Characters:
*Note - Given your character's unfamiliarity with the region, all names are 'assumed', and in some cases may or may not be significant on their own.
Quadragony
Protaganist:
The protagonist is a 'lifer' volunteer in an unnamed NGO. Through their actions and focus on humanitarian aid, they draw a few parallels to Médecins Sans Frontières, but due to the high amount of personal who have had military training - the protagonist included - they seem to also have some ties to supra-national bodies; likely the UN, or something else entirely. That being said, whatever ties the organization have are both above and unimportant to the protagonist, who at least seems to have come to the Buyan peninsula with the hope of helping people.
At first, the protaganist is introduced as being deeply rational and competent; but within the first setting act of the game, your decisions will slightly affect what we see under that facade. Are they a witty and snarky individual, or just focused on doing their job, collecting a small paycheck, and heading home? Is their professionalism a veil for emotional scars, or are they trying to be a hero in these trying times?
Regardless of personality, the protagonist has several friends from their prior lives; it's up to you if they're important enough to merit reading 'pre-game' messages and discovering information about, or ignoring entirely, whether they make a direct appearance in the plot or no.
Protaganist/Appearance:
Full riot gear, non-denominational in regards to origin. It's somewhat beat-up and clearly has scene a lot of use. The protagonist's skin is completely covered up, so it's impossible to tell their ethnicity or origin by appearance. In addition, the protagonist wears a slightly old-fashioned bobblevisor, meaning that the only indicator of your protaganist's gender is the general shape of their body. Depending on time and interest, I may sketch a few different body types, but given how unimportant this is, I'm placing it very low on the list of post-game features.
I want them to feel like a more modernized version of some ancient soviet space fiction; a real stranger in a strange land.
'Theodoulas':
A young man, and the youngest character in the cast by far - barely out of boyhood at perhaps twenty-five years of age, Theodoulas traveled from the nearby country of Pontus to serve with pro-governmental militia groups. Due to conflicts of opinion he then switched to supporting anti-governmental militia groups, and finally found the militia group he traveled with completely obliterated by demon attack - leaving him the sole survivor. Lost, confused, alone and desperately in need of an authority figure to follow, Theodoulas instantly takes a liking to your drive and determination, and is eager to travel with you - if you will have him.
Earnest and sincere, Theodoulas is willing to give everything he has for a greater cause - some would say too willing. Although it is standard to see the young as possessing all but superhuman powers, Theodoulas is well aware that he is over his head, and bears a great deal of survivor's guilt that no amount of early-response counseling is going to absolve of him of. He has a very strong sense of justice, and will worry if you do things such as decrease your own rations to give to others - even though he'd likely do the same. Similarly, he abhors cruelty - but can justify it with frightening ease if it leads to a better standard of life in the long run.
Although he is confused and somewhat ineffectual on his own or in small groups, when it comes time to inspire great crowds - or conversely, someone is giving him directions - Theodoulas truly shines, raising the morale of those he works with. He fondly recalls that his squadron viewed his presence as somewhat lucky - although perhaps that was in haste, as the ill-humoured joke goes. He will generally agree with any order you give him, so long as he is not pushed to his breaking point; and if he feels you, or anyone, have finally overstepped that boundary, be prepared.
Personality-wise, Theodoulas is somewhat innocent in relation to the people you'll immediately work with - like you, he is a stranger to Buyan, although he grew up close enough to see the coast from where he came from. Well-mannered and genteel, he nevertheless has a habit of saying unintentionally cruel things, and can be surprisingly hateful to groups that he has automatically judged as villainous. A very dogmatic thinker, he is slow to mark people off - but even slower to forgive once he has.
Likes: Fully operational kits, the smiles of children, a certain almond-hazel cake he had one time, and doing the right thing.
Dislikes: Self-interest, being alone, thinking about the future.
Theodoulas/Appearance:
Probably twenty+ years old. Youngest core cast member. Young, young, young. Clean-shaven, with that sort of wide-eyed expression you see in Capra movies or Pioneer posters. Copper-brown hair. Deep brown eyes. Constantly looks up, perhaps out of superstition? A few scars and bruises, but manages to look untarnished most of the time - because he's
secretly rather vain about his appearance, and spends time on it even to the reality of war and death around you.
Doesn't always emote, but when he does, *big* emotions. Wide smiles, huge, non-comprehending tears, hearty laughter.
