Beware of unmarked spoilers!
Doctor Morgan Yu
Vice President of TranStar and current test subject in the Simulation Laboratories. They are freed from the simulation after the Typhon break containment and begin spreading across Talos I.
- Ancestral Weapon: The Pre-Order DLC "Margrave" shotgun was one used by their mother Catherine in shooting competitions. Aside from looking fancier however it's statistically no different than the regular shotgun.
- Action Girl: Female Morgan fights her way through a nearly abandoned space station with guns blazing.
- Affably Evil: Pre-amnesia Morgan comes across as friendly, mostly rational, and soft spoken. But they also, like all Talos scientists, personally oversaw and even initiated some horrific experiments. One log hints that he/she was barely affected by an experiment involving a live human subject, which left other scientists badly shaken.
- Amnesiac Dissonance: This becomes a major problem for Morgan later on when they find out that many of the unethical experiments being performed on them were their own idea and that they were one of the biggest proponents of Neuromod research. However, the continual memory wipes began to make their mind more unstable until they decided mankind was better off without Neuromods. Whatever side Morgan chooses is up to the player.
- Badass Bookworm: The VP of TranStar who invented the Psychoscope and knows quite a lot about Neuromods, as well as having built several Operators (October, December, and January are known) with sentience, who speak with their voice. They can also bash things really hard with a wrench and use everything from a simple pistol to a prototype beam weapon effectively enough to lay waste to multiple Typhon (and anything else the station throws at them) at a time.
- Brainy Brunette: Morgan is a scientist and has brown hair.
- Cloning Blues: Not in the traditional sense. The personality drifts, brain damage, and memory loss from the experiments were so great that they are basically a fundamentally different person now than they were when they first started the tests. They treat their old self as a different person entirely, and they deal with many of the same issues that come with the trope. Then played straight in The Stinger, where it's revealed that the Player Character is actually a Typhon-human hybrid based on Morgan's DNA and implanted with their memories; the philosophical implications of this are briefly referenced in one of the in game books.
- Corrupt Corporate Executive: Much like the other members of the Yu family, they were brutally amoral and more than willing to play with lives in pursuit of science.
- The Corruption: Morgan has a vision of being slowly consumed by black tendrils when their powers awaken, and the more Typhon powers you give yourself, the less human Morgan will become. Turrets will start firing on you, and the Nightmare will find you more quickly.
- Decoy Protagonist: The Morgan you're controlling is part of a simulation. The actual character you're controlling is a Typhon-Human hybrid.
- Even the Guys Want Him: If male. The password to the computer of Morgan's assistant (Jason Chang) is "OMG!hotboss".
- Gender-Blender Name: The protagonist's gender is selectable, but is always named "Morgan".
- Humanoid Abomination: As they use more Typhon Neuromods, they become one. The station stops recognizing them as human, and turrets will begin firing on them. Then they are revealed in The Stinger to be a Typhon, impersonating Morgan and implanted with their genetic material.
- Heroic Mime: Played with. The past-Morgan in recordings and January both speak with the same voice and will change depending on Morgan's gender, but the Morgan you control in the game never actually speaks. Makes sense seeing as you are not the real Morgan Yu. Or, at least, you are not the original.
- I Hate Past Me: At least one Morgan really hates their past-self who decided to erase their memory, as you find in a hidden psychological file.
- Improbable Age: A minor version, but one loading screen gives Morgan's birthdate in 2005, meaning they are 30 in the game, and joined TranStar in 2027, having already obtained a doctorate. While not impossible, the fact that Morgan would not only invent the Psychoscope but become the world expert in Neuromods in only three years, despite repeatedly wiping their memory, is unlikely. This also justifies Danielle Sho's reference to Alex Yu as a nepotist.
- Laser-Guided Amnesia: As a result of constantly installing and uninstalling Neuromods.
- Latex Space Suit: As is standard with all TranStar employees on Talos I. It's quite form-fitting and doesn't leave much to the imagination. The only times we see them out of it is in a lovely photo of the Yu family in their office, where they're instead in formal wear, and in a newspaper photo.
- Meaningful Name:
- A "morgan" is a unit of measure for mapping certain types of genetic structures.
- The name "Yu" represents the fact that they are an avatar meant to represent "You", the player.
- Morally Ambiguous Doctorate: As with the other scientists on Talos I, Morgan had few scruples prior to their Amnesiac Dissonance.
- Mr. Fanservice / Ms. Fanservice: Given the form-fitting uniform, several Looking Glass videos showing them full-body in 3D space, and male Morgan's very pleasant voice (which is heard very often, between transcribes and January), this was bound to happen.
- Mr. Fixit: Morgan, with investments in the Repair skill. This allows them to do things like repair damaged electrical junctions, either to make an area safer to traverse or to bring a system back online. Further investments into the skill allow them to repair broken turrets and even enhance them with extra armor to stand up to tougher forms of Typhon. However, doing so expends Spare Parts.
- Necromancer: Can gain a Typhon-derived psychic power that allows them to convert human corpses into Phantoms.
- One-Man Army: Spend enough Neuromods and weapon upgrades, and you'll go from cowering from the Typhon to mopping the floor with them. And yes, that includes Nightmares.
- Pet the Dog:
- Humored the chef and let him rewire the kitchen operator to have a custom personality, despite that breaking a number of security standards.
- Although Mikhaila's paraplexis was a handicap that could have gotten her kicked off Talos I, Morgan chose not to reveal it.
- Player Character: The game is played entirely from Morgan's perspective, though it turns out you aren't the original Morgan Yu.
- Properly Paranoid: The Typhon are incredibly dangerous and contained on the very station Morgan lives and works on. They also undergo numerous memory wipes due to installing and uninstalling Neuromods for three years. Morgan starts becoming suspicious of their brother Alex and creates numerous contingencies. As it turns out, the Typhon eventually break containment, and Morgan was very, very right to suspect their brother.
- Professor Guinea Pig: They are both one of the chief scientists on Talos I as well as a willing test subject.
- Punny Name: A protagonist of a first-person shooter... with the surname of Yu. Think about it.
- Purely Aesthetic Gender: Morgan can be either a man or a woman depending on the player's choice. While this will alter Morgan's voice, appearance and the pronouns he/she is referred to, the gameplay and plot are the same regardless of choice.
- Red Is Heroic: Alongside Alex, Morgan is the only person seen wearing a red TranStar uniform.
- Right Hand Versus Left Hand: Multiple different Morgan Yus had the same idea after they became suspicious of Alex: build an Operator based on themselves and have it spring them from the simulation in the event of a catastrophe. The trouble is, they all had different ideas what to do about it. The "December" Morgan just wanted to escape and warn Earth, the "January" Morgan wanted to destroy the station completely, and an even earlier "October" Morgan apparently came up with the Giant Nullwave device plan to neutralize the Typhon without losing all their research. The January Operator finds and destroys December because its directives are in conflict with its own.
- Straight Gay: If female. Regardless of which gender option you choose, Morgan's sole romantic relationship is with Mikhaila.
- Transhuman: Morgan was originally the one who was gung-ho about expanding humanity's potential via Neuromods, with Alex being more cautious, but eventually Morgan won him over.
- Uncertain Doom: Shows up in regards to the fate of the original Morgan Yu. While The Stinger suggests the original Morgan is dead, there's no concrete proof, and furthermore, given Alex is still alive, the original Morgan presumably chose not to destroy Talos I.
- Voluntary Shapeshifting: Investing in the Typhon "Morph" Neuromods allow Morgan to shapeshift like the Mimics and perform a Doppelgänger Spin like the Phantoms.
- Well-Intentioned Extremist: The frequent, three-year-long Neuromod testing Morgan endures means constantly removing memories and undergoing personality shifts. It's implied they chose to undergo the extended testing, explicitly noted to be potentially dangerous, as well as execute tests on human subjects using the Typhon, with the intention of eventually "uplifting humanity", a goal Alex shares. What it causes is the end of the world instead.
Doctor Alex Yu
The older brother of Morgan and President of TranStar.
- Anti-Villain: He really doesn't want to hurt Morgan at all, has a justifiable if ruthless motive, and often reminisces about how awesome it was when they first did science together, but he's also responsible for the Human Resources department of Talos I and has been doing a ton of really shady stuff behind the scenes.
- The Atoner: At the end of the game, it's revealed that the Typhon have taken over Earth, and it's Alex's fault for using them to make Neuromod technology, which allowed them to escape. He set up the simulation in which the game takes place as a final attempt to undo what he's done.
- Corrupt Corporate Executive: He's the CEO of TranStar and oversaw some deeply shady experiments involving human testing. At the very least, he's motivated by a genuine belief in the potential of Typhon research rather than merely corporate greed. He's also nothing compared to his father William, who's the one who issues the order for Dahl to kill all humans aboard Talos I (including his own offspring).
- Fantastic Racism: If Morgan incapacitates or kills Walther, Alex attributes his loss to depending on operators rather than "flesh and blood". In the modern day, Alex's entire team is operators and he takes their advice very seriously, so either the simulation isn't accurate or he changed his mind at some point.
- Fat Bastard: Alex Yu is overweight, and intimately involved in The Masquerade. Once it breaks, he even tries to keep Morgan from learning the truth about what's been going on with the station. Averted with the real Alex, who's become The Atoner and organized the events of the game in order to give humanity one last chance to survive.
- Formerly Fit: A portrait of the Yu family seen in game shows him as being in good shape at one point, or at least not overweight.
- Going Down with the Ship: At the end of the game, if the player chooses to self-destruct Talos I instead of using the Nullwave amplifier to destroy the Typhon while leaving the technology derived from them intact, Alex will elect to stay on the Bridge and watch the last moments of the station instead of trying to make a break for his escape pod which is only a very short distance away.
- Good Is Not Nice: He will kill the Typhon hybrid if it abandons Talos I using an escape pod, or if it displays a low empathy rating, rather than give it a chance to escape and wreak havoc.
- Hero of Another Story: He created the Typhon hybrid and the simulation to teach the Typhon empathy, and have it make peace between Typhon and humans. How successful he is depends on the player.
- Herr Doktor: He's half-German, although this aspect of the character is downplayed. His mild accent sounds faintly Chinese rather than German.
