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1[[WMG:[[center: [- ''VideoGame/PathToNowhere'' [[Characters/PathToNowhere Character Index]]\
2'''Minos Bureau of Crisis Control''' | [[Characters/PathToNowhereDisCity The [=DisCity=]]] | [[Characters/PathToNowhereOutlands The Outlands]] | [[Characters/PathToNowhereOthers Others]]\
3''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]] -]]]]]
4
5The 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]].
6
7----
8
9[[foldercontrol]]
10
11[[folder:In General]]
12* 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 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 voluntary basis.
13* 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 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.
14* 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.
15* 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]].
16* 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.
17* 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.
18* 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 [[InternalReformist in their potential for creating a better society]] and/or [[BecauseYouWereNiceToMe gratitude to them]].
19[[/folder]]
20
21!!The Main Trio
22
23[[folder:The Chief]]
24!!The Chief
25[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/maxresdefault_2702.jpg]]
26 [[caption-width-right:350:Left: Male Chief, Right: Female Chief]]
27The player character. The newly appointed chief of the MBCC, and the 13th overall.
28-> Bureau Designation: Chief / [[spoiler: Codename: Shepherd 13]]
29-> Special Ability: Shackles & Potestas
30-> Threat Assessment: ????
31----
32* AmnesiacHero: Has no memory of who they are or where they even came from.
33* AxCrazy: [[spoiler: Shalom's interrogations show a supposedly pre-amnesiac Chief being strapped to a straitjacket and having a crazed look, telling Shalom not to touch them unleashing their Shackles without lifting their hands.]]
34* BadassNormal: The Chief both plays straight and subverts this. It is true that the Chief is not physically strong as Sinners. In fact, it has been constantly established that outside of their Potestas, Shackles, and Mania immunity, their physical performance is actually subpar and they only have their wits and quick thinking to compete with the many threats to the city and their life, until they [[spoiler:absorb Mania substances like the Inheritance or Corpus, turning them into an EmpoweredBadassNormal. However, [[WillfullyWeak the Chief hides this fact to ensure that people won't mark them as a threat]], so they prefer to be seen as a weak but necessary "loser" by having their Sinners take credit whenever possible.]]
35%% BigDamnHeroes
36%% CharacterDevelopment
37* ChickMagnet: Both girls and [[DudeMagnet guys]] to be exact when it comes to Sinners. There's plenty of Sinners who have been taken by their kindness, especially in comparison to their horrid lives out of the Bureau, and it gets especially marked by some voice lines at high compliance and Interrogations.
38* ChronicHeroSyndrome: A large part of their character is to save innocents no matter what, [[AFatherToHisMen most of all the Sinners they are responsible for]], resulting in numerous brushes with death in many an incident they get into. [[spoiler:They share this in common with Coquelic, so after understanding each other's personalities in her last Interrogation, they make a mutual promise not to go overboard.]]
39* ConvenientComa: [[spoiler: The Chief gets this after Chapter 11 and 12. They wake up from their coma at Chapter 13.]]
40* CoatCape: Chiefs of both genders rock one as their default outfit.
41%% {{Determinator}}
42* DealWithTheDevil: Seems to have a habit of doing this with Sinners.
43** With Oak Casket, [[spoiler:they make a deal for her in Stage 10-12 to bring them back to life and bring down Corpus 002 in exchange for a more meaningful death for Oak to experience, all but giving her the right to the Chief's life and death. Having tired of hearing plain regrets and pain of other dead, Oak becomes uncharacteristically ecstatic and agrees]].
44** To prevent Cabernet from [[spoiler:consuming any more souls, they offer them their own in exchange. Cabernet, already drawn by the Chief's enticing soul, easily agrees]].
45* DialogueTree: The player can determine what the Chief says in certain cutscenes, [[ButThouMust though their responses usually don't affect the events around them]]. On certain occasions, the game will give you a prompt when a choice affects how a situation is dealt with or even might lead to a non-standard game-over by triggering some warning bumpers with the words "Choose carefully".
