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* MoralityPet: Serves this to many Sinners and ones whose bond reaches to 100% compliance, like for example: Chameleon, Oak Casket, Zoya, Hamel (she's not a bad person but Chief helps her calm down), Nox etc.
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* BadassNormal: While the Chief has Potestas and can shackle Sinners, they are not a frontline combatant as noted by their Sinners. In fact, it has been constantly established that outside of said powers, their physical performance is pretty subpar and they only have their wits and quick thinking to compete with the many threats to the city and their life.

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* BadassNormal: While The Chief both plays straight and subverts this. It is true that the Chief has Potestas and can shackle Sinners, they are is not a frontline combatant physically strong as noted by their Sinners. In fact, it has been constantly established that outside of said powers, their Potestas, Shackles, and Mania immunity, their physical performance is pretty actually subpar and they only have their wits and quick thinking to compete with the many threats to the city and their life.life. But this is subverted by the fact they can't be considered to be BadassNormal when he absorbed mania substances like the Inheritance or Corpus. The reason why the Chief wants to hide this fact is due to how they know that there are many who will view them as a threat if they ever find out. That is why the Chief prefers to be seen as a weak but necessary "loser" by having their Sinners take credit whenever possible.
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''Playable Sinners'': [[Characters/PathToNowhereViolence VIOLENCE]] | [[Characters/PathToNowhereLove LOVE]] | [[Characters/PathToNowhereGreed GREED]] | [[Characters/PathToNowhereTreachery TREACHERY]] | [[Characters/PathToNowhereLimbo LIMBO]] | [[Characters/PathToNowhereAnger ANGER]] | [[Characters/PathToNowhereHeresy HERESY]] | [[Characters/PathToNowhereSloth SLOTH]] | [[Characters/PathToNowhereFraud FRAUD]] -]]]]]

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''Playable Sinners'': [[Characters/PathToNowhereViolence VIOLENCE]] | [[Characters/PathToNowhereLove LOVE]] | [[Characters/PathToNowhereGreed GREED]] | [[Characters/PathToNowhereTreachery TREACHERY]] | [[Characters/PathToNowhereLimbo LIMBO]] | [[Characters/PathToNowhereAnger ANGER]] | [[Characters/PathToNowhereHeresy HERESY]] | [[Characters/PathToNowhereSloth SLOTH]] | [[Characters/PathToNowhereFraud FRAUD]] | [[Characters/PathToNowhereImmortal IMMORTAL]] -]]]]]

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sorted example by alphabetical order


* RedOniBlueOni: The Blue Oni to Hella's Red. She is calm, collected and advocates for a safer approach towards problematic situations. If not for her emotionless behaviour and overall childlike worldview, she would probably function as a sort of TeamMom.



* RedOniBlueOni: The Blue Oni to Hella's Red. She is calm, collected and advocates for a safer approach towards problematic situations. If not for her emotionless behaviour and overall childlike worldview, she would probably function as a sort of TeamMom.
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'''Minos Bureau of Crisis Control''' | [[Characters/PathToNowhereDisCity The [=DisCity=]]] | [[Characters/PathToNowhereOutlands The Outlands]]\\

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'''Minos Bureau of Crisis Control''' | [[Characters/PathToNowhereDisCity The [=DisCity=]]] | [[Characters/PathToNowhereOutlands The Outlands]]\\Outlands]] | [[Characters/PathToNowhereOthers Others]]\\
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* TrueCompanions: A messy group of companions brought together through ([[RecruitingTheCriminal figurative]] ''and'' [[SupernormalBindings literal]]) Shackles, but a group of companions loyal to The Chief nonetheless. Notably, some Sinners make it very clear they '''don't''' like the MBCC as a group, but still serve The Chief willingly because they believe they believe [[InternalReformist in their potential for creating a better society]] and/or [[BecauseYouWereNiceToMe gratitude to them]].