Anger should look strange on him. "How could you..." Kind of feel, even when you did something that was completely justified for your own ends - if he doesn't like it, he's likely to betray his own emotions on the matter, even if he tells you it's fine. Blue 'surplus' camo uniform. Several patches and things, signs that it was
taken from the prior Theodoulas
if you look carefully enough. Writes letters to his mother fairly frequently - if something happens to him during the course of the game, the player should have the option to let her know, regardless of their relationship with Theo.
Short, probably in the best physical condition of your human allies. When directed, a force on the battle-field, can even go toe-to-toe with some demons at the start of the game. As the games goes on, develops stubble and circles under his eyes, loses some of the innocence but gains a hardness to him. Not just shellshock, but that kind of 'pragmatism' that is a way of dealing with the trauma, even if it isn't the best way or the only way.
'Mstislav':
Easily in his late fifties - or perhaps older, but very
well-preserved - Mstislav is your main source of transport throughout the game. Mountain roads, military blockades, swamps, flat tires? They mean nothing to him! A laid-back cabman who has an all but supernatural talent for being around the same places you are at the same time, Mstislav is also the only person running a taxi when you need one. Many others stick to areas they feel safe or comfortable in, unwilling to risk demon attacks and military dangers - but Mstislav is considered something of a madman by his peers, and for good reason. As he might put it - it's more interesting when there's a bit of thrill to it, isn't there?
Don't let that colour your impressions of him, however. Mstislav takes great pains to protect those who ride with him, and views any threat to his passengers as a breach of sacred hospitality. Possessed of a good sense of humor and an excellent collection of ancient cassettes laden with 'the only real music', whatever that means, Mstislav has no stake in any politics, and will gladly support or understand your reasoning, regardless of what decisions you might take. That won't stop him from mocking you for them, however - after all, sometimes it can be a long ride, and anything to pass the time.
Although he won't join you in battles per say, Mstislav might lend you a kind of assistance - what that is, exactly, you'll have to wait and see.
Though the element of 'car' is very effective against demons, or so I hear tell.
He's highly opinionated and knowledgeable, and if you don't feel like talking with him, he'll gladly discuss background information or his own theories about who Brezhnev
really was with you. If you keep him going long enough, however, traces of the real Mstislav might began to slip through...
Underneath the surface personality, Mstislav is depressed and largely without purpose in life. Mstislav has turned to his cab, giving his work a mythological and symbolic importance that it doesn't really have. He clearly has - or had - a life before becoming the man you meet, but whatever that life was only filters through in fragments, and what you see of it is disheartening. It's obvious that Mstislav likes and thinks of you very paternally, and perhaps one of the reasons he's so eager to help you is the fact that you remind him of that life - however distant it may be.
Likes: Dashboard cameras, paying promptly, talking, kids, and conspiracy theories.
Dislikes: Autocrats. Drinking. Violence - the weight of time.
Mstislav/appearance:
Definitely well-preserved, though has a pretty noticeable paunch. Doesn't give a care in the world - he's obviously in decent enough physical shape, and has given up on any attempts to indulge bygone years. Slightly singed eyebrows that haven't grown back - there's a story there, and none of it's true. Black hair, with a hint of grey - it's very well-hidden, though. Green eyes. Pretty tanned, with leathery skin; enjoys long walks on the beach when he isn't ferrying people from one place to another, and it shows. His looks were inspired by a slightly more aged, more southern-based Donatas Banionis, and I think it should tell.
Scratches a lot - Scissors and Theodoulas both worry he has something, but it's just a bad habit. Wears a lot of really awful sweaters, despite the weather not being all that cold. Noise is fairly large, eyes fairly small, both possibly exacerbated due to the first real wrinkles of age. Smiles a lot, but it's always somewhat reserved - should always feel like he's trying to be 'classy', insomuch as a cabman can be. Things are bad when he has a neutral expression or looks sad - that's a crack in his easy-going nature that he doesn't usually notice, and if the player sees it, it's a pretty good indicator of how he really feels.
Doesn't get angry - laughs most threats off, figuring that if someone is going to kill him, they'll do it and instead of wasting time talking about it. Cab should feel like a character too - he loves his Volga like a wife, but when asked if he's named it, responds that they're 'beyond names'. Cluttered, interior is filled with documents, coffee cups, fast food, cigarette stains, various collectable toys, etc. Doesn't allow people drinking booze in the cab - common courtesy. Volga is very dented, showing the signs of age, much like the driver - I was actually tempted to make it a Zaporozhets at first, but decided against it.
