk: She's reticent is general, and will even say this word for word if you try chatting her up.
- Letters 2 Numbers: As you can see in her name.
- Messy Hair: She's got very kinky hair, to the point that early concept art made it look like she had dreadlocks.
- No Social Skills: This becomes especially evident when you have to guide her through several conversations during her personal mission.
- Small Girl, Big Gun: She is dwarf carrying a grenade launcher that is almost as tall as she is.
- Street Urchin: Grew up in Kowloon Walled City, one of the worst Wretched Hives in the Shadowrun-verse.
- Stuff Blowing Up: Starts with a mini-grenade launcher. Her sabotage tree gives her even more explosive toys to launch from it.
- Teeth-Clenched Teamwork: She really isn't very fond of Gaichû and will snark at him at any given opportunity.
A male human rigger of Russian descent. Racter is a highly specialized roboticist-turned-rigger who fights with the aid of "Koschei", his custom walker-form drone. He also carries an engineering toolkit that he can use to repair Koschei and enhance its abilities during combat.
- Ace Custom: Instead of being a off-the-shelf drone model, Koschei is a custom drone that can be modified in capability as the game goes on.
- Admiring the Abomination: Bring him along for the Final Boss and his jaw will drop in admiration for its "magnificence."
- Artificial Limbs: Both his feet, plus some extra.
- Creepy Awesome: Between his mindset, talents and cybernetic modifications, he's very much so.
- Cultured Badass: Not to the same degree Gaichû but he is definitely well-read and educated compared to the rest of the team.
- Cursed with Awesome: His sociopathy. His mild case of it allows him to not suffer the side effects of the extreme essence loss that he went through. It's also the only thing that allows him to use the implant in his head to its full potential. It originally was only supposed to replicate the sensation he would have if his lower half wasn't ripped off. With a little reworking, he can rewrite and remake his brain on the fly. Everyone else in the handful of people who got the implant were driven insane by it.
- Drone Deployer: Like every other Rigger, but he plays with the concept in that instead of having a couple of off-the-shelf models following him around he has one unique and very modifiable drone.
- Early-Bird Cameo: In the Dragonfall campaign, if you ask optional runner Lucky Strike about her own team, she'll mention Racter as part of it.
- Flat Earth Atheist: Racter has a peculiar view of the Sixth World. He knows magic is a real but refuses to entertain of notions like that of a soul (when confronted with an undead mummy he responds that there is nothing magical about human consciousness and that it was just an astral being reanimating the corpse) or that the religions of the world might hold some truth. Naturally, you can lampshade this attitude.
- Gentleman Snarker: Racter still tends to be very polite, even when what he is saying is dripping in sarcasm.
- Good Smoking, Evil Smoking: He likes his cigarettes.
- Half the Man He Used to Be: Lost everything from below the hips in the past. Yes, everything.
- Heel Realization: He realized that his Country was in the wrong as he was huddling, freezing under a pile of blankets during the first Euro War.
- In the Blood: He's the latest in a long line of men who have severe anti-social tendencies. His Grandfather killed his own brother with an Ice Auger. (A giant drill meant to gut a hole in a frozen body of water. And his father was a violent abusive Narcissist. Because of this he tries not to act like them.
- Mad Scientist: To the point that the player can throw a lampshade on it.
- Meaningful Name: Racter mentions he named his drone after Koschei the Deathless from Slavic mythology. Like its namesake, the drone is essentially "deathless" in that Racter custom makes all the parts for it himself and can rebuild it wholesale no matter how badly it gets banged up.
- Omniglot: He admits to knowing 15 different languages, but begrudges himself in only being fluent in 12 of them and hates how much trouble he has speaking Arabic. Significant in the fact that despite the presence of knowsofts and linguasofts and his unique ability (see above), he admits to being stubborn enough to learn them all the old fashion way.
- The Smart Guy: What other role do you expect a Mad Scientist to play on your team?
- The Sociopath: Racter reveals that he was diagnosed as a sociopath when he was 8. However it's a mild, realistic case: he doesn't quite get other metahumans, and he's still polite and understands morality. He just doesn't have the same instincts as others. He eventually reveals that he's literally half-robot, as his lower-half was crushed as a child. He attributes his ability to be relatively unaffected by the Essence loss to his being a sociopath by nature.
- Token Evil Teammate: None of the Hong Kong crew members are exactly saints, but Racter never objects to even the most morally ambiguous decisions and reliably advocates violent solutions.