46** 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:being that the Sinner will die in both scenarios]], the way it's reached includes different artwork and dialogue.
47** In Chapter 9, the Chief can either shoot or hold back on the young man who pretended to steal Hypercubes to spy on the Chief, but also ambushed the Chief and their Sinners at the Drifter Camp. [[spoiler:Unlike the previous example, while similar to the previous example as the outcome is the same as the Chief is shot from behind by a burst of electricity, the difference is that there is no different artwork and dialogue.]]
48* DidYouJustPunchOutCthulhu: The Chief often fights ''and wins'' against Mania-contaminated beings that could destroy the whole of [=DisCity=], if not the world.
49* TheEmpath: The Shackles provide the Chief with a strong psychic link over large distances that allow them to, variably, sense the emotional state of their shackled Sinners, as well as enter and influence their dreams, subconscious, and battle mental corruption directly. Furthermore, since the Shackles seem to largely be influenced by the mental state of either party, this also crosses with ThePowerOfFriendship and HeartIsAnAwesomePower.
50* EveryoneCallsHimBarkeep: Simply known as "Chief". If they had a different name before, it was lost to amnesia and nobody refers to them by it. [[spoiler:On their reports, the FAC refers to them as Shepherd 13.]]
51* AFatherToHisMen: [[AMotherToHerMen Also applies to a female Chief.]] Either way, do NOT threaten their Sinners, or you will regret it.
52* FourStarBadass: While the Chief is the one in charge of the Bureau, their place in the hierarchy of the city is quite flimsy and even less glamorous than it might initially sound. While the Bureau has some semblance of power, the FAC and the City Council seems to be able to overrule their decisions. Also, their status as an underground faction makes them unable to act publicly, with the very identity of the Chief (and some of the Sinners) a secret. This, apparently, is to avoid retaliation from anti-Sinner groups.
53* FromNobodyToNightmare: At the start of the prologue, they can barely do a thing, requiring constant help from both Sinners and the Bureau's staff. A few bad days and weeks later, they [[spoiler:have absorbed a relic called Inheritance, destroyed two Black Rings and became a threat acknowledged by both the City management and Parma]]. They also have become much more proactive in their role, trying to understand what's truly happening in the city.
54* FrontlineGeneral: Takes to the battlefield alongside their Sinners both in-story and gameplay, albeit using [[SquishyWizard their powers instead of their physical prowess]]. Justified, as using their Shackles require them to be near their Sinners, and their powers provide important active support in combat beyond issuing orders.
55* 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.
56** In the ''Night of Wonders'' event, 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.
57** The Chief can attempt to shoot to kill the young man in Chapter 9 when the latter not only pretended to steal the Hypercubes to spy on the Chief, but also ambushed the Chief and their Sinners at the Drifter Camp.
58* HelloInsertNameHere: You can call the Chief whatever you want.
59* TheImmune: To Mania contamination, [[spoiler:but is vulnerable to feedback damage from their Sinners getting contaminated and vice versa when at the epicenter of a Black Ring]].
60* LickedByTheDog: Almost literally. One Supervision Event involving Anne 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 latter has them say "[[ButThouMust That was what I was thinking]]".
61* LogicalWeakness:
62** While the shackles are 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 fields like the Black Ring where Mania is plentiful, the Chief has to rely on Sinners.
63** Because they rely on the shackles so much to help them feel what the Sinner is feeling, [[spoiler:Garden assassin Garofano was able to trick them with her stories filled with lies and truths, hiding her intention to assassinate them]].
64* MoralityPet: Serves this to many Sinners and ones whose bond reaches to 100% compliance, [[ReformedButNotTamed though that doesn't mean complete deference to the Chief]].
65* NiceGuy: Most of the in-game choices lets you be this.
66* NotAfraidToDie: Oak Casket, a Sinner who can hear the last words of those infected with Mania like an echo or a mirage, ominously remarks how the Chief is someone who does not value their own life in Chapter 9. [[spoiler:Coquelic, who would likewise die for the girls of her Garden, recognizes this quality in the Chief as well, and so in her last Interrogation phase, ends up making a mutual promise with them to not throw away their lives so readily.]]