'Scissors':
Not everyone you meet has a noble motive. Not everyone you meet cares about the rest of the world.
'Scissors' is a woman just on the cusp of middle-age. You might imagine her to be in her late thirties, but she could also be younger - and just be fighting a losing battle against time and poor decisions. One of the many people that seems to have decided that the conflict descending upon the peninsula is a good thing, Scissors will stalk and confront you several times throughout the beginning of the game, her reasons largely her own. Having tagged along (and got her nickname from her experiences) with a certain 'militia' group that was more concerned with drink and vandalism then any real cohesive goal, she split from them
after betraying their location to demons, for reasons of her own - mostly curiousity.
Though she's not following you specifically, repeated encounters - or the first few, if you know the right things to say or do - convince her that you understand where she's coming from, and that you'll have more fun working together - though she won't hold it against you if you decline. Incredibly blunt, Scissors will always tell you what she was thinking, even if you didn't ask for it. Hating inaction far more then making mistakes, she'll constantly pressure you to do something, and celebrate when you do. That doesn't, however, mean she is running entirely on instinct - like everyone you meet, Scissors has her own agenda, and is hoping your presence will aid it, one way or the other.
Being self-reliant and individualistic, Scissors may choose to split off from the group from time to time, returning as she feels. She is fine with being treated absolutely horribly, and will react (at first) with some chagrin if you treat her respectfully, but will treat you with the same respect you treat her; what matters to her is action. If you earn her trust, Scissors will choose to keep helping you despite her own personal reservations. If you don't - well...
Personality-wise, Scissors respsects very little, and will enjoy spending time with those who feel the same. It's easy to rile her up, but just as easy to make amends, as Scissors tends not to think about the past very often. A native of the city of Dubno, if you choose to ask her opinion about something, she'll give your honest - and incredibly blunt - opinion on the matter, no matter how rude. That being said, when Scissors chooses to care about something, she does so very deeply - and woe to those who get in her way.
Likes: Bitter things, schadenfreude, demons, dreaming.
Dislikes: Reality, saccharinity, Theodoulas, listlessness.
Scissors/Appearance:
Constantly angry about something. Scowling, pursed lips, bared teeth. Teeth are ugly and discolored - missing three or so, holes and stains on the others. Huge circles under eyes, messy brown hair. Gestures a lot, possibly because she doesn't trust people to understand if she doesn't. Despite anger, uses a lot of old and archaic words and manner of speaking that hints at other things. Blue eyes. Had a very small nose, at some point it was horribly broken and sticks up now - thick eyebrows, too.
Smiles poorly. It always looks off or not entirely genuine, usually because it isn't. Though she's obviously in decent physical shape, it's not sustainable, and she's burning herself out. Signs of that - increasing amounts of dirt and cruft under her fingernails, bigger circles, more strayed ends, rocking back and forth to stay awake etc. Broad shoulders that she doesn't like. Used to wear formal clothes quite frequently, now favors very simple, old-fashioned clothes. Brown, brown, brown; very unassuming stuff.
When she is actually happy, tries to hide it. So, she doesn't smile when she's happy - she frowns a little less, or looks away. Can sound happy without looking happy, and has a habit of thinking she does - surprised when people point out how worn-out she still looks. "I thought I was smiling!.." etc. Despite constant movement, fairly observant - looking at things in the background often, trying to evaluate threats, danger, opportunities. Will share information if she respects player. Brightness in eyes fades over time, but personality-wise becomes more at ease and happy as the game goes on.
Act I
'Falcon': A militiaman working for the well-known militia leader, 'Warchief'. He's younger even then Theodoulas, far too young to be a soldier. He's excitable and spends as much time taking selfies posing with his kit as he does trying to impress the tourists and visitors held hostage; he's more funny then frightening, but that makes the moments he gets serious far more disturbing. He's easily cowed by shows of force - from the protaganist especially - but if he isn't also impressed, will hold a grudge, viewing the protaganist as a clear example of 'outside influence' and 'conspiracies against this great nation'. Loves to sing, and a bit of an amateur poet.
Canonically is shot by pro-governmental soldiers fairly on, unless the protaganist intervenes.
Falcon/Appearance: Rail-skinny, unhealthy. Stubble-ridden and wide-eyed. Looks like he might wander into a less serious game and moonlight as the fun-loving, rules-hating type of character. Smiles frequently, but occasionally gets dead serious. Hates being made fun of despite loving to make fun of himself, and has some serious trouble understanding the very valid fear the hostages in the hotel feel - constantly gestures with his rifle, and thinks their fear is kind of funny - hasn't killed anyone, seems embarrassed about the fact instead of happy. Copper hair, blue eyes?