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* TrueCompanions: A messy group of companions brought together through ([[RecruitingTheCriminal figurative]] ''and'' [[SupernormalBindings literal]]) Shackles, but a group of companions loyal to The Chief nonetheless. Notably, some Sinners make it very clear they '''don't''' like the MBCC as a group, but still serve The Chief willingly because they believe they believe [[InternalReformist in their potential for creating a better society]] and/or [[BecauseYouWereNiceToMe gratitude to them]].
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* ChildSoldiers: For a less [[ArmyOfThievesAndWhores formal definition of "soldiers" anyway]]. Given that mania contamination doesn't discriminate whether it infects older or younger people, there's quite a few inmates inmates in the MBCC who are implied or explicitly stated to be underage - and there's no discernment when it comes to calling them into missions involving scraps against gangsters, corruptors and other numerous menaces The Chief faces.

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* ChildSoldiers: For a less [[ArmyOfThievesAndWhores formal definition of "soldiers" anyway]]. Given that mania contamination doesn't discriminate whether it infects older or younger people, there's quite a few inmates inmates in the MBCC who are implied or explicitly stated to be underage - and there's no discernment when it comes to calling them into missions involving scraps against gangsters, corruptors and other numerous menaces The Chief faces.

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The Minos Bureau of Crisis Control (MBCC) is a government bureau tasked with—well—[[ExactlyWhatItSaysOnTheTin crisis control]]. They are an organization that belongs and answers to the Framework Against Catastrophe (FAC), and the faction that serves as the POV focus of the game. After the events of Chapter 6, [[spoiler: they are placed under the surveillance and command of the 9th Agency, another underground faction focused on espionage and counter-intelligence]].

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[[WMG:[[center: [- ''VideoGame/PathToNowhere'' [[Characters/PathToNowhere Character Index]]\\
'''Minos Bureau of Crisis Control''' | [[Characters/PathToNowhereDisCity The [=DisCity=]]] | [[Characters/PathToNowhereOutlands The Outlands]]\\
''Playable Sinners'': [[Characters/PathToNowhereViolence VIOLENCE]] | [[Characters/PathToNowhereLove LOVE]] | [[Characters/PathToNowhereGreed GREED]] | [[Characters/PathToNowhereTreachery TREACHERY]] | [[Characters/PathToNowhereLimbo LIMBO]] | [[Characters/PathToNowhereAnger ANGER]] | [[Characters/PathToNowhereHeresy HERESY]] | [[Characters/PathToNowhereSloth SLOTH]] | [[Characters/PathToNowhereFraud FRAUD]] -]]]]]

The Minos Bureau of Crisis Control (MBCC) is a government bureau tasked with—well—[[ExactlyWhatItSaysOnTheTin crisis control]]. They are an organization that belongs and answers to the Framework Against Catastrophe (FAC), and the faction that serves as the POV focus of the game. After the events of Chapter 6, [[spoiler: they are placed under the surveillance and command of the 9th Agency, another underground faction focused on espionage and counter-intelligence]].
counter-intelligence]].

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* BoxedCrook: The MBCC often employs Sinners alongside their usual agents on missions alongside The Chief to deal with Crisis such as other Sinners and Black Rings - while seemingly contradictory to put dangerous convicts in a line of work that is dedicated to aprehending them, Sinners are often the only ones [[TakesOneToKillOne able to take down powerful enemy Sinners]] and going on missions develops their sense of discipline and rehabilitation - helped out by participation in operations working on a entirely volunteer basis.

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* BoxedCrook: The MBCC often employs Sinners alongside their usual agents on missions alongside The Chief to deal with Crisis such as other Sinners and Black Rings - while seemingly contradictory to put dangerous convicts in a line of work that is dedicated to aprehending apprehending them, Sinners are often the only ones [[TakesOneToKillOne able to take down powerful enemy Sinners]] and going on missions develops their sense of discipline and rehabilitation - helped out by participation in operations working on a entirely volunteer voluntary basis.
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* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of Chapter 2, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue. Another example happens at Chapter 9 where the Chief can either shoot or hold back on the young man who pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp, [[spoiler: unlike the previous example, while it is similar to previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, but the difference is how there is no different artwork and dialogue]].

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* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of Chapter 2, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue. Another example happens at Chapter 9 where the Chief can either shoot or hold back on the young man who pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his their Sinners at the Drifter Camp, [[spoiler: unlike the previous example, while it is similar to previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, but the difference is how there is no different artwork and dialogue]].