- He Was Right There All Along: Alex is mysteriously absent from the entire station, no matter where you search it, but it turns out he was just in a hidden safe room in his Arboretum office/apartment. No wonder he was able to leave Morgan things there whenever he wanted.
- I Did What I Had to Do: His viewpoint. The Typhon, or something just as deadly, are eventually going to get to Earth. After all, the universe is, in his words, "a pool full of sharks". The horrifying experiments on Talos I are his way of turning humanity into another shark so they stand a chance.
- I Hate Past Me: If the player murdered Alex during the simulation (but still did well overall), Chief Elazar will remind him of it during the stinger. Alex dismisses it, not at all surprised by the act.
- :Alex Yu: Back then, I would've done the same thing to me.
- Impaled with Extreme Prejudice: In The Stinger, if the player opts to kill Alex, the Typhon hybrid will do this to him.
- Kevlard: He's quite fat and can take quite a bit more damage than most other NPCs despite not having any combat capabilities.
- Meaningful Name: "Alex", short for "Alexander", means "defender of man". Twofold, in that he commits to the experiments to make mankind stronger in response to the Typhon threat (and any other potential threats in the cosmos), then later takes a huge risk with the Typhon hybrid in an attempt to make peace with them and save mankind.
- Motherly Scientist: He tries to play this role to the Typhon hybrid at the end of the game, trying to convince it that coexistence is possible and worth pursuing.
- The Mourning After: Platonic variant. Alex states throughout the game how much he misses Morgan even though they are the Player Character. One reveal states that he misses how Morgan used to be, as their personality has shifted wildly due to frequent memory wipes. The stinger at the end of the game suggests this is Alex's grief leaking into the simulation, as the real Morgan suffered an Uncertain Doom before the events of the plot.
- The Reveal: The entire game is an experiment he created to see if humanity and Typhon can interact with one another. He also reveals that the Earth has already been ravaged by the Typhon.
- So Proud of You: If you display a high empathy rating in the test and choose to take his hand, he says the two of them "are going to shake things up", a phrase he often used when he was working with Morgan.
- Threshold Guardians: He tests the Typhon hybrid's capacity for tolerance, forgiveness, and trust. The last one really comes into play if the Typhon hybrid is released from its restraints; he risks death if the Typhon hybrid does not trust him.
- Utopia Justifies the Means: Alex has good intentions, but he's willing to go to extreme lengths for them, and even engages in cognitive dissonance to do what he believes is right. He forces Morgan into the sim when they start pushing back, constantly justifies the inhumane experiments and outright murder of people on the station, and the password for his terminals is "Chenghuanshen", a Chinese deity figure tasked with protecting humanity. Saying that Alex is a little full of himself is an understatement.
- Well-Intentioned Extremist: He condoned Morgan's memory loss and exposure to Neuromods in an attempt to work towards humanity becoming empowered as well. Unfortunately, not only does Morgan disagree in their past recordings, but the Typhon outbreak effectively endangers humanity instead. However, it's also implied Morgan was this as well, as it's claimed by Alex and shown in some recordings that all of the Neuromod testing and memory wipes was originally Morgan's idea.
An Operator created by Morgan with their memories and instructions to rescue them if they became a prisoner in the simulation lab.
- A.I. Is a Crapshoot:
- To keep the player following its plan, January hunts down and destroys another Morgan-built operator named December, which was attempting to lead the player to flee Talos I in Alex Yu's private escape pod rather than destroy the station. Its implied that January did the same to October, an operator built by the original persona of Morgan Yu that would've instead instructed the player to save the station (the same plan Alex Yu presents later).
- If the player takes enough Typhon powers to be registered by station defenses as an alien, January will decide that allowing them to return to Earth would be too great of a risk. If the self-destruct sequence is initiated while Dahl's shuttle is prepped for an evacuation, the operator will attempt to indirectly kill you by impersonating Morgan and deceiving the other survivors into leaving you behind.
- And Then What?: If the Nullwave option is chosen, January points out that the universe has shown itself to be full of sharks, and Alex's plan to make humanity bigger sharks via Neuromod has no guarantee of success, since worse things than the Typhon may be out there.
- Apologetic Attacker: An odd case. It never engages in combat with you directly, but Morgan Yu programmed it as a copy of themselves as they were when they had a set goal in mind. It is programmed to help you achieve that goal by any means necessary. If you attempt to act counter to that goal (or become what it deems a possible threat to Earth), it will do everything in its power to impede your progress except directly harm you, politely and comprehensively explaining its rationale for doing so the entire time.
- Benevolent A.I.: January is sapient, and was built from all the good parts of Morgan's personality. Even though January's mission is to destroy the station utterly, it approves of you saving whatever crew you can, despite acknowledging it as giving them false hope.
- Brain Uploading: January seems to represent what at least one iteration of Morgan thought of as a "better nature". Although The Reveal suggests it may have been Alex who programmed it that way.
- Cyber Cyclops: Like all Operators, January appears to be little more than a floating computer drive with a single camera in front.
- Deadpan Snarker: They have a wry sense of humor, probably inherited from Morgan.
- Good Is Not Nice: While they are trying to do the right thing by protecting earth from the Typhon their chosen method involves killing everyone on the station including Morgan and they are happy to destroy December, another seemingly-sentient Operator, to deny Morgan the option of simply running away. During the ending they will render Alex unconscious if he tries to stop January blocking the transmission of the Nullwave, and if Morgan has too many Typhon Neuromods they attempt to prevent them leaving the station by using their voice persuade the shuttle staff to leave without them.
- Go Through Me: If you prime the experimental null-wave device on Alex's request, January will confront you on the station bridge, having interfered with the terminal that would activate the machine. While it won't attack you, it makes clear in no uncertain terms that allowing you to preserve Talos I goes against its directives, and that if the player wants to carry out Alex's plan, they'll need to destroy January first.
- I Cannot Self-Terminate: If you follow their plan and gave yourself little-to-no typhon enhancements, January says that you're probably safe to return to Earth, but their coding will force them to do whatever they can to stop any typhon traces from escaping. They then conspicuously acknowledge that you could destroy them right there to stop them from interfering with your escape.
- It's The Only Way To Be Sure: January advocates the total destruction of Talos I and its nanomod research, to ensure that no Typhon organism reaches Earth and that humanity never attracts their attention again.
- Mission Control: Justified, as Morgan created January precisely to guide them in the event of combination of catastrophic circumstances and Neuromod-related memory loss. An unusual subversion can occur if the player, for whatever reason, destroys January; they'll be directed by December, or nobody at all, for the rest of the game.
- Morality Chip: January has directives programmed into them by Morgan, and a degree of autonomy besides. They mention that they're straining against these directives by even admitting that Alex's point of view about keeping Typhon-derived technology isn't totally invalid.
- Original Character: It's possible that January is a simulation-only character that never existed in real life, since the plan to blow up Talos I was not carried out. In addition, it is absent from the "council of operators" and Alex does not discuss its fate after the simulation. Its role as a foil to Alex seems to fit too perfectly to be completely realistic, and Ilyushin even calls it Morgan's "conscience".
- Purely Aesthetic Gender: Justified because, as an Operator, any gender presentation is simply an affectation. Since January is designed to emulate Morgan, whichever gender the player picks for Morgan applies to January as well.
- Robot Buddy: Like all Operators, but most are built to standardized specs with carefully curated personalities. January is a custom build that Morgan put together and programmed in secret.
- Single-Issue Wonk: Slightly downplayed, but January themselves admit that they are not trying to help Morgan survive, or to defeat the Typhon. They have been programmed to destroy Talos 1 and all Typhon related materials with it, and every action they take and argument they make is designed to further this single goal.
- So Proud of You: If you help Eleazar and company fend off the Typhon in Cargo Bay B, January calls and tells you they admire you for it, especially in light of the fact that you intend to destroy the station.
- Well-Intentioned Extremist: They destroy December, an earlier prototype, ostensibly because following their directions might be dangerous for Morgan. More like dangerous for Earth, as December was made when Morgan wanted to escape Talos I rather than destroy it to stop the Typhon. January will also protect Earth from Morgan if they feel they have to.
Chief Sarah Elazar
Head of security for Talos I, she has had a rocky but functional relationship with the Yus.
- Action Girl: Thanks to her skill and leadership, she establishes the only safe-zone on Talos I.
- Authority Equals Asskicking: She's got about twice as much health as regular security guards and can hold her own during the cargo bay fight.
- Badass Israeli: Implied by her surname and accent.
- Reasonable Authority Figure: Probably the most reasonable person on the station. After learning about everything that Alex was up to, Sarah was mobilizing her security forces to arrest him and free Morgan from the simulation lab. The Typhon escaping confinement put a stop to that.
- Teeth-Clenched Teamwork: When Morgan first shows up at the cargo bay, Sarah is wary of working with them due to their past experiences. If Morgan does right by her and the other survivors, she apologizes for her prior rudeness and thanks them for all their help.
Officer Elias Black
A security officer stationed in the lobby.
- Black and Nerdy: He is part of group that plays a roleplaying game in the rec room in which he plays "Captain Stabfellow".
- Dirty Cop: After finding out Yuri Kimura has a stash of unmarked Neuromods hidden in her office that has been noticed by security, Elias offers to make the situation go away... for a month's pay.
- Insistent Terminology: During the group's roleplaying game sessions, he demands the others refer to him as Stabfellow, his in-game character.
- Large Ham: While roleplaying as CAPTAIN STABFELLOW.
- We Hardly Knew Ye: He only appears alive through second-hand sources like Transcribes. After that, Morgan finds his body in the conference room near their office.
Doctor Dayo Igwe
One of the lead Neuromod researchers of Talos I, Igwe was long considered a joke by the scientific community for his belief in psychic abilities.
- Butt-Monkey: Things do not go well for the good Doctor. Most of the station's crew treat him as a bit of a joke and, gameplay-wise, there's a lot of times he can die.
- The Friend Nobody Likes: People seem to think of him as an annoying crank.
- The Lost Lenore: His wife Maya died of an aneurysm when she was young. Igwe has not had a relationship since and misses her deeply.
- Mission Control: Should Morgan save him, Igwe joins January and possibly Mikhaila in Morgan's office to help them in their mission.