- Walking Tank: Koschei when taken down the Predator Track; the devs specifically saying it turns the drone into a walking artillery piece, giving it new ranged weapons such as an auto-shotgun or a grenade launcher.
- White Sheep: Relatively. All the men is his family have a whole range of anti-social mental issues. The fact he's only a sociopath that doesn't hurt people is pretty good.
A former member of Renraku's Red Samurai security team, Gaichû has access to close combat abilities that are inaccessible to other characters. These take the form of stance-based katana attacks that flow together in sequence, each of which has its own unique animation.
- And Then John Was a Zombie: The default outcome of his personal quest makes Gaichû ghoulify his former squad commander Ishida, complete with breaking his arms so he's unable to kill himself before he's turned completely.
- Blind Weaponmaster: He's blind like every other ghoul. This slowed him down for a few days.
- Blood Knight: Shows shades of this - he jumps at the opportunity to face Quan Ya because he wants to know if he can kill a god.
- Character Development: In Gaichû's backstory, he realizes that people grow and develop because they work towards it, and not because its inherent in their nature. It goes against everything that he's been indoctrinated in Renraku/Japan, which believes that Japanese people have The Gift.
- Contemplate Our Navels: His conversations on the Bolthole can get philosophical.
- Cultured Badass: Aside from being a beast with a sword, he also has a deep appreciation for Japanese literature, philosophy and theatre.
- Cursed with Awesome: He managed to shake off the 'turn into a brainless monster' aspect of HMHVV, which just gives him additional strength and speed. However, he now requires metahuman flesh to survive.
- Empowered Badass Normal: Just being a Red Samurai says Gaichû is a badass and that was before he got infected with the Human Meta-Human Vampiric Virus (HMHVV).
- Elites Are More Glamorous: The guy is an ex-Red Samurai. For those that don't know the tabletop lore Red Samurai, colloquially called Reds, are Renraku's feared elite security forces. They are listed as on par with the Tir Ghosts and other elite military units in the Sixth World.
- Even Evil Has Standards: Gaichû may be a flesh-eating fiend who stalks the night, but even he thinks Is0bel killing Rhombus' cat over a personal spat to be repellent.
- Handicapped Badass: Like all ghouls, Gaichû is blind. He can only read auras at close range, which prevents him from using guns.
- Katanas Are Just Better: Though it is not surprising he uses them given his background and who he was trained by.
- Lack of Empathy: As expected by a former military professional of a Mega Corp. turned ghoul, Gaichû isn't really big on empathy and altruism.
- Life Drain: One of the options on the Ghoul Track gives him a bite attack that restores his health.
- Our Ghouls Are Creepier: He was infected with the Human Meta-Human Vampiric Virus (HMHVV) Krieger Strain at some point.
- The Perfectionist: Gaichû always strives towards improvement, and it's one reason why he's able to keep his mind as a ghoul. He also mentions that this was his role in his squad as well, driving them towards improvement.
- Picky People Eater: If you ask him to go into detail, Gaichû will reveal that prefers carving out flanks and making sashimi out of it after a few days of salt-water treatment (to bring out the collagen) and with some light seasoning.
- The Pig Pen: Defied. Most ghouls smell disgusting, and if asked about it, Gaichû will explain that is because most ghouls eat rotten meat and never bathe. Gaichû on the other hand eats minimally-cooked meatnote and regularly cleans himself.
- Token Evil Teammate: The most amoral member of your crew (though that's not really saying much), having no real problems with wetwork or collateral damage. That said, has a very strong sense of reputation and professionalism and isn't actively cruel.
- Seppuku: As part of the Red Samurai code, he was supposed to have done this after he got infected. He refused and defected from Renraku, becoming a mercenary instead. The rest of his unit views this as a major dishonor.
- Sixth Ranger: He is the last party member to join your team. In fact, he is actually the target of one of your early runs since he is the one killing the Wampoan Elders in retaliation for them betraying him after he did some of their dirty work. You can potentially fight him instead of out-right recruiting him.
- Still Wearing the Old Colors: He still wears his Red Samurai armor even though he is no longer a member of the Renraku military.
People of Heoi
A crime boss in the Yellow Lotus triad syndicate, she's turned Heoi into her own personal fiefdom in the Free Economic Zone of Hong Kong. She serves as your main fixer as you spend the campaign trying to pay her back for removing your SIN.
- Black Market: She runs it. In fact, none of the merchants will deal with you until after you complete her delivery mission to Strangler Bao.
