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Characters / Path To Nowhere Minos Bureau Of Crisis Control

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Minos Bureau of Crisis Control | The DisCity | The Outlands | Others
Playable Sinners: VIOLENCE | LOVE | GREED | TREACHERY | LIMBO | ANGER | HERESY | SLOTH | FRAUD | IMMORTAL

The Minos Bureau of Crisis Control (MBCC) is a government bureau tasked with—well—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, 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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    In General 
  • Boxed Crook: 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 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.
  • Child Soldiers: For a less 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.
  • Dysfunction Junction: 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.
  • Government Agency of Fiction: One that's part Correctional Prison, part Crisis Agency and part FBI Stand-In. 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.
  • Ragtag Bunch of Misfits: Even without taking into account the fact that practically all Sinners were responsible (though in some cases, against their will) for a crime in their past, they often have obvious quirks and flaws that distinguish them from common citizens beyond their destructive powers. Nonetheless, they're united and very effective at what they do.
  • Tailor-Made Prison: 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.
  • True Companions: A messy group of companions brought together through (figurative and 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 in their potential for creating a better society and/or gratitude to them.

The Main Trio

    The Chief 

The Chief

https://static.tvtropes.org/pmwiki/pub/images/maxresdefault_2702.jpg
Left: Male Chief, Right: Female Chief
The player character. The newly appointed chief of the MBCC, and the 13th overall.
Bureau Designation: Chief / Codename: Shepherd 13
Special Ability: Shackles & Potestas
Threat Assessment: ????

  • Amnesiac Hero: Has no memory of who they are or where they even came from.
  • Ax-Crazy: 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.
  • Badass Normal: 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. But this is subverted by the fact they can't be considered to be Badass Normal when they 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.
  • Chronic Hero Syndrome: A large part of their character is to save innocents no matter what, most of all the Sinners they are responsible for, resulting in numerous brushes with death in many an incident they get into. 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.
  • Convenient Coma: The Chief gets this after Chapter 11 and 12. They wake up from their coma at Chapter 13.
  • Coat Cape: Chiefs of both genders rock one as their default outfit.
  • Dialogue Tree: The player can determine what the Chief says in certain cutscenes, 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 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, 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 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 their Sinners at the Drifter Camp, 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.
  • Did You Just Punch Out Cthulhu?: As Chief has to fight and win against Mania contaminated beings that could destroy whole DisCity, if not the whole world; this is natural results.
  • Hello, [Insert Name Here]: You can call the Chief whatever you want.
  • The Empath: 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 The Power of Friendship and Heart Is an Awesome Power.
  • Everyone Calls Him "Barkeep": Simply known as "Chief". If they had a different name before, it was lost to amnesia and nobody refers to them by it. On their reports, the FAC refers to them as Shepherd 13.
  • A Father to His Men / A Mother to Her Men: Do NOT threaten their Sinners, or you will regret it.
  • Four-Star Badass: 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 seem 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) as a secret. This, apparently, is to avoid retaliation from Anti-Sinner groups.
  • From Nobody to Nightmare: 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 have absorbed a relic called Inheritance, destroyed two Black Rings and become a threat acknowledged by both the City management and Parma. They also have become much more proactive on their role, trying to understand what's truly happening in the city.
  • Frontline General: Takes on the battlefield alongside their Sinners both in-story and gameplay, albeit using 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.
  • Good Is Not Soft: One shouldn't take the fact they're a Reasonable Authority Figure 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 Sosia is not immune to her own fears coming true, The Chief goes on to perform a Breaking Speech that causes a Brown Note in the form of 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 their Sinners at the Drifter Camp.
  • Hello, [Insert Name Here]: You can call the Chief whatever you want.
  • The Immune: To mania contamination but is vulnerable to feedback damage from their Sinners getting contaminated and vice versa when at the epicenter of a Black Ring.
  • Licked by the Dog: 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 later has them say "That was what I was thinking".
  • Logical Weakness:
    • 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 fields like the Black Ring where Mania is plentiful, the Chief has to rely on Sinners.
    • Because they rely on the Shackles so much to help them feel what the Sinner is feeling, Garden assassin Garofano was able to trick them with her stories filled with lies and truths, hiding her intention to assassinate them.
  • Morality Pet: Serves this to many Sinners and ones whose bond reaches to 100% compliance, though that doesn't mean complete deference to the Chief.
  • Nice Guy: Most of the in-game choices lets you be this.
  • Not Afraid to Die: 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.
  • Only Sane Man: 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.
  • Purely Aesthetic Gender: 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.
  • Rage Breaking Point: When their Sinners are subject to duress or prejudice, the usually calm and collected Chief will snap.
  • Reasonable Authority Figure: 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 compromisse for them. Notably, in spite of answering to the FAC the latter is often ''not'' this.
  • Screw Destiny: 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.
  • Squishy Wizard: Their arsenal of powers can go from healing, to increasing the damage of all Sinners to outright stunning and damaging multiple enemies; which can all be a godsend in the pinch of combat - but 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.
  • The Stoic: 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 Sugar-and-Ice Personality to contrast them dealing with their allies and when dealing with strangers.
  • Tragic Keepsake: 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.
  • With Great Power Comes Great Insanity: 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 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.
  • You Are in Command Now: Suddenly finds themself as the Chief of the MBCC, with what happened to the previous Chief being a mystery.

