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* Once a historian hits level 9 (a somewhat daunting task for a background with decidedly sub-par attributes all around.) they may approach your character while they are doing paperwork and offer you a book. Inside are records of familiar battles and deeds; your company’s history. After reading through old tales “that both warm the heart and break it”, your character assures the historian that the record is good, and has it distributed about the camp, so that the company can know that their deeds will not be forgotten, giving 90% of them a good mood. For comparison, the average mood raising event boosts about 25% of them. Even [[Spoiler:getting the company laid by what are implied to be succubi]] only raises 75% of their moods; this book means that much to them.

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* Once a historian hits level 9 (a somewhat daunting task for a background with decidedly sub-par attributes all around.) they may approach your character while they are doing paperwork and offer you a book. Inside are records of familiar battles and deeds; your company’s history. After reading through old tales “that both warm the heart and break it”, your character assures the historian that the record is good, and has it distributed about the camp, so that the company can know that their deeds will not be forgotten, giving 90% of them a good mood. For comparison, the average mood raising event boosts about 25% of them. Even [[Spoiler:getting [[spoiler:getting the company laid by what are implied to be succubi]] only raises 75% of their moods; this book means that much to them.
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* Once a historian hits level 9 (a somewhat daunting task for a background with decidedly sub-par attributes all around.) they may approach your character while they are doing paperwork and offer you a book. Inside are records of familiar battles and deeds; your company’s history. After reading through old tales “that both warm the heart and break it”, your character assures the historian that the record is good, and has it distributed about the camp, so that the company can know that their deeds will not be forgotten.

to:

* Once a historian hits level 9 (a somewhat daunting task for a background with decidedly sub-par attributes all around.) they may approach your character while they are doing paperwork and offer you a book. Inside are records of familiar battles and deeds; your company’s history. After reading through old tales “that both warm the heart and break it”, your character assures the historian that the record is good, and has it distributed about the camp, so that the company can know that their deeds will not be forgotten.forgotten, giving 90% of them a good mood. For comparison, the average mood raising event boosts about 25% of them. Even [[Spoiler:getting the company laid by what are implied to be succubi]] only raises 75% of their moods; this book means that much to them.
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* Once a historian hits level 9 (a somewhat daunting task for a background with decidedly sub-par attributes all around.) they may approach your character while they are doing paperwork and offer you a book. Inside are records of familiar battles and deeds; your company’s history. After reading through old tales that both warm the heart and break it, the historian

to:

* Once a historian hits level 9 (a somewhat daunting task for a background with decidedly sub-par attributes all around.) they may approach your character while they are doing paperwork and offer you a book. Inside are records of familiar battles and deeds; your company’s history. After reading through old tales that “that both warm the heart and break it, it”, your character assures the historianhistorian that the record is good, and has it distributed about the camp, so that the company can know that their deeds will not be forgotten.
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* In a Lone Wolf playthrough, one random event has an elderly woman mockingly ask you why you choose to fight and adventure despite how little an impact you'll realistically make in the world. The only response you can make has your Hedge Knight say that as long as their work saves even a single life, they'll be satisfied.

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* In a Lone Wolf playthrough, one random event has an elderly woman mockingly ask you why you choose to fight and adventure despite how little an impact you'll realistically make in the world. The only response you can make has your Hedge Knight say that as long as their work saves even a single life, they'll be satisfied.satisfied.
* Once a historian hits level 9 (a somewhat daunting task for a background with decidedly sub-par attributes all around.) they may approach your character while they are doing paperwork and offer you a book. Inside are records of familiar battles and deeds; your company’s history. After reading through old tales that both warm the heart and break it, the historian
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** It is also possible that a company member with the Cripple background can encourage another one who is feeling depressed after suffering a permanent injury, telling him that he has been crippled for long but will never give up until the very end, which makes the injured man nod feeling much better.
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* After a long and gruelling noble war, you can get an event in which a group of noble bannermen coldly belittle your men's contribution and threaten them. There is an option to tell your men to stand up for themselves. This results in your soldier's friendship and determination being great enough to make the belligerent bannermen simply depart in fear.

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* After a long and gruelling noble war, you can get an event in which a group of noble bannermen coldly belittle your men's contribution and threaten them. There is an option to tell your men to stand up for themselves. This results in your soldier's friendship and determination being great enough to make the belligerent bannermen simply depart in fear.fear.
* In a Lone Wolf playthrough, one random event has an elderly woman mockingly ask you why you choose to fight and adventure despite how little an impact you'll realistically make in the world. The only response you can make has your Hedge Knight say that as long as their work saves even a single life, they'll be satisfied.
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* When a brother with the Cripple background is hired, sometimes he will apologise to the other mercenaries after a battle and say that he feels completely weak and useless. One of your more experienced brothers can then tell him that in spite of his physical problems, he holds the power to make his own destiny and become a brave and successful soldier. In such a cold and hostile world, it's a refreshingly kind and heartwarming moment.
* Events in which your brothers help innocent people avoid horrible fates. It feels like you're righting some of the many wrongs in the world.
* After a long and gruelling noble war, you can get an event in which a group of noble bannermen coldly belittle your men's contribution and threaten them. There is an option to tell your men to stand up for themselves. This results in your soldier's friendship and determination being great enough to make the belligerent bannermen simply depart in fear.

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