- Contrasting Sequel Support Character: On the scale of 'relationships between Fixers and Shadowrunners', Kindly Cheng is about as far from Paul Amsel and Mrs. Kubota as you can get.
- Deadpan Snarker: With emphasis on the 'snarker' part.
- The Dreaded: Everyone in your Badass Crew is rightfully afraid of her.
- Eating the Eye Candy: She gives Duncan the Embarrassing Nickname of "Gun Show". When Duncan's in the room with her, her gaze lingers on him quite a bit.
- Even Evil Has Loved Ones: She actually liked Nightjar, and, along with saving face, a big reason she wants you to kill the Plastic Faced Man is to avenge him.
- Evil Old Folks: She's old, but she's a dangerous triad boss who has her hands in a lot of pies.
- Faux Affably Evil: True to her name, she puts on the appearance of a friendly, caring, and motherly sort, which she will quite readily drop the second something displeases her.
- Good Smoking, Evil Smoking: She enjoys smoking her thin cigars.
- I Coulda Been a Contender: Downplayed. She's powerful, but stuck in mid-to-high criminal tier. She was screwed out of a bid for semi-legitimacy by the Bigger Bad, who screwed her over on a deal and went to Cheng's (easier to control) superior instead.
- I Own This Town: She is the one in charge of Heoi, a fact that you will soon be made very much aware of.
- Ironic Name: Her "kindly" nature is just a facade.
- Lady Drunk: There's seldom a time when she's not hitting the bottle.
- Laser-Guided Karma: Her superior dies during the events of the endgame, leaving Cheng to take his place. And then, to top it off, you can sell her blackmail material on the Bigger Bad that allows her to take her revenge.
- Mission Control: Your team's fixer and therefore the one vetting your clients.
- Non-Indicative Name: She is anything but kindly. You have an option of being Genre Savvy and lampshade it when you first hear her name.Player: Let me guess. This "Kindly" Cheng is some kind of underworld hard-ass.
- Pragmatic Villainy / Reasonable Authority Figure: She's willing to help two complete nobodies like Duncan and the Player Character not out of the goodness of her heart, but for her own interests. She lost two runners, needs to replace them, and can't afford to look weak by letting an attack on her 'assets' go untouched. She also brings back Bao to the fold despite his attempt to betray her, recognizing his ambition and cunning while simultaneously explaining that it's a gesture of her good will - she has materials to permanently bury him.
- If you let the Plastic-Faced Man live, she's displeased with you disobeying her orders, but also lets that slide, since she understands that he poses no threat and he gave valuable information.
- The Triads and the Tongs: She takes the concept of "Face" very seriously, as the attack on Nightjar and Gutshot is equivalent to an attack on her authority; as such she has to hunt down those responsible.
- You Have Failed Me: You do not want to get on her bad side. Interestingly, incompetence seems to be higher on her hierarchy of sins than defiance. While she demands loyalty, she appreciates ambition, since it usually goes with intelligence - while an idiot stays an idiot.
A cold-blooded killer and Kindly Cheng's most dangerous weapon.
- The Big Guy: The guy is fucking big... and he's a human.
- Dragon with an Agenda: He's supposed to be Cheng's main enforcer, but he really wants to do things his way. Your first job is to get him under control.
- Even Evil Has Standards: Even he's taken aback when he hears Dr. Shenyang go off on a long, profanity-laden rant complete with some very twisted sexual positions.
- Faux Affably Evil: Cold-blooded and a bit of a dick. However, you can establish a very polite rapport with him which he seems to appreciate.
- Names to Run Away From Really Fast: Anyone named Strangler Bao is clearly not trying to denote an air of friendliness.
- Red Herring: He's set up like he's some future boss fight. Duncan warns not to cross him, and he's deliberately set up as dangerous, his size and level of augmentation drawing parallels to Audran. And he's never fought.
- The Starscream: Tried this, but it turns out that Kindly Cheng was prepared for this possibility. She appreciates his ambition, though.
Ka Fai FamilyA family of four trolls who run Club 88. The parents, Henry and Ermine, are the owners; Henry working behind the bar and Ermine selling guns in the backroom. Their sons, Frederick and Callum, act as bouncer and drugslinger respectively.
- Amazonian Beauty: The narration for Ermine mentions that she must have been quite the looker in her youth. She is also a troll, and even the scrawniest troll will usually have enough muscle to make a human weightlifter jealous...
- Black Market: Ermine sells firearms in the back of the club.