    Hecate 

Hecate

https://static.tvtropes.org/pmwiki/pub/images/hekaty1_1.png
The voluntary inmate of the MBCC.
Click to see Rank-Up appearance.
Click to see her inmate mugshot.
Danger Rating: A
MBCC File ID: MBCC-S-019
Sinner Ability: Nightmare Manifestation
Tendency: Arcane | Core Breaker
Skills: Delusion, Lightless Mirror, Into the Night, Ghastly Shadow
Affiliation:
Birthplace: Unknown
Birthday: March 17
Height: 162cm
A mysterious Sinner and the only voluntary inmate of the MBCC prison.
  • Clone Angst: Implied. She makes references to being expendable, and she mentions that other Hecates exist.
  • Everyone Calls Him "Barkeep": 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).
  • Iconic Item: 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.
  • Mysterious Waif: Her origins are unknown and neither is it known why you know her previous name. Her previous records of serving her term are redacted.
  • "Not So Different" Remark: 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.
  • Red Oni, Blue Oni: 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 Team Mom.
  • Starter Mon: 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.

    Hella 

Hella

https://static.tvtropes.org/pmwiki/pub/images/hella1_33.png
The one who can only get stronger.
Click to see Rank-Up appearance.
Click to see her inmate mugshot.
Click here to see her Interrogation appearance.
Danger Rating: B
MBCC File ID: MBCC-S-098
Sinner Ability: Healing and Regeneration
Tendency: Fury
Skills: Pipe Strike, Street Justice, Slow Recovery, Ultimate Self-healing
Affiliation:
Birthplace: Syndicate
Birthday: December 2
Height: 152cm
Voiced by: Cristina Vee (EN), Ke Zhong (CN), Aoi Koga (JP)
A violent Sinner who somehow finds herself as an inmate of the MBCC prison.
  • Because You Were Nice to Me: 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.
  • Big Guy, Little Guy: She's the Little Guy to 99's Big Guy.
  • Cowardly Lion: 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.
  • 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.
  • Dark and Troubled Past: 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.
  • Healing Factor: She's able to heal from grievous injuries that would have killed stronger men or lesser Sinners.
  • Heterosexual Life-Partners: 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.
  • The Gadfly: Has a tendency to say what she thinks will make other people angry, just to piss them off.
  • Little Miss Snarker: Is a minor and is also extremely sassy.
  • Mouthy Kid: 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.
  • Pipe Pain: 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".
  • Red Oni, Blue Oni: 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.
    • 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 the standards of this comparison, really.
  • Running Gag: 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.
  • Signature Headgear: 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 it's indeed a very nice hat.
  • Sir Swears-a-Lot: The character most subject to the Sound-Effect Bleep, sometimes even multiple times per sentence.
  • Starter Mon: 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.

Other Personnel

    Nightingale 

Nightingale

Your adjutant in the MBCC. Might know more than she lets on, but she seems to be overall trustworthy and professional.
  • Badass Normal: 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.
  • Cloudcuckoolander's Minder: 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.
  • Fair Cop: 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.
  • Number Two: 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.
  • Promoted to Playable: 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.
  • The Stoic: 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.

    Faye 

Faye

The head of the Supply Office at MBCC.
  • Expy: A peppy smiling woman who is in charge of the shop and is always looking for money to be made. Akashi of Azur Lane comes to mind, though her voiced Live2D model in the shop does bring the resemblance closer to Closure of Rhodes Island.
  • Unwitting Instigator of Doom: 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...

    Security Captain 

Security Captain / 036 / Roland Arouet

One of the captains in charge of the security at the MBCC. Helps the Chief survive the prologue.
  • Consummate Professional: 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.
  • Everyone Calls Him "Barkeep": During the prologue we don't get to know his name and the game calls him only by his position as a captain. 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. Chapter 6 epilogue finally reveals his real name - Roland Arouet - written on his tombstone.
  • Killed Off for Real: Bites the bullet during the riots in the prologue. 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.
  • Nice Guy: His advice 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 in his final moments he assures the Chief that they are not at fault even after he is killed by them.
  • Promoted to Playable: 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. 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.
  • The Reliable One: Not only does he save the Chief in the opening of the game, seemingly sacrificing himself, 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.
  • Sacrificial Lion: The earliest ally to die in the tutorial. 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.
  • Shoot the Dog: 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.

    Arrest Team Captain 

Arrest Team Captain

One 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.

    Wynn 

Wynn

"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.
  • Ascended Extra: 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.
  • A Day in the Limelight: 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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