* GoodIsNotSoft: One shouldn't take the fact they're a ReasonableAuthorityFigure for granted, while The Chief has a surprisingly high amount of empathy even for Sinners with violent and sociopathic past, they won't think twice on tearing their enemies apart on the battlefield, both verbally and physically. In the Night of Wonders event for example, when it turns out that [[spoiler:Sosia is not immune to her own fears coming true]], The Chief goes on to perform a BreakingSpeech that causes a BrownNote in the form of [[spoiler:Enfer's past traumas]] to attack her. Another example is how the Chief attempt to shoot to kill the young man in Chapter 9 when the latter not only pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp.

to:

* GoodIsNotSoft: One shouldn't take the fact they're a ReasonableAuthorityFigure for granted, while The Chief has a surprisingly high amount of empathy even for Sinners with violent and sociopathic past, they won't think twice on tearing their enemies apart on the battlefield, both verbally and physically. In the Night of Wonders event for example, when it turns out that [[spoiler:Sosia is not immune to her own fears coming true]], The Chief goes on to perform a BreakingSpeech that causes a BrownNote in the form of [[spoiler:Enfer's past traumas]] to attack her. Another example is how the Chief attempt to shoot to kill the young man in Chapter 9 when the latter not only pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his their Sinners at the Drifter Camp.



* WithGreatPowerComesGreatInsanity: While immune to mania contamination, The Chief is still vulnerable to overextending the use of his Shackles and Potestas, which can lead to gradual mental damage. The fear of this happening to the pointy of insanity is exemplified in the Night of Wonders event, where this fear is materialized in the form of a corrupted copy of The Chief obssessed with any opposition and demanding submission from everyone around them.

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* WithGreatPowerComesGreatInsanity: While immune to mania contamination, The Chief is still vulnerable to overextending the use of his their Shackles and Potestas, which can lead to gradual mental damage. The fear of this happening to the pointy of insanity is exemplified in the Night of Wonders event, where this fear is materialized in the form of a corrupted copy of The Chief obssessed with any opposition and demanding submission from everyone around them.
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[[/folder]]

[[folder: Wynn]]
!!Wynn
Wynn is not her real name but rather an alias. This makes sense since she is from the Intelligence Department of MBCC. She also serves as the clerk for the City Arrest Team.
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* ADayInTheLimelight: While she only appeared briefly, she was seen bandaging Arrest Team Captain's injuries during the epilogue of the Dreamy Bubble event. She again appeared in Beyond [=DisCars!=] event as mission support through a vlog chat under the alias "My Best Cool Car is Awesome!"
* AscendedExtra: She was just a background character that mainly appeared only at MBCC headquarter's cutscene working as a female MBCC command center staff where she helps Nightingale with command and control.
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She is the head of the Supply Office at MBCC.
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* UnwittingInstigatorOfDoom: The 18th Belphegor Art Museum Exhibition ticket that she gave to the Chief as a present so that they can take a break ends up as this. This is because when the Mania crisis occurred in Belphegor Art Museum, the Chief is trapped there. When Nightingale finds out about this, she accusingly gave a long silent glare at Faye with a tight frown. Faye defended herself by saying how she could not have maliciously planned to trap the Chief since this Mania crisis happened out of nowhere. Not to mention how she is still waiting for her dear Chief to give her a year-end bonus...

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* TrueCompanions: A messy group of companions brought together through ([[RecruitingTheCriminal figurative]] ''and'' [[SupernormalBindings literal]]) shackles, but a group of companions loyal to The Chief nonetheless. Notably, some Sinners make it very clear they '''don't''' like the MBCC as a group, but still serve The Chief willingly because they believe they believe [[InternalReformist in their potential for creating a better society]] and/or [[BecauseYouWereNiceToMe gratitude to them]].

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* TrueCompanions: A messy group of companions brought together through ([[RecruitingTheCriminal figurative]] ''and'' [[SupernormalBindings literal]]) shackles, Shackles, but a group of companions loyal to The Chief nonetheless. Notably, some Sinners make it very clear they '''don't''' like the MBCC as a group, but still serve The Chief willingly because they believe they believe [[InternalReformist in their potential for creating a better society]] and/or [[BecauseYouWereNiceToMe gratitude to them]].



