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Subleaders are characters who act as representatives of other members of the Shelter, and offer their opinions during Crisis Events.

Overview

Each subleader carries the "Subleader" trait, and has additional options to negotiate or bribe them during their Shelter conversations (although some will take to this better than others) - and unlike many members of the Shelter, their respect for you is carefully gauged... and failing to take it into account can turn them and all of their supporters against you, endangering your role as leader of the Shelter.

Roles

Thematically speaking, each of the six subleaders is supposed to represent an aspect of society, and their decisions and attitudes will tend to reflect that. However, at the end of the day, they are people and not archetypes, and can be reasoned with, bribed, coerced, or convinced of your point of view.

  • Lloyd - Survival. Pragmatist, unemotional outlook.
  • Paul - Military. Direct, practical, concerned with morale.
  • Regina - Criminal. Harsh, uncompromising, concerned with strong leadership and harsh punishments.
  • Sandy - Society. Concerned with propriety, punishment, fairness.
  • Todd - Religion. Understanding, forgiving, willing to make group sacrifices to show mercy.
  • Vic - Order. Avoids violence in favor of imprisonment, principle of law.

Supporters

Each Subleader has a set number of supporters who will follow them as a representative, and will be influenced by their satisfaction or dislike of any decisions made in Crisis Events. Allies who do not have their chosen Subleader in the Shelter will be marked as "Unaffiliated" - although they will not lose Mood from a decision, neither will they gain any.

Davis (and any animal allies, like Lightning or Pepper) will always be neutral.

Vic Supporters

Paul Supporters

Lloyd Supporters

Regina Supporters

Todd Supporters

Sandy Supporters

Mutiny

If a Subleader's respect gets too low, they will challenge the player for control of the Shelter, triggering a Crisis Event. If the other leaders support the mutineer leader (their respect is also low), the player will be thrown out of the shelter and it's game over. Certain decisions as a leader are weighted heavily as actions that offend other leaders. If the player wins the challenge by getting the most support (which they are heavily favored to do), the player must decide what to do with the mutineer. However, killing a Subleader will lead into mood and morale loss for the shelter as it indicates upheaval at the Shelter.

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