67* OnlySaneMan: A given, considering their job. In spite of partial amnesia and the stresses of their job, they are a pretty well-adjusted person with a strong understanding of morality, philosophy and what makes people tick.
68* PurelyAestheticGender: Gender doesn't affect the story plot, which Sinners you can recruit, or any of your Chief skills. Some players, though, have noted that Cinnabar dialogues with the Chief during her interrogation differ if you are male or female.
69* RageBreakingPoint: When their Sinners are subject to duress or prejudice, the usually calm and collected Chief will snap.
70* ReasonableAuthorityFigure: Acts as this for the Bureau, often going out of their way to placate their Sinners and reigning them in from their more "insane" antics while still seeking compromise for them. Notably, in spite of answering to the FAC, the latter is often [[ObstructiveBureaucrat ''not'' this]].
71* ScrewDestiny: [[spoiler:What their relationship with Stargazer largely boils down to is their adamant refusal to go along with her prophecies, and it's an attitude that pervades a lot of their other actions in the story.]]
72* SquishyWizard: Their arsenal of powers can go from healing, to increasing the damage of all Sinners, and to outright stunning and damaging multiple enemies, which can all be a godsend in the pinch of combat. However, they can't take more than a few hits as show by their limited life count in combat, the default being no more than '3'.
73* TheStoic: Subverted. The Chief's default expression might ''look'' very stoic and they default to a calm monotone when speaking up, but they can be very expressive both when desperately issuing orders in dangerous battles or happily comforting those in need. At most, one could say they have a SugarAndIcePersonality to contrast them dealing with their allies and when dealing with strangers.
74* TragicKeepsake: When the Chief went back to Keylan Square in Chapter 9 during the investigation, they found the Hypercube fragment that belonged to [[spoiler: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.
75* WithGreatPowerComesGreatInsanity: While immune to Mania contamination, the Chief is still vulnerable to overextending the use of their Shackles and Potestas, which can lead to gradual mental damage. The fear of this happening materializes in the ''Night of Wonders'' event, taking the form of a corrupted copy of the Chief obsessed over any opposition and demanding submission from everyone around them. [[spoiler:Given that the Chief before their amnesia was an enraged madman in a straitjacket as shown in Shalom's Phase 4 Interrogation, that fear might actually have been {{foreshadowing}}.]]
76* YouAreInCommandNow: Suddenly finds themselves as the Chief of the MBCC, with what happened to the previous Chief being a mystery.
77[[/folder]]
78
79[[folder:Hecate]]
80!!Hecate
81[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hekaty1_1.png]]
82[[caption-width-right:350:The voluntary inmate of the MBCC.]]
83[[caption-width-right:350:[[labelnote:''Click to see Rank-Up appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/hekaty2.png[[/labelnote]]]]
84[[caption-width-right:350:[[labelnote:''Click to see her inmate mugshot.'']]https://static.tvtropes.org/pmwiki/pub/images/hekaty3_6.png[[/labelnote]]]]
85->'''Danger Rating:''' A
86->'''MBCC File ID:''' MBCC-S-019
87->'''Sinner Ability:''' Nightmare Manifestation
88->'''Tendency:''' Arcane | Core Breaker
89->'''Skills:''' Delusion, Lightless Mirror, Into the Night, Ghastly Shadow
90->'''Affiliation:'''
91->'''Birthplace:''' Unknown
92->'''Birthday:''' March 17
93->'''Height:''' 162cm
94->'''Voiced by:''' Creator/BriannaKnickerbocker (EN), Creator/TangYajing (CN), Creator/YumiriHanamori (JP)
95A mysterious Sinner and the only voluntary inmate of the MBCC prison.
96----
97* CloneAngst: {{Implied}}. She makes references to being expendable, and she mentions that other Hecates exist.