- Morally Ambiguous Doctorate: While an affable, quiet guy, Igwe was still involved in seriously unethical and deadly experiments.
- Undying Loyalty: To Alex and Morgan, who were the only ones who ever took his theories seriously and gave him the opportunity to prove them correct using the Typhon. If Igwe is part of the final evacuation during a high typhon mod run, he will refuse to abandon Morgan in spite of January's deception, buying the player precious (if drastically reduced) time to reach the shuttle.
Doctor Annalise Gallegos
A researcher in Psychotronics who specializes in medical parasitology.
- The Atoner: After becoming increasingly horrified at the experiments taking place on Talos I, Annalise began conspiring to get evidence of the experiments off the station so that TranStar would be shut down.
- Posthumous Character: She's found dead at her desk in Psychotronics, along with the security officer that was sent to arrest her. Her body shows no Typhon-specifics marks of death, but the security guard does...
Doctor Lorenzo Calvino
A scientist in the Hardware Labs working on the Looking Glass. Though he has "eidetic memory" listed in his profile, he seems to be suffering from severe memory problems in secret.
- Jerkass: He's hard to work with. However, he has a reason: his memory is degenerating and he lives in terror of forgetting the things that matter to him most, and of losing the intellect he needs for his work. His fear causes him to lash out in denial at his subordinates for reminding him that he assigned them tasks he'd forgotten about.
- Sanity Slippage: It is hinted that his memory loss has something to do with the Typhon, as he is being affected by the same dreams that other people on the station have about them.
- Scatterbrained Senior: One of the oldest of Talos I's staff, and he's suffering from severe memory problems - though it's not clear if this is due to Alzheimer's, an issue with Neuromods, or something to do with Typhon itself.
Doctor Hans Kelstrup
A scientist working in the psychotronics department of Talos I.
- Exact Words: Claims that every experiment conducted on Talos I has been completely legal... while neglecting to mention the fact that Talos I is in international space and therefore isn't under any laws.
- Morally Ambiguous Doctorate: Given the nature of the experiments he conducts onboard Talos I (killing Russian prisoners for Neuromod material), he definitely qualifies.
- Pet the Dog: Ensures Trevor J. Young's well-being after he is mind-controlled by the Typhon.
- Shock and Awe: Most likely met his end through a faulty electric panel, as his corpse can be found not far from one.
Doctor Mathias Kohl
The counselor of Talos I, whose main task appears to be monitoring the staff for signs of disloyalty to Alex and TranStar. His actual counseling job is secondary.
- Jerkass: He barely hides that he's monitoring patients and deliberately antagonizes some, like Security Chief Sarah Elazar, whom he calls by her birth name "Sarai" despite it having been Americanized by her mother when she was a child. Throughout the game Morgan can find messages from multiple people who stopped going to their mandatory sessions with Kohl because he's such a huge asshole.
- Meaningful Name: His status as a massive Jerkass is reaffirmed by his name being extremely close to Matthias Koehl, neo-nazi and deputy of George Lincoln Rockwell.
- Pet the Dog: Bellamy complains that a lot of people are coming to him with sick notes signed by Kohl, so at least he's willing to give people time off if needed.
- Psycho Psychologist: He does not appear to have any real concern for his patients, or even a hint of bedside manner, and is instead manipulating and spying on them to serve Alex's needs.
- Secret-Keeper: He knows all about the Typhon.
Other Talos I crew
Chief Mikhaila Ilyushin
The chief systems engineer of Talos I and ex-girlfriend of Morgan.
- Break Her Heart to Save Her: Morgan broke off their relationship shortly before they had their Neuromods removed for the first time, knowing that the relationship would not survive their memory loss. Being unable to explain what was going on and not wanting her to ask questions, Morgan instead blamed Mikhaila for lying about her condition and insulted her before ending things.
- Locked Out of the Loop: She had no idea Morgan's Neuromods were removed, meaning that they no longer remembered her, and was thus confused and even more hurt when Morgan was "acting" like they didn't know her after their breakup.
- Punny Name: Her name is pronounced "Illusion"; fitting, considering the game's Plot Twist.
- That Came Out Wrong: At one point towards the end of the game, Mikhaila voices her concern over Morgan running out of ammo when Dahl's Military Operators arrive and hunt them down. After which she adds, "Last thing I want is you dry-firing when things get hot." Mikhaila promptly realizes what she just said, and tells Morgan to ignore that last part.
- What the Hell, Hero?: Should Morgan provide her with the audio records of her father's death during a lab test Morgan oversaw, she will be absolutely furious with them and note that if giving them to her was supposed to be some form of atonement, she doesn't give a damn. She calms down later, but informs Morgan she intends to hand the file over to the authorities on Earth, meaning that if Morgan really does want to atone, they will let her. She also reacts this way if Morgan transfers said records to their office workstation and then subsequently deletes them in the office without letting her listen to them.
- Working with the Ex: Naturally, with Morgan. She stocks their office with supplies and ammo and remains civil with them despite their turbulent history. At least, until she hears the audio log.
Chief Danielle Sho
Chief archivist of Talos I and head of Deep Storage.
- Asian and Nerdy: Asian and Talos I's chief archivist. She also attends Abigail's and Elias's (sorry: Stabfellow's!) D&D game.
- Berserk Button: Being compared to the Yu's. When Abigail makes a joke that compares Danielle to Alex, she flies into a rage, breaks up with Abigail, and kicks her out of her apartment. After calming down, she wants to apologize but can't find the right way to.
- Hair-Trigger Temper: Has a well-known issue with anger management, which she spent a year of therapy working on while still on Earth. Her sessions with Mathias Kohl don't help the issue, as he is not actually helping his patients but manipulating them and reporting to Alex Yu.
- Hidden Depths: She has a beautiful singing voice, and is very proud not to augment it with Neuromods. In-universe, the song "Semi-Sacred Geometry" is meant to be sung by her.
- Meaningful Name: Her name is a sly nod to SHODAN, the iconic villain of the System Shock games.
- Parting-Words Regret: She really regretted yelling at and breaking up with Abigail and began working on a suitable apology. However, the Typhon outbreak happened before she could talk with Abigail, who ends up murdered by Luka.
- Properly Paranoid: Doesn't trust Mathias Kohl, correctly believing he is helping the Yu's cover up their crimes, and is sure that the Yu's will get everyone on the station killed with their secret experiments.
- What Happened to the Mouse?: Danielle managed to escape the outbreak by going EVA in a space suit, but is running low on oxygen by the time the game takes place. You can meet her in person at an exterior window in the crew quarters, and she'll also radio you when you enter her office in Deep Storage, but otherwise you can't interact with her and never learn what happens to her. She's notably the only survivor you can't kill and the only one that isn't included in the "kill all humans" achievement.
- If you're particularly slow about catching up with Luka, the state of the emails she sends you make it clear just how low on oxygen she is; the writing (possibly a voice transcription) is slurred and riddled with errors. Add to that the number of Typhon crawling around the station exterior and the fact there seem to be fresh Cystoid Nests on the outside of every airlock every time you leave, and it's very likely she simply stayed where she was, choosing asphyxiation over the alternative.
Talos I's sanitation boss.
- Asian and Nerdy: An Asian woman who co-runs a D&D game, and is the author of the "treasure hunt" that Morgan later uses to gather resources.
- Boring Yet Practical: "Sanitation engineer" might be basically a fancy way of saying "space janitor", but Talos I would sure be in a sorry state without her team, wouldn't it?
- Bury Your Gays: She's murdered by "the Chef", a particularly depraved escapee from the prison section.
- Cruel and Unusual Death: On a space station full of alien invaders killing everyone in sight, she's murdered by another human to whom she turns for help; he seemingly does it just For the Evulz.
- Dead All Along: Danielle and (briefly) Morgan are both looking for her. Turns out she was murdered not long after the typhon hit.
- Lipstick Lesbian: In a relationship with Danielle Sho; they're both fairly feminine ladies who just happen to love women.
- Red Oni, Blue Oni: The calm, reasonable, trusting Blue to her girlfriend Danielle's irritable, determined, sarcastic Red. These precise qualities get her dumped by Danielle and then killed by the Chef.
- Too Good for This Sinful Earth: She's just a goof who loves D&D and her girlfriend. While Talos I is a bit of a hotbed of professional and personal in-fighting, it seems she never has anything bad to say about anyone, nor anyone else about her. So naturally, she gets an especially horrible death, even within the gruesome context of Prey.
An engineer who is responsible for maintenance on Talos I's escape pods. Morgan finds him and Emmanuella DeSilva trapped inside an escape pod and must help them launch it.
- Dirty Coward: Tries to launch the only working escape pod before anyone else bar Emmanuella is aboard.
- Jerkass: Bullies Scott Parker, one of the other mechanics. Not to mention him selfishly locking other survivors out of the one functioning escape pod in his haste to escape with Emmanuella.
- "Just Joking" Justification: After accidentally emailing Emmanuel Mendez about the broken escape pods, he claims he was just joking. Emmanuel doesn't buy it for a moment and immediately tries to warn as many people as possible.
- Karma Houdini: If Morgan helps him escape, Frank gets away with having locked out several other survivors from the pod in a panic to escape, resulting in their deaths, and having kept the broken pods secret in the first place. However, killing him would also kill Emmanuella, who is entirely innocent.
- Secret-Keeper: He is one of the few people who know that most of the station's escape pods do not work due to the wrong parts being delivered. He managed to fix one in the shuttle bay, but the rest, with the exception of Alex's secret pod, do not work. He is not very good with the secret, having accidentally emailed one other person on the station about it while trying to warn Emmanuella.
- Stalker with a Crush: Towards Emmanuella. One of his emails reveals that he switched his lunch shift to be the same as hers and she repeatedly refused to eat with him. This does save her life though, as Frank told her which escape pod to go to in case of an evacuation.
A cargo handler who was fired just before the Typhon outbreak. He never showed up for the shuttle back to Earth, and there's a sidequest to discover what happened to him.
- Too Dumb to Live: A TranScribe recording makes it clear exactly why he was fired: he was a complete idiot. The reason he never showed up for the shuttle? He stole a Neuromod and tried to spacewalk back to Earth.
A "Volunteer" who was trapped in the material extraction chamber in Psychotronics when the Typhon broke containment. Morgan has the option of either releasing him or finishing the extraction, killing him in the process.