- Dysfunctional Family: What it turns out to be after a while.
- The Call Put Me On Hold: Frederick. He wants to be a Shadowrunner, and after a while is determined to be a pirate like his dad, but beyond being pretty strong, he's extremely naive about crime. And it turns out that his dad wasn't a pirate, Fred just romanticizes the man's fairly mundane (for a sailor) past.
- Jaded Washout: Henry. Downplayed - he's a former sailor and established the club purely out of necessity. He's completely out of his element and feels useless, not really providing for his family or doing anything.
- He eventually reveals that he only quit sailing because he narrowly avoided a pirate trap, and doing so meant he had to abandon a shipload of people who'd been maimed by said pirates. And his son wants to become a pirate himself.
- Screening The Call: Callum. He seeks a corporate job, but his mother, a former wage-slave herself, torpedoes his efforts. She's additionally motivated by the fact that her co-worker with whom she had an affair with is still a part of the corporation Callum wants to work for. He is, in fact, Callum's biological father.
- Family Business: They run Club 88.
- Obfuscating Stupidity: Ermine took advantage of her being a Troll while working in the corporate world, as others were either intimidated by her or underestimated her intelligence and business acumen.
- Video Game Caring Potential: You can encourage the family to stick together and point out the agendas in play that threaten to tear them apart, leading to a reconciliation between them.
- Video Game Cruelty Potential: You can encourage the family to go separate ways, leaving Ermine alone and alienated from both her sons and her husband, all of whom are implied not to live for long afterwards.
Ten Armed Ambrose
A Caucasian human from the UCAS Midwest, he's the local street doc.
- The Alcoholic: His schedule shows that he frequently goes on drinking binges. It's frequent enough that he's scheduled his hangovers.
- Dark and Troubled Past: Suffice to say, you don't wind up a nigh-quadriplegic from delivering milk bottles.
- Handicapped Badass: The guy's missing an arm, both legs, and is marred by scars from reconstructive surgery. He was a former shadowrunner.
- That Man Is Dead: Was a runner called Ripshot, but stopped using that alias after a very bad run. He's okay with that, since Ripshot was a piece of shit.
- Multiple-Choice Past: Let's just say you eventually discover there's a lot of holes in his story and leave it at that. Ambrose never reveals anything definite one way or the other, leaving it uncertain how much — if any — of his backstory was true.
- Shell-Shocked Veteran: The run that handicapped him messed up more than just his body. He learned to live with it, but it's very obvious that the memory of it still haunts him and he'll never know true peace. Karen, his friend and partner who also saved his life, was one too. Unfortunately, she never recovered and killed herself due to the strain.
- Shrouded in Myth: The Shadowland BBS is full of stories about his exploits. However, one of the posters point out that there were at least a couple notable Ripshots and it's impossible to determine if it's the same person.
- Unreliable Narrator: After he's done telling you his life story (and you potentially had a very moving To Absent Friends moment with him), you get an opportunity to look around his shop a bit more. With sufficiently high stats and skills you can find hints that at least some parts of the story you were just told may be lies.
The local tech merchant.
- Awesome McCool Name: He is rather keen to say his own name out loud. One can see why.
- Call Forward: He's big on the advent of Augmented Reality, which became a reality in the Shadowrun-verse after The Crash 2.0 in 2064.
- Small Name, Big Ego: The guy's got quite the ego.
- Bites him in the ass later on. If you sold him metadata about your missions, it turns out that he endangered you and Heoi while moving it forward - he's not aware that the Shadowland BBS is full of, well, Shadowrunners and that it's anonymous, not secure.
A merchant who sells rigger drones.
- Honest John's Dealership: He tries to play off that his drones aren't stolen.
- Split Personality Takeover: Reconstructed. The Reliable Matthew persona is fueled by high quality BT Ls - actual Matthew is extremely shy and very guilty about his job. Once you discover and discuss this, the Reliable Matthew personality says that it's benevolent; its main goal is to protect him from psychological harm by putting on an unbreakable facade.
- Stepford Smiler: See the spoiler above.
A local who has taken over her mother's magic shop.
- Cassandra Truth: Her mother went crazy trying to figure out what was corrupting Kowloon Walled City and became convinced that fairytale monsters called the Yama Kings was behind it all..
- Embarrassing First Name: Her birthname was Miao. "Crafty" was her childhood family nickname until she immigrated to Hong Kong with her mother, where she registered Crafty as her first name.