98* EveryoneCallsHimBarkeep: Hecate doesn't seem to be her name, but a codename given by the MBCC to a certain role or position within the organization. Given that her past is shrouded in mystery, there is not a definitive answer yet, though there seems to be a few hints and clues hidden on her interactions (both daily and special).
99* IconicItem: She is almost never seen without her sketchbook. She loves drawing in it, and one supervision incident has the Chief procure more sketchbooks for her.
100* MysteriousWaif: Her origins are unknown and neither is it known why you know her previous name. Her previous records of serving her term are redacted.
101* NotSoDifferentRemark: What Hecate discovers with Labyrinth as they travel together to find their missing Chief/Master during the ''Night of Wonders'' event. On one hand, the two are indeed different because one is a human while the other is a robot, so while Hecate is still prone to human errors despite being the one of most mature Sinners, Labyrinth is not so. 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 the other hand, both Hecate and Labyrinth are similar in their devotion to the Chief. In fact, they later seem to form a bond over this commonality.
102* 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.
103* StarterMon: One of the first Sinner units the Player receives, though one that keeps her lore (and gameplay) relevance well after the introduction of later and (and arguably) stronger characters. She is one of the two prevalent Sinners in the main questline, serving as a sort of in-field adjutant to the Chief. She is also the tutorial character for the Mirage mechanic, which deals with the Chief exploring the spiritual world - and past - of the Sinners.
104[[/folder]]
105
106[[folder:Hella]]
107
108!!Hella
109[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hella1_33.png]]
110[[caption-width-right:350:The one who can only get stronger.]]
111[[caption-width-right:350:[[labelnote:''Click to see Rank-Up appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/hella2_9.png[[/labelnote]]]]
112[[caption-width-right:350:[[labelnote:''Click to see her inmate mugshot.'']]https://static.tvtropes.org/pmwiki/pub/images/hella3_8.png[[/labelnote]]]]
113[[quoteright:350:[[labelnote:''Click here to see her Interrogation appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/path_to_nowhere_hella_interrogation.png[[/labelnote]]]]
114->'''Danger Rating:''' B
115->'''MBCC File ID:''' MBCC-S-098
116->'''Sinner Ability:''' Healing and Regeneration
117->'''Tendency:''' Fury
118->'''Skills:''' Pipe Strike, Street Justice, Slow Recovery, Ultimate Self-healing
119->'''Affiliation:'''
120->'''Birthplace:''' Syndicate
121->'''Birthday:''' December 2
122->'''Height:''' 152cm
123->'''Voiced by:''' Creator/CristinaVee (EN), Creator/KeZhong (CN), Creator/AoiKoga (JP)
124A violent Sinner who somehow finds herself as an inmate of the MBCC prison.
125----
126* BecauseYouWereNiceToMe: While it takes a bit of time, Hella ends up warming to the Chief in the course of the main quest, going from a fearful and distrustful stance to a more playful and mischievous attitude. The evolution of their dynamic is explored with more detail on Chapter 7, focusing mostly on the fallout of certain events that transpired in Chapter 5 and 6.
127* BigGuyLittleGuy: She's the Little Guy to 99's Big Guy.
128* CowardlyLion: While far from a coward, Hella is the first one to acknowledge how out of her element she is with the Bureau's city/world extinction threats. Despite her (totally understandable) fear for her life, she soldiers on out of love for her friends.
129* {{Determinator}}: It doesn't matter how many opponents she has to fight or how big they are, she's gonna give them the business end of her pipe.
130* DarkAndTroubledPast: As her interrogation - and other tidbits of information - reveals, she has led a pretty harsh life. Her parents were killed when she was seven and since then she has lived on the streets, mostly surviving by doing petty crimes and illegal jobs. At some point in her life, she ended up involved with the Laboratory of Parma, where they tortured and experimented on her, enhancing her power to the point she seems to be immune to Mania's corruption. At least she met Ninety-Nine there.
131* HealingFactor: She's able to heal from grievous injuries that would have killed stronger men or lesser Sinners.
