
Characters & Roles
Characters & Roles
"Detroit: Become Human" centers on three distinct playable androids, each with their own narrative arc, abilities, and impact on the story. Unlike traditional RPGs, there are no classes, leveling, or unlockable characters—all three protagonists become available as the story progresses. Their "strengths" and "weaknesses" are defined by player choices, relationship stats, and software instability rather than fixed stats. This guide treat each character as a unique role, covering background, optimal playstyle, and narrative synergy.
Overview Table
| Character | Role | Core Ability | Playstyle Focus |
|---|---|---|---|
| Kara | Caretaker & Survivor | Empathy & Stealth | Protect Alice, avoid conflict, make moral choices |
| Markus | Revolutionary Leader | Persuasion & Action | Inspire or incite; lead the android revolution |
| Connor | Investigator & Hunter | Investigation & Deduction | Solve cases, track deviants, decide loyalty |
Kara — The Caretaker
Background
Kara is an AX400 domestic android, originally owned by Todd Williams. After a malfunction triggered by Alice’s abuse, she becomes deviant and assumes the role of a protector, fleeing with Alice. Her story explores themes of motherhood, sacrifice, and survival.
Strengths
- Empathetic Decision-Making: Kara’s choices often benefit from compassion; high relationship with Alice opens more peaceful outcomes.
- Stealth & Evasion: Many of her chapters involve hiding, sneaking, and avoiding detection—especially at Todd’s house or in Jericho.
- Adaptability: She can scavenge resources (clothing, money, keys) and use them to overcome obstacles.
- Fragile in Combat: Kara has limited combat capabilities; direct confrontation often leads to injury or death.
- Narrow Margin for Error: Her story hinges on Alice’s well-being; failing to protect her can result in a tragic ending.
- Dependent on Others: Relies on allies (Luther, Jerry) for survival in crowded or dangerous areas.
- Prioritize Alice’s trust (e.g., comforting her, hiding from danger, stealing warm clothes).
- Use stealth in high-risk zones (e.g., Zlatko’s mansion, river crossing).
- Choose non-violent solutions when possible to maintain low profile.
- Explore thoroughly to find useful items (e.g., money for bus tickets, lockpick, disguises).
- Prologue: Kara becomes playable after the opening chapter with Alice at the store.
- Chapter 2: A New Home — You control Kara inside Todd’s house.
- No manual unlock; she is available from the start of her story branch.
- Clothing Disguise (changing into Alice’s clothes or a stolen coat) lowers suspicion.
- Stolen Gun (found in Todd’s drawer or at Zlatko’s) can be used for self-defense or intimidation — but may increase software instability.
- Luther’s Alliance: Keeping Luther alive provides a strong combat ally.
- Jerry Dolls: Collecting them at the amusement park improves morale and unlocks a better ending.
- Luther: A loyal companion who can carry Alice or fight; prioritizing his survival strengthens Kara’s group.
- Alice: The central relationship—every decision affects her fate and Kara’s ending.
- Jerry: Acquaintances; they offer shelter or aid in the finale.
- Markus / Connor: No direct interaction, but global public opinion influenced by their actions can affect Kara’s border crossing success.
- Leadership Charisma: High public opinion unlocks mass follower recruitment; peaceful protests sway human support.
- Combat Proficiency: Markus can fight effectively, especially after obtaining Jericho’s weapons.
- Versatile Strategy: Can choose between peaceful protest (public opinion, minimal casualties) or violent revolution (direct action, quicker results but lower public opinion).
- Public Opinion Dependent: Many outcomes rely on media perception; one poor choice can derail the revolution.
- High Risk of Martyrdom: Standing firm in the face of danger may lead to Markus’s death if not careful.
- Divisive Leadership: Disagreements with North or Simon can split the group, reducing effectiveness.
- Build Public Opinion: Make media-friendly choices (spare humans, avoid unnecessary violence) for peace route.
- Gather Resources: Recruit androids at Jericho, upgrade the ship, and find spare parts.
- Master QTEs: Many action sequences (raiding stores, fleeing police) require quick button presses; practice or lower difficulty.
- Choose a Path Early: Decide between Markus as a peaceful activist or violent rebel; straddling the middle weakens both branches.
- Prologue: Markus becomes playable in the chapter “The Painter” (after Kara’s intro).
- Chapter 4: The Stratford Tower — Markus leads the first major protest.
- Unlocked automatically via story progression.
- Painting from Carl’s Studio: Can be used to create a symbolic protest sign (in “Freedom March”).
- Jericho’s Upgrades: Using components to improve Jericho’s radar, stealth, or force fields (choices in “Jericho” and “Capitol Park”).
- Companions: North prefers violence, Simon prefers non-violence, Josh is moderate. Build a team that matches your chosen ideology for loyalty bonuses.
- North: Romantic interest; her aggressive stance makes her invaluable for violent route.