* LogicalWeakness: While the Shackle is effective at either restricting or enhancing Sinners, it is useless against ordinary opponents who are not corrupted by Mania. Even Potestas rely on Mania as its power source. So outside of highly distorted mental contamination field like the Black Ring where Mania is plentiful, the Chief has to rely on Sinners.



* WithGreatPowerComesGreatInsanity: While immune to mania contamination, The Chief is still vulnerable to overextending the use of his chackles and potestas, which can lead to gradual mental damage. The fear of this happening to the pointy of insanity is exemplified in the Night of Wonders event, where this fear is materialized in the form of a corrupted copy of The Chief obssessed with any opposition and demanding submission from everyone around them.

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* WithGreatPowerComesGreatInsanity: While immune to mania contamination, The Chief is still vulnerable to overextending the use of his chackles Shackles and potestas, Potestas, which can lead to gradual mental damage. The fear of this happening to the pointy of insanity is exemplified in the Night of Wonders event, where this fear is materialized in the form of a corrupted copy of The Chief obssessed with any opposition and demanding submission from everyone around them.
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->'''Voiced by:''' Creator/BriannaKnickerbocker (English)

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->'''Voiced by:''' Creator/BriannaKnickerbocker (English)(EN), Creator/TangYajing (CN), Creator/YumiriHanamori (JP)



->'''Voiced by:''' Creator/CristinaVee (English)

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->'''Voiced by:''' Creator/CristinaVee (English)(EN), Creator/KeZhong (CN), Creator/AoiKoga (JP)
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* NotAfraidtoDie: Oak Casket, the Sinner who can hear the last words of those infected with Mania like an echo or a mirage, remarks how the Chief is somone who does not value their own lives at Chapter 9.

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* NotAfraidtoDie: NotAfraidToDie: Oak Casket, the Sinner who can hear the last words of those infected with Mania like an echo or a mirage, remarks how the Chief is somone who does not value their own lives at Chapter 9.

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* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of Chapter 2, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue. Another example happens at Chapter 9-4 where the Chief can either shoot or hold back on the young man who pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp, [[spoiler: unlike the previous example, while it is similar to previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, but the difference is how there is no different artwork and dialogue]].

to:

* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of Chapter 2, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue. Another example happens at Chapter 9-4 9 where the Chief can either shoot or hold back on the young man who pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp, [[spoiler: unlike the previous example, while it is similar to previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, but the difference is how there is no different artwork and dialogue]].


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* NotAfraidtoDie: Oak Casket, the Sinner who can hear the last words of those infected with Mania like an echo or a mirage, remarks how the Chief is somone who does not value their own lives at Chapter 9.
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* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of Chapter 2, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue. Another example happens at Chapter 9-4 where the Chief can either shoot or hold back on the young man who pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp, [[spoiler: unlike the previous example, while it is similar to previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, but the difference is how there is no different artwork and dialogue.]].

to:

* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of Chapter 2, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue. Another example happens at Chapter 9-4 where the Chief can either shoot or hold back on the young man who pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp, [[spoiler: unlike the previous example, while it is similar to previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, but the difference is how there is no different artwork and dialogue.]].dialogue]].

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* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of chapter two, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue.

to:

* DialogueTree: The player can determine what the Chief says in certain cutscenes, though their responses usually don't affect the events around him. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt or even might lead to a non-standard game-over, by triggering some warning bumpers with the words Choose carefully. The most notable instance of this mechanic, so far, happens at the end of chapter two, Chapter 2, [[spoiler: when the Chief can decide to lie and give hope to a Sinner, or tell them the truth and cause despair on their situation]]. While the game doesn't deviate from the outcome [[spoiler: the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue. Another example happens at Chapter 9-4 where the Chief can either shoot or hold back on the young man who pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp, [[spoiler: unlike the previous example, while it is similar to previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, but the difference is how there is no different artwork and dialogue.]].
* HelloInsertNameHere: You can call the Chief whatever you want.