- Meaningful Name: Crafty Xu's storyline helps you trick the Queen with a Thousand Teeth if you follow it to its completion.
- Room Full of Crazy: Downplayed. Her mother had a veritable library of books on numerous subjects from where she was trying to figure out what was wrong with the Walled City. Said books have notes upon notes scribbled in the margins.
- Small Role, Big Impact: Crafy's questline can be ignored without it affecting the plot. But it does open up the way to Rules Lawyer the Big Bad of the story.
- Statuesque Stunner: She's noted as being nearly 2 meters tall, or nearly 6ft 7in. Her ears aren't visible in her character portrait, but her sprite appears to be human.
Other Characters in Hong Kong
The foster father of Duncan and the Player Character, who provided the education for both after taking them off the streets. He sets the story into motion when he sends a message urging them to meet him in Hong Kong.
- Armour Piercing Question: Talking with Duncan reveals the Main Character once managed to defuse one of Raymond and Duncan's rows with an old saying Raymond's mother used on him. You get to use it again in the climax, which helps in making the two come to terms.
- Control Freak: He used to be inflexible and wanted everything to go his way, especially when it came to his adopted kids. This was likely, as Duncan later points out, because he came from a rich and pampered background.
- Dark and Troubled Past: His real name is Edward Tsang. He is the son of Tsang Enterprises CEO; the same one who ordered the hit on you, Duncan and the initial shadowrunner team. He is also partially to blame for why Kowloon Walled City is so screwed up in the first place.
- Heroic Sacrifice: He can potentially sacrifice himself to stop his machine from taking the essence of everybody in the Walled City.
- Mentor Archetype: He took a couple of street kids out of the slum and raised them to be productive members of society.
- Never Found the Body: Because his body wasn't found and there's no footage of him actually getting shot, Duncan is convinced he's still alive. Turns out he is.
The Plastic-Faced Man Lee Tai-lung
A professional assassin and mercenary.
- Affably Evil: He's very polite - the worst thing he does after you kidnap him is snark a bit. Due to his Laser-Guided Amnesia, he actually has no qualms about spilling the beans about his part in the plot. He even helps you with the auto-wipe process by showing you a direct feed from his memories so you don't waste time asking questions.
- The Dragon: Subverted, he's just a hired gun. If you let him live, the game even lampshades it by giving you the achievement "Just a Pawn".
- Punch Clock Villain: What he really is.
- Laser-Guided Amnesia: His brain is reconstructed so that his memory can be auto-wiped. This way, he protects his client and also himself from potential retribution from both his bosses and their enemies, since he doesn't remember a thing.
- The Stoic: The fact that he doesn't remember anything about his hits or enemies makes him very chill.
- Walking Spoiler
Tsang Enterprises CEO and a member of the Hong Kong Executive Council, Josephine is not a woman to be trifled with. She is also the mother of Edward Tsang, also known as Raymond Black, and is the Player Character and Duncan's foster grandmother. She is also the one who set all events of the plot into motion and is the person most directly responsible for the mess that is Kowloon Walled City.
- Bigger Bad: Quan Ya, The Queen of a Thousand Teeth, may be the one you fight but Josephine is the one who set everything in motion. She is the one who rebuilt Kowloon Walled City after the original was torn down in the 1990s. She was the one who ordered the construction of the Fortune Engine, knowing full well that she was playing with a lot of fire in that endeavor. She is the one who framed you for crimes you didn't commit, who ordered the hit on you, who kidnapped your foster father. In short, everything bad that happens to you and the Walled City as a whole is a direct result of her actions.
- Corrupt Corporate Executive: She is the CEO of Tsang Enterprises and she is more corrupt than most.
- Corrupt Politician: She is a member of Hong Kong's Executive Council, which means she is one of the eight most important people in Hong Kong and a key member of the Hong Kong government.
- Evil Old Folks: She's old, considering your foster father is sixty-five and she is his mother which means she has to be in her mid-eighties minimum, but she's still the leader of a Mega Corp. and one of the most dangerous people in Hong Kong. Her aspirations on Kowloon Walled City also kick off the plot.
- It's All About Me: If you manage to keep Raymond alive, he reveals that the entire reason she's been opposing you is because she knowingly modified the Fortune Engine to drain good luck out of Kowloon Walled City to benefit Tsang Mechanical, essentially dooming millions of the most poor and desperate people imaginaable to an inescapable quagmire of misfortune and being willing to unleash an Eldritch Abomination upon them just to benefit herself.