- Affably Evil: It's difficult to say for sure just what crimes he really committed on Earth, but at the very least, he's a much nicer person than the other surviving Volunteer you meet.
- Ambiguous Situation: Is he the real Aaron Ingram, and the poster in his cell just TranStar propaganda, or is even the name he gives Morgan a lie? And just how much of his rap sheet is true and how much false? The fact he has a southern American accent while his file claims that he is from Siberia suggests that at least some of his file is indeed fabricated.
- Asshole Victim: TranStar insists that all Volunteers are this, and his record accuses him of some pretty heinous crimes.
- Line-of-Sight Alias: It's entirely possible that he took the name "Aaron Ingram" from a poster in his cell.
- Would Hurt a Child: Two of the crimes on his rap-sheet are kidnapping and solicitation of a minor, although he specifically denies trying to hurt kids, claiming he was in fact helping them and that rival criminals framed him.
Thin, rectangular robots that perform various tasks around Talos 1.
- Achilles' Heel: Electrical attacks will stun them as with any other machine. A fully-upgraded Disruptor will tear them apart with minimal trouble.
- Auto Doc: The three friendly Operators each fully heal one of your three bars: Medical restores health, Engineering restores suit integrity, and Science restore Psi.
- Energy Weapon: Blackbox Operators possess a laser beam that will chew through Typhon and you pretty quickly if they can sustain their attacks.
- Kill It with Fire: Hostile Engineering Operators have a flamethrower they will use to fry you at close range. It isn't as damaging, but has no cooldown and they will close in quickly to get the most out of it.
- Shock and Awe: Hostile Science and Medical Operators attack with two electrified prongs that can zap you at a decent range, but they have to charge between shots.
- Tin-Can Robot: Little more than thin armor slapped onto a rectangular frame with a sensor and manipulators relevant to their current task.
- Achilles' Heel: As beings that feed on and multiply by consuming consciousness, the vast majority of Typhon capabilities are Psionic in nature. Hitting them with a Nullwave Device or the Psychoshock Power effectively neuters a lot of their abilities, and can render some of the more dangerous types (particularly Telepaths and Technopaths) significantly less dangerous almost in an instant. One of the options to defeat them is a modified Nullwave generator that propagates through the coral, rendering even the Apex into dust.
- Abstract Eater: January, drawing on Igwe's theories, posits the existence of "pan-psychic" consciousness, and that the Typhon are a creature that has evolved to feed off this consciousness, theorizing that the Typhon quite literally "eat minds". It also provides a rather horrifying answer to the Fermi Paradox: the reason there's no sign of other civilizations is that any species that gains self-awareness is subsequently consumed by the Typhon.
- Adaptive Ability: The Typhon evolve new forms based on the dangers they encounter. January notes that the Technopath and Nightmare haven't been seen previously, suggesting the Typhon bred those versions specifically to deal with the station's automated defenses and you, respectively.
- Blue-and-Orange Morality: It's pointed out by Alex that the Typhon need psionic energy to live and reproduce, and they don't recognize humans as anything but food sources they can occasionally turn into better tools to find new food. It's a stretch to call them evil when they can't choose to not be man-eating monsters, nor do they have any comprehension that what they are doing is wrong by human moral standards.
- Combat Tentacles: Some of the common forms of Typhonnote will often distort their shapes, making one of their appendages long and thin and cracking it like a whip to attack targets.
- Eldritch Abomination: Described succinctly by January;Youre taking a massive gamble that there arent more predators like the Typhon. In the history of the universe humans have only recently become self-aware. Yet youre going to kick the door open on a much wider and older cosmic ecology. One that feeds on consciousness. These are shark infested waters. Alex believes we can be the bigger shark. But what if were just poor swimmers and now theres blood in the water?
- The Apex Typhon itself. One of Morgan's monologues mentions them peering into the empty space between the stars, feeling horror upon realizing something out there was peering back.
- The Typhon themselves qualify even if they turn out to be a normal species not created by any eldritch god, being Living Shadows who feed on psionic energy — and are Voluntary Shapeshifters par excellence.
- Explosive Breeder: Why the Typhon outbreak is such an apocalyptic threat — one human has enough biomass and psionic energy for a Mimic to instantly fission into four new ones, and all Mimics can diversify into deadlier Typhon forms.
- Hoist by His Own Petard: Morgan has the ability to acquire Typhon attacks by scanning the Typhon with the Psychoscope, and can then use those attacks against the Typhon.
- Horde of Alien Locusts: An intelligent version that nonetheless lacks the malevolence of true Planet Looters — it's not that they're deliberately conquering other sentients to eat them, it's that they don't understand that anything not a Typhon is anything but potential food or useful tools. Alex is trying to create a way to introduce the idea that "other life is sentient" to the collective.
- Lack of Empathy: Alex points out that Typhon lack mirror neurons; in other words, the things that allow you to empathize with other living things. For all their sophistication and intelligence they simply lack the ability to see humans as anything but a potential food source, which is why normal communication with them is impossible: they can't conceive of it as possible.
- Living Shadow: Their bodies look as though they're made from strings of gleaming black oil and they have sinuous movements. They're also reflective enough to border on Celestial Bodies, and their eyes (if the type has eyes) are glowing white.
- Meaningful Name: "Typhon" was the "father of monsters" in Greek mythology, spawning many other famous creatures like the Hydra and the Chimera.
- Non-Malicious Monster: They're killing everyone on board Talos I, but from their point of view they're just scavenging for supplies, and they are biologically incapable of ethically distinguishing a human from a meal. Depending on how you play the game, it's possible that removing that barrier results in a Typhon going out of their way to save humans in trouble.
- Ominous Obsidian Ooze: Regardless of their variant, they all appear to be made from lengths of some kind of oily black liquid, and many of them prove to be every bit as malleable as liquid - to the point of actual shapeshifting - and all of them are decidedly eldritch.
- Ominous Visual Glitch: Typhon of all types save disguised Mimics cause nearby electronics to sputter, flicker and spark ominously. It's the most reliable means of detecting their presence unseen outside of listening for them.
- Psychic Powers: The Typhon have them, and they use them. In a way, they're a psychic phenomenon before a physical one, invading dreams and consuming memories in advance of their physical appearances.
- Starfish Aliens: They generally look like living shadows and appear to be made out of some kind of dark matter. They come in a variety of different forms, ranging from insectoid to vaguely humanoid and beyond, and several of them exhibit curious abilities, such as the mimic's ability to perfectly imitate any object in its field of view. They are also alien in the neurological sense, lacking mirror neurons and thus the capacity to empathize with other living beings, or indeed to see them as anything other than potential food sources.
- Supernatural Fear Inducer: Some Typhon have, among other Psychic Powers, the ability to induce an unnatural and unspecific state of terror in humans. This generally manifests as a distorted field of view and randomly changing control inputs, to represent Morgan stumbling around in blind panic.
MimicsThe most basic form of Typhon — a parasite about the size of a large crab, capable of shapeshifting into innocuous objects.
- Awesome, but Impractical: Their ability to morph into objects within the environment makes them good at ambushing, but it also makes them more physically vulnerable, with attacks against a morphed Mimic counting for twice the damage.
- Chest Monster: The prime source of horror and tension; Mimics can take the form of useful items too.
- Confusion Fu: Will circle you wildly, dodge your attacks, leap at your face, then run out the door and turn into a random object before you get a chance to do anything. On harder difficulties, it becomes pure Paranoia Fuel.
- Deadly Upgrade: Elite Phantoms (with the exception of Ethereals) can summon and then empower Mimics with their damage type. These Mimics are suicidally aggressive and have the same effects as the Phantom (fire/electrical damage in proximity), but cannot shapeshift and are damaged by the process.
- Elite Mook:
- Greater Mimics are stronger and tougher than regular Mimics; they can also transform into larger and more complex items than regular Mimics, even Operators and turrets (that can shoot at you). They also require an upgraded psychoscope chipset to be marked while disguised (and said chipset may or may not appear in a given playthrough).
- Mooncrash has empowered Greater Mimics as an enemy type all their own. Unlike in the base game, these special forms of Greater Mimics can be any of the three types (Ethereal/Thermal/Voltaic), aren't damaged by their powers, and retain their ability to shapeshift, which can be a particularly nasty surprise without the means to detect them. On the plus side, their powers don't manifest while disguised, so the thermal and voltaic variants can be easily snuffed out if your pet mimic detects them first.
- Evil Smells Bad: At least one TranStar employee describes them as smelling like "fried ass" when burnt.
- Explosive Breeder: Every mimic that successfully drains a human victim immediately splits into four additional mimics, who can then go drain more humans and split as well. All it takes is a single loose mimic to start an out-of-control infestation, and once entrenched they'll metamorphize into weavers and begin constructing the rest of the Typhon ecology.
- Face Full of Alien Wing-Wong:
- The game demonstrates Typhon reproduction early on, showing a Mimic leaping onto a human's face and shoving a tentacle down his throat to consume his mind (as in his consciousness, not his physical brain), killing him and instantly giving 'birth' to four more Mimics.
- Their method of turning another mimic into a Weaver involves sticking their wing-wongs into one of their kind.
- Rarely, a mimic may attempt to latch onto your face as they do with certain NPCs, requiring Button Mashing to dislodge them.
- Glamour Failure:
- Mimics can only shapeshift into objects already nearby — if you see more than one of an item, prime your weapons. There's also a chance that when they shift into an object, it'll be floating in the air or even appear to briefly vibrate or shift. Their momentum also carries over, so if an object tips over unprompted, smash it.
- Greater Mimics can also apparently attempt to imitate people, albeit not very well. One room has a series of test chambers, one of which contains a trapped Greater Mimic. If you stand there and watch it long enough, it may shapeshift into you — only in the classic "T Pose" state, after which it'll promptly fall over.
- Monster Progenitor: Mimics are the foundation of all Typhon organisms, thanks to the fact that some of them get transformed into Weavers by the others, and Weavers make all the other kinds.
- Paranoia Fuel: They can be anything in the environment. Medkits, weapons, materials, a cup... it's in-universe too, as various crew members will advise each other to take shots at anything suspicious-looking, and in one (small) section of the station, pretty much every object has a sticky note that says "NOT A MIMIC!" stuck to it. And at least one of those items actually is a mimic...