* GoodIsNotSoft: One shouldn't take the fact they're a ReasonableAuthorityFigure for granted, while The Chief has a surprisingly high amount of empathy even for Sinners with violent and sociopathic past, they won't think twice on tearing their enemies apart on the battlefield, both verbally and physically. In the Night of Wonders event for example, when it turns out that [[spoiler:Sosia is not immune to her own fears coming true]], The Chief goes on to perform a BreakingSpeech that causes a BrownNote in the form of [[spoiler:Enfer's past traumas]] to attack her.

to:

* GoodIsNotSoft: One shouldn't take the fact they're a ReasonableAuthorityFigure for granted, while The Chief has a surprisingly high amount of empathy even for Sinners with violent and sociopathic past, they won't think twice on tearing their enemies apart on the battlefield, both verbally and physically. In the Night of Wonders event for example, when it turns out that [[spoiler:Sosia is not immune to her own fears coming true]], The Chief goes on to perform a BreakingSpeech that causes a BrownNote in the form of [[spoiler:Enfer's past traumas]] to attack her. Another example is how the Chief attempt to shoot to kill the young man in Chapter 9 when the latter not only pretended to steal Hypercube to spy on the Chief, but also ambushed the Chief and his Sinners at the Drifter Camp.


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* TragicKeepsake: When the Chief went back to Keylan Square in Chapter 9 during the investigation, they found the Hypercube fragment that belonged to Roland Arouet, a FAC Security Captain who remained helpful and loyal even after they disregard his advice and holds no grudge even after he is killed by them. The Chief has kept the Hypercube fragment as a pendant that they wear around their neck.
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* LickedByTheDog: Almost literally. One Supervision Event involving Ann has her finding a cat and asking The Chief if they can keep it. The first option has them say "of course" while the later has them say [[ButThouMust that was what i was thinking]].

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* LickedByTheDog: Almost literally. One Supervision Event involving Ann has her finding a cat who takes interest in them and asking The Chief if they can keep it. The first option has them say "of course" while the later has them say [[ButThouMust "[[ButThouMust that was what i was thinking]].thinking]]".
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* LickedByTheDog: Almost literally. One Supervision Event involving Ann has her finding a cat and asking The Chief if they can keep it. The first option has them say "of course" while the later has them say [[ButThouMust that was what i was thinking]].
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* WithGreatPowerComesGreatInsanity: While immune to mania contamination, The Chief is still vulnerable to overextending the use of his chackles and potestas, which can lead to gradual mental damage. The fear of this happening to the pointy of insanity is exemplified in the Night of Wonders event, where this fear is materialized in the form of a corrupted copy of The Chief obssessed with any opposition and demanding submission from everyone around them.
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* Averted in her dynamic with EMP when they're paired up, where it's more like Red Oni ''and'' Red Oni. She slight leans towards being the "Blue Oni" due to being a bit more level-headed than her goofy partner, but that's only due to [[DamnedByFaintPraise the standards of this comparison]], really.

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* ** Averted in her dynamic with EMP when they're paired up, where it's more like Red Oni ''and'' Red Oni. She slight leans towards being the "Blue Oni" due to being a bit more level-headed than her goofy partner, but that's only due to [[DamnedByFaintPraise the standards of this comparison]], really.
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* NotSoDifferentRemark: This is what Hecate discovered while she and Labyrinth travel together in order to find the missing Chief/Master as one of three search teams during the Night of Wonders event. On one hand, Hecate and Labyrinth are indeed different because the former is a human while the latter is a robot. This means that while Hecate is still prone to human errors despite being the one of most mature sinners, Labyrinth is not prone to human errors. This is best shown when Hecate has trouble navigating inside the museum because she is emotionally affected while Labyrinth does not get lost thanks to her computing. On other hand, however, both Hecate and Labyrinth are similar in their devotions to Chief/Master. In fact, they later seem to form a bond due to commonality.
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* TheseTwoGuys:
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* Averted in her dynamic with EMP when they're paired up, where it's more like Red Oni ''and'' Red Oni. She slight leans towards being the "Blue Oni" due to being a bit more level-headed than her goofy partner, but that's only due to [[DamnedByFaintPraise the standards of this comparison]], really.