- Laser-Guided Karma: Destroying the Fortune Engine does not do wonders of Tsang in the aftermath of the story.
- Walking Spoiler: Knowing anything about her gives away a huge chunk of the plot.
Quan Ya, The Queen of a Thousand Teeth
Final Boss of the game. One of the more well-known of Kowloon Walled City's Yama Kings, who was granted access to the material world due to a glitch in Project Prosperity. As the game begins she is starting to manifest, causing mass nightmares and hallucinations throughout Hong Kong.
- The Battle Didn't Count: And for very good reason. Assault rifle bullets aren't really going to do much more than inconvenience what's essentially a minor god of misery.
- Big Bad: Her imminent manifestation sets the plot in motion after Josephine Tsang had laid down the groundwork.
- Body Horror: Just being too close to her causes your teeth to fall out. Her servants remove their own teeth and tongues.
- Broke Your Arm Punching Out Cthulhu: Although you 'beat' her twice, she instantly regenerates and makes it clear she's only testing you. Only making a bargain with her will stop her from manifesting completely.
- Chekhov's Gunman: She makes appearances multiple times through the campaign, including during the intro, before you finally meet face-to-face.
- Clap Your Hands If You Believe: It's implied that the Yama Kings were made from the collective misery and bad qi of the Walled City, given life through local folklore. No matter which came first, the yama kings are very very real and the residents' 'faith' in them probably isn't helping.
- Deal with the Devil: She offers the Main Character 14 years of fortune if you're willing to just walk away from your final encounter and give her Kowloon. Your character can inflict a 'deal' of your own on her, if you know how.
- Evil Is Visceral: She's basically made out of gum-tissue and teeth. Her final boss arena shares this trait.
- Final Boss: Provides the final physical combat encounter in the Hong Kong campaign.
- Flunky Boss: She always has a few spirit mooks for backup.
- The Heartless: Crafty describes her as the Yama King of the enslaved, and her motifs include enslavery, submission and self-mutilation in her service.
- I Gave My Word: The Yama Kings only deal in Magically Binding Contracts, as long as both sides of the bargain know the rules.
- Mind Rape: Including trying to make your character commit suicide. She's also the cause of the nightmares plaguing the inhabitants of Kowloon and Heoi.
- Mook Maker: In the first phase of the battle with her, she will resummon any of the spirits you kill.
- More Teeth than the Osmond Family: What else can you really expect from something called 'the queen of a thousand teeth'?
- Multi-Armed and Dangerous: In her final form, she reveals six clawed arms.
- Nightmare Face: When she takes off her mask. Though it can hardly be called a face, so much as a mass of meat and teeth vaguely resembling an enormous mouth.
- Psychic Dreams for Everyone: All featuring yours truly.
- Shoot the Medic First: In both phases of her battle, killing the medic is imperative. In the first, she herself is the medic, reviving any mooks you kill. In the second, her mooks empower her in various ways (including healing), and therefore must be killed first.
- Walking Spoiler: Suffice it to say she — and her true nature — is very important to the plot.
Major Power Players
Employee of Saeder-Krupp.See the characters page for the overall franchise.
- Affably Evil: Or at least Affably Amoral. While his villainous traits are never specified in-game, anybody who's aware that he's Lofwyr will know what he's done and what he's capable of. Regardless, Brackhaus is nothing if not civil and professional in all his interactions.
- 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.
- Corrupt Corporate Executive: He owns Saeder-Krupp, one of the biggest and most powerful corporations on the planet and he is an amoral bastard.
- Exposition of Immortality: Likens the life of the Dragonfall 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 a single appearance in both Dead Man's Switch and Dragonfall, and is largely only there to provide some exposition. However, he plays a large role in the background of both campaigns and as Lofwyr, CEO of the largest megacorp in the world, he is one of the most feared and prominent figures in the Shadowrun universe.
- Mr. Exposition: An expert on dragons and insect spirits.
- Supernatural Gold Eyes: Just a little hint that he ain't human and is actually a dragon.
- 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.
- White Hair, Black Heart: He has white hair and is the ruthless CEO of the largest Mega Corp. on Earth. And a Great Dragon to boot.
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.
- Anime Hair: He has one amazing freaking hairdo.
- The Cameo: He shows up briefly in the magic shop in Heoi during the Hong Kong campaign.
- 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.
- He also shows up in Crafty's shop, around the time she finishes her research in the main plot.
- Supernatural Gold Eyes: Lacking pupils, no less.