- Playing Possum: They can disguise themselves as the remains of another mimic.
- Riddle for the Ages: So far no one knows what qualities Mimics look for when choosing to make one of their number a Weaver.
- Too Dumb to Live: Whilst Mimics will typically attack when presented with a food source, they may not always get the opportunity. If they are also mimicking something that may be subjected to conditions the mimic may find fatal, well... as noted above, one employee notes that an electrical component "dissolved into black gunk" when they turned a circuit on, and that the result smelled like "fried ass".
- Ugly Cute: They are killer aliens that squeak.
- Voluntary Shapeshifter: This is a source of much of the horror, because the Mimics readily abuse their abilities. They do observe some limitations though; they can only imitate relatively simple objects (except for Greater Mimics), and the object must be of relatively similar size and mass to the Mimic. What this means is Mimics typically take the form of small, innocuous, everyday items. That is, the kind of thing you can easily overlook if you're not paying close attention.
- Year Outside, Hour Inside: One set of lab notes states that this is apparently how the mimics deal with long distance travel:...may explain how mimics arrived here and how at least one survived the vacuum inside the Kletka for so long. They can move to an adjacent 'dimensional bubble' where time passes much more slowly, shifting back with the appropriate stimulus (e.g. prey). From the mimic's perspective, a six million year journey (in the form of an iron meteor) might only take a few seconds. These things are the ultimate trap door spiders.
CystoidsGrenade-sized blobs that emanate out of radioactive nests. They are also released by Weavers as a defense mechanism.
- Action Bomb: They explode on contact but throwing an object or using the GLOO Cannon will cause them to detonate early.
- He Went That Way: They will chase anything that moves. Anything. Distract them with a squeaky FlexiFoam bolt and watch them explode in utter futility.
- Poisonous Person: Cystoid Nests constantly emit radiation, and Cystoids emit a large burst of it when they explode.
PhantomsHumanoid Typhon created from human corpses by the weavers, serving as warrior organisms within the ecology.
- Doppelgänger Spin: Etheric Phantoms can make a copy of themselves that acts independently of its parent and is, unfortunately, just as dangerous. Thankfully, the duplicate is temporary and isn't as tough as the parent.
- Elite Mook: There are three elemental variants of the basic Phantom, all of which are extremely dangerous.
- Energy Ball: The standard Phantoms launch these as a ranged attack. The journal research on them recommends going after them aggressively since their short range attacks are less dangerous than their psychic projectiles. The Etheric variant can do the same if it can't find a way to reach you, albeit rarely, and the Voltaic variant has its own version which is made of electricity and usually only uses if you're far enough away, but homes in on you to compensate. The Thermal Phantoms trade this for a damaging fire geyser they can generate right under your feet.
- Flash Step: Phantoms can phase short to medium distances in the blink of an eye, which they will do to get into melee range or retreat when seriously injured. The Etheric Phantoms are particularly fond of doing this, and can even leave a fake duplicate at their previous position to confuse you. Thermal Phantoms rarely do so, and usually just to retreat if wounded. Voltaic Phantoms never do.
- Fragile Speedster: Etheric Phantoms are the weakest of the three Elite Mook variants, but they make up for it by being the most aggressive, using their Flash Step to close in to point-blank and jumping back a fair distance if wounded.
- Homing Projectile: The Energy Ball of Voltaic Phantoms homes in on you, albeit with a slow turning radius.
- Humanoid Abomination: Despite being made from human corpses and being one of the most humanoid of the lot of them, they are of the same nature as the rest of the Typhon.
- Know When to Fold 'Em: Wounded Phantoms, with the exception of Voltaic, may Flash Step away from you and attempt to hide in a corner or behind something big. How well they hide depends on the terrain.
- Marionette Motion: If you knock down a Phantom, it doesn't get up like a person. Rather, it floats back onto its feet as if lifted by invisible strings.
- Menacing Stroll: Phantoms do this when they aren't using Flash Step to suddenly hop five meters in under a second. Voltaic Phantoms don't Flash Step at all, which makes avoiding them easier if you have the room to lead them in circles.
- Mighty Glacier: Voltaic Phantoms are the toughest of the three variants and their electrical attacks do the most damage, but they don't Flash Step like the others and never retreat.
- Mooks: Phantoms are the most common type of typhon after the mimics, and are roughly equivalent to a warrior caste. Unlike most typhon breeds, phantoms appear to serve no role in the ecology beyond hunting and killing.
- No-Sell: The elemental phantoms are immune to their respective damage types. In the base game, this is only relevant to the Voltaic Phantom, which can't be harmed by the Disruptor or electrical arcs from damaged conduits. In Mooncrash, if your weapon has the same damage type as the Phantom, they'll be partially healed by the attack.
- Our Zombies Are Different: Starting with that fact that they only possess the vague outlines of the corpse they are reanimated from, resembling a Living Shadow more than an unliving husk. They parrot random lines of dialogue their host might have once said, with no apparent understanding of the meaning, and possess a variety of relatively straightforward Psychic Powers.
- Poisonous Person: Etheric Phantoms emit clouds of poisonous gas and leave behind a damaging ether cloud upon death.
- Playing with Fire: Thermal Phantoms. They deal more melee damage, cause heat damage just from being close, and can create fire geysers at a distance, forcing Morgan to watch their feet.
- Purple Is Powerful: Etheric Phantoms emit deadly purple gas, which remains for a while after their destruction.
- Shock and Awe: Voltaic Phantoms. They can shoot electricity, and even getting close to them deals electric damage. They also disrupt nearby electronics.
- Super Empowering: Thermal and Voltaic Phantoms can summon and then empower mimics with their type of damage. The empowered mimics will then aggressively chase you down. On the plus side, these mimics can't mimic objects and being empowered wounds them in the process, making them easier to kill.
- Technicolor Toxin: Etheric Phantoms are purple tinted and emit clouds of poison in that color.
- Unique Enemy: Several phantoms are identified by the names of the crew members they once were, and can be tracked from security stations.
- Was Once a Man: The Phantoms are Typhon repurposing human corpses. They also spit out random human phrases without knowing what they mean, according to the Talos researchers. When searching for you, they may say stuff vaguely appropriate to that, like "Where are you?" but it's heavily distorted and it may just be a leftover of the human consciousness they devoured.
PoltergeistsSometimes a Weaver will fail to create a Phantom; in less of 5% of cases, it creates a Poltergeist instead.
- Achilles' Heel: Poltergeists have no melee attacks, only a retaliatory energy burst if damaged. If you can prevent them from telekinetically throwing things at you (i.e. by bashing them repeatedly with the wrench, especially after you've thrown out a Typhon Lure) it's pretty easy to melee them to death with minimal damage.
- Attack Backfire: Whenever they're attacked, they let out a burst of energy which hurls anything nearby away from them and causes minor damage if you're close enough. Objects hurled in this manner can potentially hit you. This won't happen if the attack is fatal, however.
- Gravity Master: They can create an anti-gravity geyser which shoots things toward the ceiling. Though not fatal on its own, impact damage still applies, so if they catch you under a low obstruction, it'll hurt.
- Invisibility: They have the ability to turn invisible, which they use to lurk around the station and wait for the perfect time for an ambush. They cannot be detected by anything until they become visible. However, if you spot one with the psychoscope, it will tag them so you don't lose track of them during a fight.
- Invisibility Flicker: Using their powers compromises their invisibility, causing strands of black material to become visible where they move.
- Mind over Matter: They fight by telekinetically hurling objects at you or trying to smash you into the ceiling.
- Shapeshifting Failure: Created as a result of a Weaver's failed attempt to turn a corpse into a Phantom.
- Was Once a Man: Created from corpses, like Phantoms, and they speak as well.
WeaversWhen enough Mimics have been created, they group together and force one of their number to become a Weaver. Crucial to the Typhon way of life, this floating, spider-like creature creates coral and other, more sophisticated Typhon beings.
- The Assimilator: The Typhon Weavers possess the ability to reanimate corpses as Phantoms. This is actively demonstrated (to the horror of onlooking Security staff) in the Cargo Bay.
- Glass Cannon: Can really mess up your day when attacked with their shields up, but strip that away, and they're much less difficult, going down to a few shotgun blasts. There's two main ways to do this; Nullwave Devices, or the Psychoshock power.
- Hive Queen: Weavers loosely serve this role in the outbreak, rising from the local mimic population and capable of engineering more advanced typhon forms.
- Interface Screw: Damaging their shields will inflict a fear effect and cause your camera to shake violently, making it nearly impossible to get a bead on them to shoot them, along with generally having trouble controlling yourself overall for the duration.
- Maker of Monsters: Although they're only shown making Phantoms on screen, they create all the other varieties of monsters (except Mimics).
- Meat Moss: Downplayed. The Typhon Weavers, when not reanimating human corpses into Phantoms, spend their time floating about and spinning out a substance referred to as "Coral". This resembles less like a conventional "meat" and more like a rainbow-hued shimmering gossamer, akin to a funnel spider's web or a silkworm nest (hence the "Weaver" moniker). Late in the game, it's established that the coral is formed from the combined consciousnesses of all the typhon's victims, existing to attract and feed the Typhon Apex.
- Mook Maker: They revive corpses as Phantoms, of course, but they also throw piles of exploding cystoids as their basic attack when threatened.
- Painful Transformation: A Mimic's transformation into a Weaver is initiated when several other Mimics viciously sting it.
- Screw This, I'm Outta Here: They'll try to flee when their HP is depleted enough. This is particularly annoying in Zero-G.
TechnopathsThe tech counterpart to the Telepath, Technopaths are large flying Typhon capable of corrupting and controlling machinery aboard Talos I.
- Achilles' Heel: Technopaths have no melee attacks, so anything that disables their powers (Psychoshock or Nullwave Devices) renders them temporarily harmless, though that does NOT apply to any machines they are controlling. Psychoshocking them can cause them to eject any 'assimilated' turrets, though.
- Putting enough Gloo on a Technopath while it's floating high up will cause it to fall and take massive damage in the process.
- Astonishingly Appropriate Appearance: With their uncharacteristically square and metallic shape, Technopaths vaguely resemble operators.