132* HeterosexualLifePartners: Although there are some romantic undertones in her interactions with Ninety-Nine, this seems to be the status of their relationship. They end up living on the same cell, after certain events in the main questline. This might also have to do with China harsh stance against same-sex relationships on media.
133* TheGadfly: Has a tendency to say what she thinks will make other people angry, just to piss them off.
134* LittleMissSnarker: Is a minor and is also extremely sassy.
135* MouthyKid: While snarks and expletives seem to be a coping mechanism towards her obvious PTSD and the whole load of crap that happens during the main questline, she can be surprisingly mature when the situation calls for it.
136* PipePain: While most of the weapons employed by Sinners are far from sophisticated, Hella has the least formal one: a steel pipe she took from the Bureau while the riot from the Prologue was happening. Compliance reports reveal that the Bureau staff have been trying to convince her to replace or upgrade her weapon. She refuses to do so, though, saying "it just feels handy".
137* RedOniBlueOni: The Red Oni to Hecate's Blue. Prone to anger, emotional outbursts and defiance towards authority, Hella seems to operate on her own set of morals. Put her friends and those she care for in danger, though, and she will give you both a verbal and literal beatdown.
138** 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.
139* RunningGag: A lowkey one, in regards to her tendency to relieve people of their worldly possessions. On a couple of interactions and the event Dreamy Bubble, it has been stated that Hella usually steals the wallet and credit cards from the Chief. They seem to have grown accustomed to this, given their nonchalant reaction.
140* SignatureHeadgear: Her Beanie, which is cool enough that in one of the supervision events The Chief discover she's been making a little fortune to herself by selling copies of her headwear to the other Sinners, and Stargazer notes it's her "Luck Beanie" upon noticing this. The Chief has the option in the event to agree that [[LampshadeHanging it's indeed a very nice hat]].
141* SirSwearsALot: The character most subject to the SoundEffectBleep, sometimes even multiple times per sentence.
142* StarterMon: One of the first Sinner units the Player receives, though one that keeps her lore (and gameplay) relevance well after the introduction of later and (and arguably) stronger characters. She is one of the two prevalent Sinners in the main questline, mostly as a bodyguard for the Chief. She is also the tutorial character for the Interrogation mechanic, which deals with the Chief exploring the backstories of - and sometimes giving certain closure to - the Sinners.
143[[/folder]]
144
145!! Other Personnel
146
147[[folder:Nightingale]]
148!!Nightingale
149Your adjutant in the MBCC. Might know more than she lets on, but she seems to be overall trustworthy and professional.
150----
151* BadassNormal: Perhaps the biggest in the MBCC - she lacks both Sinner's Mania Powers and the Shackles and the Potestas from The Chief, but can get into the heat of the action to aprehend criminals (with the help of armed reinforcements) herself if needed to.
152* CloudcuckoolandersMinder: While the Chief is usually a force of reason in the MBCC - at least compared to Sinners - she has been known to comment on their plans and tendency to put themselves at risk. She never does it with malice, mostly framing her complaints from a professional standpoint. After all, someone has to produce paperwork on missions and explain the questionable methods employed by the Bureau to the FAC; said someone seems to be her.
153* 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.
154* NumberTwo: Although she usually ends up running the Bureau whenever the Chief is absent - something quite common, given the the Chief hands-on attitude towards fieldwork - this is her actual position in the MBCC. She also serves as the liaison to the FAC.
155* PromotedToPlayable: Averted. Despite being the first unit you control in the game, you never get to include her permanently in your roster. This might be explained by her being occupied running the Bureau from the sidelines, doing paperwork and being a liaison between the MBCC and the FAC. She has been shown leading the reinforcements in several occasions during the main questline and events, though.
156* TheStoic: Rarely shows any emotion, keeping always a stern and professional approach to her work. She seems to care about the Chief, though; she just doesn't show it on her face.
157[[/folder]]
158
159[[folder:Faye]]
160!!Faye
161The head of the Supply Office at MBCC.