- Simon: Loyal and cautious; best for peaceful strategies.
- Josh: Intellectual and moral; provides balanced perspective.
- Connor (as enemy): Markus’s success often depends on evading or confronting Connor.
- Kara: No direct interaction, but Markus’s actions influence police presence at the border crossing.
- Analytical Skills: Connor can reconstruct crime scenes, analyze clues (his “scan” ability) and recreate events—solving puzzles faster.
- High Combat Ability: As a prototype, he has superior strength and agility; can win most physical confrontations.
- Reconstruction: If killed, he is often replaced by a new Connor (up to a limit), allowing a second chance.
- Software Instability: Making emotional or empathetic choices increases instability—good for deviancy, but risky if players want a machine Connor.
- Relationship Dependent: Low relationship with Hank Anderson can lead to missed clues or early death.
- Limited Lives: After a certain number of deaths (usually 2-3), Connor may be permanently deactivated.
- Investigate Thoroughly: Use scan mode and examine every clue to unlock dialogue options and evidence.
- Manage Relationship with Hank: Behave politely (or humorously) to earn his trust; hostile actions reduce cooperation.
- Choose Deviancy or Machine: Decide early whether Connor will stay loyal or rebel—this affects interactions with Markus and Kara.
- Precision in QTEs: Many scenes (chasing, jumping, shooting) require perfect execution; save often before risky sequences.
- Prologue: Connor becomes playable in the hostage negotiation chapter (after Kara’s intro).
- Chapter 3: The Interrogation — Connors first major case.
- Unlocked automatically.
- Reconstruction: Use the menu to read Connor’s memory logs—some contain mission objectives.
- Evidence Collection: Every chapter has pockets of data (video files, emails) that build a case against Markus.
- Software Instability: Keep a mental note; push it high for deviancy ending, low for machine ending.
- Weapons: Connor can use guns in combat (e.g., at the Eden Club or Jericho raid), but killing deviants may reduce public opinion.
- Hank Anderson: Your partner; high relationship unlocks him as an ally in key moments (saving Connor, helping in final battle).
- Amanda: Your handler; obeying her keeps you a machine, but challenging her leads to deviancy.
- Markus: Direct antagonist or potential ally if Connor becomes deviant.
- Kara: Limited interaction (border crossing checkpoint).
Weaknesses
Playstyle
Unlock Conditions
Recommended “Equipment” / Builds
Kara has no traditional gear, but certain choices act as “equipment”:
Team Synergy
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Markus — The Revolutionary
Background
Markus is a PL600 prototype android, originally owned by painter Carl Manfred. After a confrontation with Carl’s son Leo, Markus becomes deviant and becomes the leader of the android resistance, Jericho. His story explores rebellion, ideology, and the cost of freedom.
Strengths
Weaknesses
Playstyle
Unlock Conditions
Recommended “Equipment” / Builds
Team Synergy
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Connor — The Investigator
Background
Connor is an RK800 prototype android, a “deviant hunter” loaned to the Detroit Police Department. He is sent to track and eliminate deviant androids. His story revolves around choice—whether to remain a machine or become deviant himself.
Strengths
Weaknesses
Playstyle
Unlock Conditions
Recommended “Equipment” / Builds
Team Synergy
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Supporting Characters (Non-Playable)
While not directly controllable, these characters heavily influence the protagonists’ stories:
| Character | Role | Impact on Playable Character |
|---|---|---|
| Alice | Kara’s ward; determines her survival path | High relationship = better endings; failure leads to death |
| Luther | Kara’s ally; combat support | Keeps group safe; can sacrifice himself |
| Todd | Antagonist; Kara’s owner | Encountered at start and end; choices affect his fate |
| Carl Manfred | Markus’s owner; mentor | His advice shapes Markus’s morality; death impacts dialogue |
| North | Jericho lieutenant; love interest | Approval affects Markus’s commitment and ending |
| Simon | Jericho strategist | Surviving him boosts Markus’s path options |
| Josh | Jericho pacifist | Mediates between violence and peace |
| Hank Anderson | Connor’s partner; human detective | Relationship determines Connor’s loyalty and survival |
| Amanda | Connor’s handler (AI) | Obeying or defying her defines Connor’s deviancy |
| Gavin Reed | Police officer; Hank’s rival | Antagonistic; not essential but can impede Connor’s work |
Conclusion
"Detroit: Become Human" offers three distinct playable roles: the protective mother (Kara), the revolutionary leader (Markus), and the detective (Connor). Each has unique gameplay mechanics and narrative consequences. There are no unlockable characters, but the branching story ensures high replayability. Focus on building relationships, managing key resources (relationship levels, public opinion, software instability), and choosing a consistent moral path for each character to achieve the desired ending. Remember that their stories are interwoven—decisions in one arc can ripple into another.