- The Assimilator: Technopaths can actually pull turrets into their body mass and use them as a weapon.
- Cores-and-Turrets Boss: Downplayed, as while the Technopaths are rare and tough, they are not quite a "boss", and they usually only have one turret or so. Said turret is a corrupted Eradicator turret, usually levitated just beside the Technopath, giving it constant suppressing fire. The turret can be knocked off if the Technopath's control is interrupted though, say via an EMP.
- The Corruption: They can permanently reprogram helpful Operators into flying death machines. Hacking the Operator can't bring back their original healing abilities or personalities (such as they are), leaving them insane killers forever. Fortunately they'll be on your side.
- Logical Weakness: Unlike most other Typhon and like the machines they control and the Operators they resemble, Technopaths take direct damage from Stun Guns and EMP grenades.
- Minion Master: Technopaths are never encountered alone. They're always accompanied by Operators under their control, and can even have hacked turrets floating at their side.
- Shock and Awe: Its only direct attack is to generate an electrical orb near its target which shocks anything nearby.
- Technopath: Well... obviously. Technopaths are the reason for the homicidal Operators floating about, and one is responsible for the main elevator not working at the beginning of the game. It can be inferred that most of the non-functioning machinery in the game is due to their influence.
TelepathsThe organic counterpart to Technopaths, Telepaths are large flying Typhon capable of taking over human minds. Only those wearing a Psychoscope, or with pre-existing unspecified traumas, have any chance of resisting them.
- Action Bomb:
- Telepaths make their thralls attack by forcing them to charge their target before making their heads violently blow up.
- Telepaths themselves can charge up and release a psychic burst from themselves if you attempt to get within melee range, just in case you thought they might have trouble targeting you point-blank.
- And I Must Scream: Telepath victims are fully aware of what they're doing, they're just not capable of resisting. Most of their dialogue is telling Morgan to run away, or pleading with the Telepath to let them go.
- Anti-Magic: Telepath projectiles inflict the "Psychoshock" status, which disables your Typhon powers. Scanning them gives you access to a similar ability.
- Beat Them at Their Own Game: You can gain the Telepath's "Psychoshock" ability by scanning them, and since they have no melee attacks using this ability on them renders them temporarily completely helpless! And apparently they realize it too, as they will flee until the effect wears off.
- Deflector Shields: In Mooncrash, Telepaths that have enthralled humans gain a purple shield which nullifies incoming damage. Killing the humans will remove the shield, and anti-psionic powers and weapons will also shut it down temporarily.
- Hell Is That Noise: Make an extremely unnerving clicking/chattering sound when moving around.
- Homing Projectile: Telepath shots home in on you, well enough that you need decent speed to get around them.
- Horrifying the Horror: According to their mind-controlled victims, Telepaths are constantly thinking about Morgan. As this is one of only two examples we have of the Typhon recognizing any human being as an individual (the other being the Nightmare), the implication is that Telepaths at the very least recognize the danger Morgan poses.
- Minion Master: Telepaths prefer hiding behind their thralls to facing Morgan directly, though they can attack directly if need be. Fortunately, killing the Telepath saves its human slaves.
- Mind Rape: How their mind control seems to work: by giving their victims orders, and then causing them pain until they give in and obey. In Mooncrash, you get to experience it from the victim's perspective, with the Telepath using the voice of a loved one and emotional manipulation to get what it wants.
- Unique Enemy: Downplayed. You only fight a handful of Telepaths that have thralls in one playthrough, because there's only so many crew to go around. Telepaths do appear elsewhere and can spawn as a normal enemy, however.
- Your Head A-Splode: What happens to their victims. They become Action Bombs that explode with considerable force if not knocked out or put down by any means necessary.
NightmaresThe Typhon are busily creating something akin to an eco-system onboard Talos I. When something persistently disturbs that eco-system, they generate an auto-immune response to find and get rid of it. The Nightmare is that response. The thing disturbing them is you.
- Artificial Stupidity: Nightmares are prone to doing things like standing directly beneath you instead of going up the stairs to where you are. They will also stand completely still when being shot at, even if you're in a place where they can normally reach you.
- Bonus Boss: Nightmares are phantoms of goliath proportions created for the specific purpose of killing Morgan Yu. You can either hide or distract them until a timer runs out, at which point they move on, or you can try to kill them. If you do fight... good luck.
- Brown Note: A satellite signal can either attract one or immediately repel one already around. However, this only works four times before the Nightmares just ignore it.
- Energy Ball: They can spit explosive spheres of psychic energy as a ranged attack, similar to the Telepath but stronger and with slightly better homing.
- Glass Cannon: Despite being extremely fast for their size and doing massive damage with their attacks, their health pool isn't nearly as large as you might think. Fully upgraded weapons are capable of killing one fairly quickly. But considering that killing one just means another will show up later, those resources might be better off used on something else.
- Hell Is That Noise: Has a particularly horrible, bird-like screech it uses when it spots you.
- Homing Projectile: Their Energy Ball attack homes in on you and is fired in groups of three, but is about as fast as a Telepath shot to balance things out.
- King Mook: They resemble gigantic phantoms, and even wield an improved version of the standard phantom's Energy Ball attack.
- Metal Slime: Their bodies are the most concentrated source of Exotic material on the station. Every single one you kill provides enough material for several Neuromods. If you feel up to it, repeatedly killing them is a good way to max out your stats.
- Super-Persistent Predator: The Nightmare is a special kind of Typhon that stalks Morgan throughout the game, and the more Typhon powers Morgan installs, the faster it finds them. They also move quickly and have excellent pathfinding A.I. and despite their massive size are flexible enough to squeeze through human-sized doors. And they are tough as nails. You can kill it or hide until it leaves. But another Nightmare will find you again...
A wetworks operator for Transtar, Walther Dahl is given the task of disposing of those who are a liability to the company, a job he performs with efficency. During the final act of the game, he hijacks Talos I, and turns the many systems of the station against Morgan.
- Badass Baritone: He is voiced by Steve Blum, after all.
- Consummate Professional: He'll do practically any dirty deed asked of him with little questions asked other than clarifying who he has to kill. This also means that once he gets his memories wiped he won't ask questions when told his orders are to rescue the survivors.
- Corporate Samurai: He's a corporate goon hired to eliminate anyone that can be a liability for the company.
- Even Evil Has Standards: Downplayed. In the recording of him receiving his orders to wipe out the Talos I crew he has a moment of disbelief and makes Mr. Yu repeat himself. When he's tricked into thinking his mission is a rescue operation, he's borderline gung-ho.
- HeelFace Brainwashing: Provided you don't murder him and Dr. Igwe is alive, you can convince him to save any surviving crew by removing a Neuromod and taking with it his memory of being ordered to wipe out the station.
- Humans Are the Real Monsters: Manages to come off as far more contemptible and monstrous than the rampant alien threat loose on the station. The Typhon, being totally devoid of empathy, are as incapable of cruelty or malice as they are of pity or compassion. They kill and consume humans because it's part of their natural lifecycle. Dahl, meanwhile, murders people for money.
- Irony: Dahl messes with life support to flush out Morgan from hiding and get rid of some survivors. You can mess with life support in the room opposite to knock him out.
- Keystone Army: Taking out Kaspar causes the dispensers to stop making new Military Operators, and taking out Dahl causes all surviving ones to shut down immediately. Conveniently for you.
- Laser-Guided Amnesia: He says that one of his standard tactics is to pop a Neuromod just before every major eradication mission and have it removed right after, leaving him with nothing but a pile of money and no compromising memory of how he got it. You can take advantage of this trait to give him that same LGA to remove the instructions to kill you, letting him become an ally towards the end of the game.
- Leave No Witnesses: His "rescue" operation was nothing of the sort, and this is clearly what Transtar's Board of Directors always pays him to do.
- Made of Iron: Dahl has about 180 hit points (3 times that of a TransStar security guard), making him by far the toughest human NPC in the game. He can still be incapacitated just as easily by the Gloo Gun and goes down in one shot from the stun disruptor, though.
- The Minion Master: He commands an army of "Blackbox" Operators to scour Talos I.
- Mook Maker: He not only commands whatever "Blackbox Operators" he brought with him, but has hacked the station's operator dispensers to constantly print out more military operators to replace the ones that get destroyed.
- Robot Buddy: He has a specific Operator named Kaspar that acts as his technical officer. If you destroy Kaspar before tackling Dahl himself, he'll be forced to retreat from Life Support and will instead opt to attack Alex directly.
- Villain Respect: If Morgan has killed most of the remaining human crew themselves, Dahl will call to express how he is genuinely impressed and will ask for your help in eliminating the last survivors, after which he will fly you off the station. This triggers a number of unique interactions and Dahl will not bother to lay any traps for you.Morgan. This is Dahl. You really are the son/daughter of Will and Cathy Yu. I heard you were clever so I came prepared to flush you out. Ambushes and hostage scenarios. Ah well. No one told me you'd be on my side. There's hardly anyone left for me to kill. So, I say... let's work together.
- Weak-Willed: For all his gravelly growling and evil posturing, Dahl is just as vulnerable to being Mindjacked as any other station inhabitant (except, of course, a particular Volunteer). Even the basic level of the Mindjack power will do, giving you more than enough time to knock him out with your Disruptor if you're so inclined.
- Wounded Gazelle Gambit: One of his many ploys to kill you is to have one of his Operators imitate a crewmember who's locked himself in the Trauma Center. Players with good memories (or those who think to check one of the personnel tracking stations) will realize he's spoofing the ID of a corpse in that room.
- Zerg Rush: As mentioned, his method of taking over the station involves constantly spamming Military Operators.
One of the "Volunteers" on Talos I, Luka Golubkin manages to escape confinement during the chaos and disguise himself as the station's chef.
- Cyanide Pill: If his Taking You with Me attempt is thwarted by Morgan and Morgan does not kill or incapacitate him, then he will commit suicide by poison.
- Fat Bastard: Even fatter than Alex, and undeniably more loathsome - to the point of possibly being a cannibal.
- Fingore: He bit off the fingers of Dr. Mitsuko Tokaji and ground them up so they could not be reattached.
- Four Eyes, Zero Soul: Immediately distinguished by his large, blocky glasses, and even before he's revealed to be a murderer, he comes across as shifty and mean-spirited.