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* TheseTwoGuys:
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* ChildSoldiers: For a less [[ArmyOfThievesAndWhores formal definition of "soldiers" anyway]]. Given that mania contamination doesn't discriminate whether it infects older or younger people, there's quite a few inmates inmates in the MBCC who are implied or explicitly stated to be underage - and there's no discernment when it comes to calling them into missions involving scraps against gangsters, corruptors and other numerous menaces The Chief faces.
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* FairCop: ''Technically'' she's more like a "Fair Federal Agent'', but as the person who's usually in charge of aprehension teams in the MBCC and sharing their responsibility in keeping the inmates in check while being quite the beauty, she does still fall into this.
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* GoodIsNotSoft: One shouldn't take the fact they're a ReasonableAuthorityFigure for granted, while The Chief has a surprisingly high amount of empathy even for Sinners with violent and sociopathic past, they won't think twice on tearing their enemies apart on the battlefield, both verbally and physically. In the Night of Wonders event for example, when it turns out that [[spoiler:Sosia is not immune to her own fears coming true]], The Chief doesn't think twice before performing a BreakingSpeech that causes a BrownNote in form of [[spoiler:Enfer's past traumas]] attacking her.

to:

* GoodIsNotSoft: One shouldn't take the fact they're a ReasonableAuthorityFigure for granted, while The Chief has a surprisingly high amount of empathy even for Sinners with violent and sociopathic past, they won't think twice on tearing their enemies apart on the battlefield, both verbally and physically. In the Night of Wonders event for example, when it turns out that [[spoiler:Sosia is not immune to her own fears coming true]], The Chief doesn't think twice before performing goes on to perform a BreakingSpeech that causes a BrownNote in the form of [[spoiler:Enfer's past traumas]] attacking to attack her.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodIsNotSoft: One shouldn't take the fact they're a ReasonableAuthorityFigure for granted, while The Chief has a surprisingly high amount of empathy even for Sinners with violent and sociopathic past, they won't think twice on tearing their enemies apart on the battlefield, both verbally and physically. In the Night of Wonders event for example, when it turns out that [[spoiler:Sosia is not immune to her own fears coming true]], The Chief doesn't think twice before performing a BreakingSpeech that causes a BrownNote in form of [[spoiler:Enfer's past traumas]] attacking her.
Is there an issue? Send a MessageReason:
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* BoxedCrook: The MBCC often employs Sinners alongside their usual agents on missions alongside The Chief to deal with Crisis such as other Sinners and Black Rings - while seemingly contradictory to put dangerous convicts in a line of work that is dedicated to aprehending them, Sinners are often the only ones [[TakesOneToKillOne able to take down powerful enemy Sinners]] and going on missions develops their sense of discipline and rehabilitation - helped out by participation in operations working on a entirely volunteer basis.
* DysfunctionJunction: Mania infection, even in low levels, tends to cause mental quirks on the infected, and given that being considered a Sinner requires one to be infected with Mania on the first place, personal issues are practically a ''requirement'' to be a inmate in the MBCC.
* GovernmentAgencyOfFiction: One that's part Correctional Prison, part Crisis Agency and part FBI Stand-In. [[spoiler: Zig-Zagged after Chapter 6 when they are placed under the command of the underground 9th Agency, but still have to answer to FAC higher-ups]].
* RagtagBunchOfMisfits: Even without taking into account the fact that practically all Sinners were responsible (though in some cases, [[PowerIncontinence against their will]]) for a crime in their past, they often have obvious quirks and flaws that distinguish them from common citizens beyond their [[PersonOfMassDestruction destructive powers]]. Nonetheless, they're united and [[BunnyEarsLawyer very effective]] at what they do.
* TailorMadePrison: Some of the cells for the Sinners are made for both the safety of MBCC personal and other Sinners; Pacassi for example needs to be held in a room made up in such a way her radiation doesn't leak to the rest of the bureau, and any interactions with her requires wearing anti-radiation protection.
* TrueCompanions: A messy group of companions brought together through ([[RecruitingTheCriminal figurative]] ''and'' [[SupernormalBindings literal]]) shackles, but a group of companions loyal to The Chief nonetheless. Notably, some Sinners make it very clear they '''don't''' like the MBCC as a group, but still serve The Chief willingly because they believe they believe [[InternalReformist in their potential for creating a better society]] and/or [[BecauseYouWereNiceToMe gratitude to them]].
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[[quoteright:350:[[labelnote:''Click here to see her Interrogation appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/path_to_nowhere_hella_interrogation.png[[/labelnote]]]]

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