Hanako Hiraoka*: A slightly older then middle-aged writer and foreign playwright staying at the hotel. She's one of the few people mostly unafraid for her life, and has been cautiously supportive of the rebel/pro-independence movement. When asked why, Hanako responds with an ambivalent statement that if they had wanted anyone dead, people would be dead. Her motivations are rather more complicated, however - and the protagonist is likely to find her traveling around the peninsula, taking notes for her next work and observing the conflict. Has a very wry view of the world and politics and an air of professionalism that seems to keep her safe despite the dangers of her travels.
Hanako/Appearance: Hair is lined with gray, slightly pudgy. Thin glasses, very vivid eyes - constantly looking around and taking notes. Certainly wasn't expecting
this on what was supposed to be a leisurely vacation in the Black Sea, but is taking things in stride. Dress sense is very professional and slightly conservative; military themes in civilian wear? Has a constant air of being unimpressed with the intents of the various factions to force a response, whether fear or awe - very subtle eye-roll and disbelief, or perhaps simply a smile that says 'no-sell'. Has a relative who's doing well in the JSDF, apparently.
Matthias Lund: One of the protagonist's connections, a Swedish national who came to the peninsula before you. 'Warchief' and his militia decided that Lund was clearly an agent provocateur, and have held him hostage as their primary prize in the hotel. Unlike other residents, who are released one way or the other fairly rapidly in the introduction, Lund is being held and paraded as a prisoner of war. What may turn his fate is if the protagonist is willing to recognize him as a colleague and convince the militia - one way or another - to let him go. If the protagonist fails or refuses to intervene, Lund is taken away and not seen again.
Personality, Lund is a bit aloof and dark-humoured, but with an unending capacity for compassion, even to those who have just held him captive. He has also been in the peninsula longer then you have, and is a very reliable source of information in the early-middle of the game. If you save him, he'll also be indebted to you - and contribute what help he may, whenever he can, even at great personal cost.
Romance-able.
Matthias/Appearance: Blond-hair, clean-shaven, blue-eyed. Silver glasses, dour expression, fairly tall. He's not usually this glum, however - but he's been captive for a week, at least - and possibly longer. He rapidly returns to cordial and friendly relations with the protaganist if rescued, and will share a few jokes that the main heroes won't understand - as you two have been through a little together. Fairly muscular, but atrophied a bit - more sallow around the cheeks, maybe starting to show the onsets of middle-age. His teeth are really good, and his posture is unflinching - this just makes him look taller then he is; but he is, after all, just one man.
'Warchief': Leader of the first militia the players will hear about and encounter, and quite a figure; though players will not meet him (at first) directly. Leader of the South-Eastern Coastal District, which just so happens to control where the protaganist disembarked. Nothing happens without Warchief hearing about it. He has a very colloquial method of conversing with his subordinates - who are almost universally disenfranchised young and middle-aged men - constantly calling them 'my boys' or 'my guys'; may grow to think of the player that way as well, if the player helps him out (and regardless of gender).
Though he's genuinely concerned about Buyan and the people of the S-ECD, he's also paranoid, distrustful, arrogant and crass. Has a habit of saying horrific and offensive things without realizing them - flies into rage if accused of anything. Has brought a huge amount of stability and supply to the S-ECD, but no one really likes him; on the other hand, no one really
dislikes him, and many prefer the S-ECD *with* Warchief to how it was before him.
Hugely distrusts the press and views them as agents of foreign power. Normally distrusts foreigners, but his gut tells him you're something different. Most people make the mistake that since Warchief is big and sometimes like a man-child, that he is a slob and fool. He is neither, and is an incredibly calculating and efficient ally - and a terrifyingly driven and vengeful foe.
Rescuing Matthias will alert you to the fact that Warchief suffers regular heart palpitations.
Warchief/Appearance: Huge in every way. Big, fat, broad, tall. Clearly was once incredibly muscular, but has let age and time deteriorate that. Bristly black stubble-beard and wide, friendly brown eyes. Wears a military uniform that has been modified to his specifications, and usually communicates with the protagonist via video. After all, just because he admires their gumption doesn't mean he's going to trust you easily. Bombastic gestures - very faux-military, indicative of the fact that he wasn't quite the ranker he wants to appear to be, but he knows a thing or two.