- Kick the Dog: In his first on-screen appearance, he interrupts Skillet by giving it a thump with a wrench. Quite apart from being a sign of how unpleasant he is, it's also a good indication that he's not the real Chef Will Mitchell, as Mitchell programmed Skillet himself and was deeply affectionate towards it.
- I'm a Humanitarian: Not confirmed, but he does seem to have an unusual interest in keeping the dead bodies of other station personnel near in the freezer. At least one confirmed case; if you use the computer to try and track the real Will Mitchell it will lead you to a package of "suspicious meat" inside said freezer.
- MacGyvering: Claims he learned how to build recycler charge "mines" in Ukraine, and will leave many around on useful machines and doors.
- Mad Bomber: If he's not incapacitated before he can lock Morgan in the freezer, then he'll roam Talos I and leave recycler charge booby traps on various doors and machines, which Morgan then has to disable or clear. Fortunately they're based on activation of the linked device, not proximity, so as long as you spot them (and they're generally not very well hidden) you can easily disarm them with half-decent Repair skill and get a free recycler charge.
- Mad Oracle: His Neuromod-augmentation and potential insanity apparently grants him visions of - and a moderate ability to sense the feelings of - the Apex.
- Paper-Thin Disguise: Golubkin initially shows up as "William Mitchell" to you as he has stolen the real William Mitchell's ID, but he looks and sounds absolutely nothing like the real one. By the time you meet him you'll have probably encountered recordings of Mitchell already... or looked on a security station to find that the real Will Mitchell is dead... or have tracked the one still-living Volunteer to this precise location. Any way you slice it, it's pretty easy to expose his ruse ahead of time. Even without all the clues as to his true identity, seeing him once can tip off more observant players; red suits are worn by TranStar executives while working staff wears brown and black.
- Taking You with Me: If you let him lock you in the freezer, he will be encountered later wounded and in one of the station's (non-functioning) escape pods. He will try to lure you inside to kill both you and himself with a recycler charge.
- Too Spicy for Yog-Sothoth: Golubkin is immune to Telepath mind control, perhaps due to pre-existing insanity.
- Trash Talk: If you let him lock you in the freezer, then he'll periodically taunt you over the radio for the rest of the game until you encounter him in the escape pod.
- You Are Number 6: Like all Volunteers, Talos I staff and computers do not refer to him by name. He has an ID (V-010655-37) and is referred to as "Volunteer 37" by TranStar scientists.
Apex TyphonA monstrous, impossibly huge Typhon who is the one behind the attack of Talos I, and the main antagonist of the game. The goal of all the Typhon on Talos I was simply to build enough Coral to "summon" it.
- Advancing Boss of Doom: You can repel it's limbs temporarily, but within a few moments, they'll return and continue chasing you.
- Big Bad: The entire purpose of the Coral is to draw it to the station.
- Combat Tentacles: Its means of attack (other than crushing the station like a tin can) involves tendrils reaching towards anything that moves and swiping chunks out of health, suit integrity, and psi-points. Even these relatively small parts of the creature are broader around than Morgan is tall. They can only be repelled by Nullwave Emitters or the Q-Beam, and even then only for a short time.
- Eldritch Abomination: It is the most powerful of Typhon species, and the most gigantic — so huge that it engulfs Talos I and cracks its hull like the shell of an egg. By implication it also appears to be capable of self-powered faster-than-light travel. January warns you not to even try to scan it, because it predicts whatever you see will be painful beyond comprehension (attempting to do so not only fails to create a log entry, but inflicts HP To One). The only way to kill it is to make the station erupt in a nuclear explosion or to hit it with a nullwave that's as powerful to the Typhon as a nuclear explosion.
- Foreshadowing: Prisoner 37 and past-Morgan both describe something awful waiting for them out in space; a "black horizon, made of teeth". Sure enough, when the Apex appears it blots out all the stars from the sky around the station. Furthermore, the faux-Rorschach image at the start of the game very strongly resembles the Apex.
- HP To One: Attempting to scan the Apex will cause Morgan's HP to be set to 1, and their armor and psi to be completely depleted.
- Kaiju: January describes it as "a Typhon the size of a skyscraper," and honestly even that description is selling it short. Talos I is close to 1,000 meters tall (official sources disagree on the exact size) and the Apex is still large enough to engulf the station entirely.
- The Bad Guy Wins: With The Reveal that the whole game was a simulation made after The End of the World as We Know It, it's almost certain that the real Apex destroyed Talos I and is currently in the process of devouring the rest of humanity's collective consciousness.
- You Cannot Grasp the True Form:January: If the idea hasn't occurred to you, I'm sure it will eventually. Don't do it. I can't predict what would happen if you scanned the Apex... but all my models point to suffering.
- If you ignore January's warning and complete a scan on the Apex, all your armor and psi power is removed and your HP is set to 1. The implication being that whatever you see within it is almost enough to pop your brain. Besides that, no entry in the "Research" database is created and no Steam achievement is given for it, so it's worse than pointless.
As revealed in The Stinger, you aren't actually Morgan Yu - or at least, not the original. You are, in fact, a Typhon organism that has been implanted with their DNA and memories, then placed in a mutable simulation of Talos I post outbreak based off the actual events.
- Bad Powers, Good People: Choosing to install Typhon powers doesn't affect your empathy rating, meaning that you can resurrect the corpses of your coworkers as minions without much issue so long as you're not the one creating the corpses. If you do this sort of playthrough, the Operators judging you at the end will speculate that you naturally gravitate towards Typhon powers out of instinct rather than out of any actual malice.
- The Farmer and the Viper: As long as you don't choose to behave as horribly as possible, you'll be released from your restraints at the end. Even if you followed the most righteous path, you can still choose to slaughter everyone in the room and continue the Typhon's destruction of Earth.
- Good Feels Good: Considering you can go completely out of your way to help everyone on the station, and in the end, choose to continue doing so by accepting Alex's proposal.
- Half-Human Hybrid: Although exactly how human is left up to you.
- During one flashback, Alex can be heard talking to Operator!Igwe about injecting more of Morgan's cell lines into the hybrid. This is one of the less-subtle Foreshadowing clues that things are not what they seem to be.
- Heroic Mime: Never actually says any words, probably because Typhon physiology doesn't really allow for it (or they just haven't learned how to speak yet).
- Humanoid Abomination: The hybrid's default form is made up of the same shadowy oily stuff as the other Typhon, but unlike Phantoms they appear to be shaped exactly like a human, if their five-fingered hand is anything to go by. Depending on the player's choice, they can either complete the transformation into human form, gaining skin along with empathy, or abandon humanity entirely as they spear Alex with a tentacle.
- Humanity Is Infectious: Choose to play the game as morally upright as possible, and this is the implied (and desired, at least by Alex) outcome.
- Boxed Crook: Seems to be one that got bailed out by KASMA in exchange for being stuck in a satellite playing dangerous simulations with classified material.
- Fatal Family Photo: The game starts with Peter looking at a photo of his toddler daughter, and he later gets a slideshow photo of a schoolaged girl (whether or not this is the same girl in the first photo is unclear} as well as an adult woman. Given that the Typhon got to Earth because of him, it's highly likely Peter didn't survive.
- Heroic Mime: While the simulation characters all get voiced in audio logs even if they don't speak while being played, Peter is never voiced.
- Just Following Orders: He would much rather be back on earth with his family. Unfortunately, he has signed a very one-sided contract with KASMA.
- Punch-Clock Villain: He's technically a corporate spy, but that's just a job, it's implied it's one he would rather not have.
- Unwitting Instigator of Doom: The ending implies that he accidentally took a mimic back to earth disguised as his daughter's toy.
- You Have Outlived Your Usefulness: Teddy opts to cut Peter loose and leave him to die on the moon rather than hire him to KASMA after they've gathered all the simulation data they need from him. It is unclear if the reason is because He Knows Too Much, or as Teddy mentions, it would be too expensive. He finds a shuttle back to Earth anyway, but becomes an Unwitting Instigator of Doom for it.
- Chrome Dome Psi: Shaved for his experiments, Andrius has the most powerful psychic potential of all the characters.
- Crippling Overspecialisation: His psi pool is huge and he has the largest selection of Typhon powers, but he doesn't have a lot of skills outside of blasting things away. Even his human Neuromods only focus on upgrading his psi pool. He can't even reach his own designated level exit without two other characters fixing it for him.
- Disposable Vagrant: As detailed in the base game, it's likely that he was a criminal. Or he could be a political prisoner.
- Eye Scream: His right eye looks like a wreck due to having Neuromods constantly jammed into and ripped out of it.
- Mind Rape:
- Prior to the story, he was unwillingly forced to test Neuromods in the development stages, which involved having alien matter and aptitudes forced in and out of his head.
- He's at the receiving end of this during his story mission courtesy of a Telepath. He hears the Telepath's voice as that of his son.
- Squishy Wizard: He has poor health, but loads of psi points and powerful typhon attacks.
- Tested on Humans: He's a "Volunteer", used to test new Neuromods, hence his extreme psionic aptitude.
- Used to Be a Sweet Kid: Well, not a "kid", but when he first arrived at Pytheas he was described as a sweet guy who was a friend to everyone, with the person saying so noting that the violently unpredictable personality he developed as a result of extensive Neuromodding was bringing down morale in general.
- Unwitting Instigator of Doom: He takes a mimic back to earth while under mind control.
- Your Head Asplode: His story objective ends with the telepath controlling him putting him down like this.
- Alien Autopsy: Her Necropsy perk lets her get more out of typhon corpses.
- Awesomeness by Analysis: She's the only character who always starts with a psychoscope, so using her to scan threats is invaluable for all characters and multiple runs.
- Brain Uploading: How she canonically escapes Pytheas, using the same technology that Morgan used to create January. Unfortunately for her, Claire sabotages the process so that her original body is destroyed and the operator is later found by KASMA.
- Laser-Guided Karma: As the administrator of Pytheas, Riley is at best complicit or at worst directly responsible for all of the horrible and unethical Typhon experiments taking place on the base. By the end of the story, she is killed while uploading her consciousness into an operator, and said operator is captured by a KASMA and ruthlessly experimented on to uncover its secrets.