162----
163* {{Expy}}: A peppy [[PerpetualSmiler smiling]] woman who is in charge of the shop and is always looking for money to be made. [[VideoGame/AzurLane Akashi of Azur Lane]] comes to mind, though her voiced [=Live2D=] model in the shop does bring the resemblance closer to [[VideoGame/{{Arknights}} Closure of Rhodes Island]].
164* UnwittingInstigatorOfDoom: The 18th Belphegor Art Museum Exhibition ticket that she gave the Chief as a present so that they can take a break ends up as this when a Mania crisis occurs in the museum, with the Chief trapped there. When Nightingale finds out about this, she accusingly gives Faye a long silent glare with a tight frown. Faye defends herself by saying she couldn't have maliciously planned to trap the Chief since this crisis happened out of nowhere, not to mention how she is still waiting for her dear Chief to give her a year-end bonus...
165[[/folder]]
166
167[[folder:Security Captain]]
168!!Security Captain / 036 / Roland Arouet
169One of the captains in charge of the security at the MBCC. Helps the Chief survive the prologue.
170----
171* ConsummateProfessional: Basically self-enforced, as losing control of his emotions would put him and his people at risk. He must always maintain extremely high levels of stoicism and self-discipline to even function in his role.
172* EveryoneCallsHimBarkeep: During the prologue we don't get to know his name and the game calls him only by his position as a captain. [[spoiler: When we meet him again in Chapter 5, he is first introduced as a FAC Captain, and after we ascertain that he is the same soldier we met during the prologue, we get to call him by his serial number - 036]]. [[spoiler: Chapter 6 epilogue finally reveals his real name - Roland Arouet - written on his tombstone]].
173* KilledOffForReal: Bites the bullet during the riots in the prologue. [[spoiler:Or so we are led to believe. He actually survives the riots and comes back in Chapter 5 and 6, leading a squad of FAC soldiers during the Legion-Eastside deal. Sadly, he is killed during the BR-4 incident, and by a hallucinating Chief, no less]].
174* NiceGuy: His advice [[spoiler:to kill Zoya]] aside, which in itself is ruthless but understandable, he is consistently reliable, honest and loyal to the Chief even after they disregard his advice. Even [[spoiler:in his final moments he assures the Chief that they are not at fault even after he is killed by them]].
175* PromotedToPlayable: Averted. Despite being the second unit you control in the game, you never get to include him permanently in your roster. In fact, the Chief comes to believe he died during the riots. [[spoiler: It's not until Chapter 5 and 6 that he makes a comeback and we learn more about him. Sadly, he doesn't make it out alive from that crisis]].
176* TheReliableOne: Not only does he save the Chief in the opening of the game, [[spoiler:seemingly]] sacrificing himself, [[spoiler:when he returns later, he remains one of the most consistently forthright ally despite the corruption around and above him. He remains helpful and loyal to them even after they disregard his advice and holds no grudge even after he is killed by them.]]
177* SacrificialLion: The earliest ally to die in the tutorial. [[spoiler:Even though he turns out to be alive, he ends up serving this role anyway when he is killed in the Black Ring so the story can show some teeth by killing off a very sympathetic and helpful ally.]]
178* ShootTheDog: [[spoiler:Advocates for killing Zoya to stop the formation of a Black Ring, despite her being a very sympathetic and central character up to that point. Considering the potential damages caused by a Black Ring, it is hard to fault his logic.]]
179[[/folder]]
180
181[[folder:Arrest Team Captain]]
182!!Arrest Team Captain
183One of the captains in charge of tracking and arresting sinners. He plays a small role on the event Dreamy Bubble, giving us a bit of insight about how the Chief is perceived by the file and rank of the Bureau.
184----
185[[/folder]]
186
187[[folder:Wynn]]
188!!Wynn
189"Wynn" is not her real name but rather an alias as someone from the Intelligence Department of MBCC. She also serves as the clerk for the City Arrest Team.
190----
191* 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.
192* ADayInTheLimelight: [[TheCameo 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!"

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