- Morally Ambiguous Doctorate: Just like her cousins Morgan and Alex, she runs a facility that conducts highly unethical experiments.
- Necromancer: One of her key abilities is being able to create Phantoms out of human corpses. Doing this is a requirement for her to escape Pytheas by uploading her consciousness.
- Nepotism: It's explicitly stated that this is how she got the post of director at Pytheas, though her abilities as a scientist and administrator allowed her to keep the position.
- Power Nullifier: Her only direct-damage Neuromod also has this effect.
- They Call Me MISTER Tibbs!: During one recorded conversation, she verbally berates a new hire who dares to call her Riley rather than Madame Director or Doctor Yu.
- Tomato Surprise: Over the course of Mooncrash, the player (and Peter) gradually come to the unsettling realisation that the operator they're mining contains (or at least did until very recently) the very human and conscious uploaded mind which is all that remains of Riley Yu.
- Uncertain Doom: Since the vault operator she launches is the whole reason the simulation can exist, then her fate during her escape must be canon. But since she only survives as an operator, which then crashes along with Peter's craft onto the moon, it's unclear whether the vault operator is destroyed, or whether her personality was wiped from it after KASMA got their hands on it.
- Villainous Lineage: She oversees an array of horrific experiments, just like her cousins Alex and Morgan. Given that William Yu orders the execution of his children in the main game, it would seem that being a cold-blooded sociopath is a Yu family trait.
- Voluntary Shapeshifter: She gets the mimic matter ability among her typhon upgrades.
- Badass Normal: To an extent. He's the only character who can't get any Typhon-based Neuromods at all, relying entirely on guns to deal damage. Downplayed in that his human Neuromods consist of the physical enhancement tree and the Leverage mods, so the guy jumps like Mario and can lift the heaviest of objects.
- Drowning My Sorrows: His memory starts with him waking up after getting black-out drunk from hearing about his son's death.
- The Gunslinger: The only character who can get mods that increases his firearm damage, and the only character who starts with a gun by default.
- Lightning Bruiser: His upgrade tree can make him stronger, faster, and hit harder with all manner of weapons. He gets far more speed and durability upgrades compared to other playable characters.
- Killed Offscreen: His body can be found early on in the game, seemingly having been killed by a Typhon.
- Made of Iron: He has by far the most hitpoints of all the playable characters. The Mole even comments that they knew Riley would send him, because anyone else would be dead.
- Magically Inept Fighter: He gets far more human-based mods than other characters, but no psi upgrades and no typhon powers.
- Outliving One's Offspring: His son died fighting pirates in the Bay of Bengal.
- Sadistic Choice: Let the mole go free, or get the antidote to their poison and save yourself. Or, if you're fast enough, you can do both.
- Undying Loyalty: He's completely trustworthy. Alex doesn't suspect him for a second when he finds a listening device in his office and immediately gets him to help uncover the perpetrator. And when he goes up against the KASMA mole, he can still choose to do his duty and avenge his team's deaths rather than pursue an antidote to the poison in his system.
- Arc Villain: She is the antagonist of Vijay's story quest. Not only does she poison him to get him out of the way, afterwards Vijay must destroy her shuttle before she escapes.
- Amoral Afrikaner: She has a pretty thick Afrikaner accent as well as tossing out some Afrikaans slang such as "chommie" (meaning "pal") and "klapping" (spelled with a 'c' in the subtitles, it means to smack around). She's also engaging in corporate espionage, poisons one of the other main characters, and already has a ton of blood on her hands by the time the game starts.
- Backstab: Her upgrade tree lets her do far more damage from stealth.
- Beneath Notice: Her profile states that as a janitor she's barely noticed by others. Understandably, it's a useful cover for a spy like her.
- Chekhov's Gunman: Her presence sets up a few other plot events such as the vault operator being picked up by KASMA, Riley Yu dying during the brain upload, and her arming key being used at the very end by Peter to survive.
- Corporate Samurai: She's a corporate saboteur sent to infiltrate TranStar as a custodian.
- Crazy-Prepared: She manages to get the code to an escape pod by simply telling Vijay she was asked to clean one. This helped her get away in Vijay's story objective.
- The Cracker: She's the only character with the hacking ability.
- Plotline Death: If Vijay's story objective is canon, then she doesn't make it off Pytheas.
- Skeleton Key: She has the KASMA Command Key, which will unlock any door that can be opened with a key (so not any broken doors).
- Stealth Expert: Most of her upgrades center around sneaking about.
- Make It Look Like an Accident: How she kills Riley Yu, by making it look like she died during the brain uploading procedure.
- The Mole: She works for KASMA and has listening devices planted all around Pytheas.
- Psycho Knife Nut: The psychostatic cutter. She starts with one by default, gets unique mods to upgrade the damage she deals with them, and at the start of her story objective she can be seen slaughtering security personnel with one.
- Villain Respect: She couldn't care less about most of Pytheas as demonstrated when she kills a group of security without flinching but claims Vijay was always nice to her, hence why she poisons him and gives him the opportunity to save himself rather than just killing him outright.
- Walking Spoiler: Discussing her role in the story without spoiling anything is nearly impossible.
- Animal Motifs: Birds. It's shown to be an interest of hers via a book found on her work station, all of her summoned turrets are named after birds, and the sculpture Brian Chung makes of her depicts her holding a bird.
- Crutch Character: Joan's repair skills, enhanced wrench damage, and large health pool make her ideal as the first character to escape with. She can wipe out a lot of map obstacles that would hamper other characters and leave behind supplies for them on the way out. She's also the only character that has innate electrical damage through a Typhon power, so she can zap open Typhon gates without having to find/craft an appropriate tool.
- The Engineer: It's her job in the base. She's the only character with Repair skills and half her utility is being able to fix every broken door and power conduit.
- I Call It "Vera": She has a habit of naming her turrets. Each one you summon gets a name.
- Lower-Deck Episode: Unlike the other four player characters, her story objective has nothing to do with corporate espionage or the typhon threat to earth. She just wants to find her lover.
- Mr. Fixit: She gets the Repair branch to her upgrade tree.
- My God, What Have I Done?: She screwed up and caused an accident where a falling moonrock gravely injured her boyfriend Brian Chung.
- Shock and Awe: She can get the typhon ability to summon balls of electricity to damage enemies and knock out machines. This allows her to bypass typhon gates innately.
- Sole Survivor: With the Uncertain Doom of Riley Yu an exception, she's the only Mooncrash PC without a canonical death. Given that she is tied with the shuttle, she might have made it off the moon.
- Staking the Loved One: When she finally finds Brian Chung, he's already been turned into a phantom for experimental purposes. Your next objective then is to put him down.
- Technopath: One of her typhon upgrades let her control mechanical enemies.
- Theme Naming: All of the turrets she summons are named after birds. Except one, which is named after her boyfriend.
- The Turret Master: She gets the unique ability to summon a friendly turret, in addition to being able to repair and fortify turrets she finds.
- Uncertain Doom: In-universe. After her lover was badly injured, he was taken away by techs and she was unable to get any information about what happened to him. Her story involves finding out, for better or worse.
- Wrench Wench: Not only is she a skilled engineer, but her wrench is also her signature weapon, she will always start with one and gets the wrench damage upgrades.
- Affably Evil: Unlike Teddy, she seems to genuinely care about and try to encourage Peter.
- Mission Control: She plays this role for Peter outside of the simulation. If the simulation is to be believed, she was also this for Claire.
- Punch-Clock Villain: Like Peter, she's stuck in a very brutal contract with KASMA.
- Spanner in the Works: She is this to KASMA. They, after all, plan to simply let Peter die after the contract is complete. Basilisk, however, preps the emergency O2 pods, giving Peter enough time to send the station to the Moonbase.
- The Voice: She's only ever heard, never seen.
- Corrupt Corporate Executive: Not much is known about her, but it's clear that she's vicious, and is far higher up the ladder than Basilisk. It's implied that both Claire and Peter could have been rescued if only she had given the order rather than left them behind in an attempt to silence witnesses and save on expenses.
- The Man Behind the Man: You'd be forgiven for thinking that Basilisk is in charge before Teddy is introduced. As it turns out, Teddy is calling all the shots, and Basilisk is only marginally more important than Peter, and is in exactly the same crappy situation.
- Unwitting Instigator of Doom: Cutting Peter loose and leaving him to die on the moon could've worked, had he not conveniently crashed in a short distance of a shuttle that he could take back to Earth. He lived - and brought a mimic back with him, dooming humanity with Teddy directly accountable for it all. And all over petty corporate espionage against TranStar and a reckless disregard for human life.
- Achilles' Heel: The Moon Shark resists almost all forms of damage, making its health bar seem larger than it actually is. If you can trick it into the attack radius of a Tentacle Nest, it will die in about five seconds, as the draining effect is not a damage type you have access to.
- Attention Deficit... Ooh, Shiny!: He'll follow anything that makes a vibration on the moon's surface. Finally, those Flexiform darts have a proper use.
- Dishing Out Dirt: If you aggro it, it will home in on your location and levitate boulders to throw at you.
- Fast Tunnelling: The Moon Shark's primary ability, and part of what makes it so hard to kill. Half the challenge is getting it to stay above ground long enough to kill. Andrius can also gain this ability through scanning.
- Lightning Bruiser: It moves very fast underground, and deals high damage with both its melee and telekinetic attacks, and on top of that is resistant to most damage.
- Metal Slime: It drops a timer-reducing item when killed and is worth a boatload of points.
- Purple Is Powerful: When not actively hostile, parts of its body glow purple.
- Wormsign: It leaves a trail above ground that mercifully lets you track it.
- Unique Enemy: There is one per corruption level, assuming you kill each iteration before the corruption level changes.
- Combat Tentacles: It uses a juvenile form of the Apex's life-draining tenatcles, which seek out movement. You can destroy them, but it just sprouts more.
- Glass Cannon: It can do a lot of damage if it's allowed to strike at you, but it also can't take much damage without its tentacles providing a shield. A single shot from any Typhon power is universally fatal, and a few pistol rounds will kill it as long as the tentacles don't intercept the shots.
- Hoist by His Own Petard: It can be used to kill other Typhon, especially the Moon Shark (which isn't resistant to drain damage), by tricking them into its detection radius.