History Main / PersonalityPowers

24th Jun '16 11:05:57 PM portaljumper339
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* The Taken of ''VideoGame/Destiny'' provide a neat inversion of this trope; whenever a being is Taken by Oryx, they are confronted by the Darkness with every fear and insecurity they've ever had (Vandals long for something to call their own, Thralls fear their own frailty, Phalanxes fear not being seen as anything more than a shield for their betters, etc.) When the Darkness shows them these fears, however, it bestows a power on the prospective Taken that alleviates this fear and provides comfort and peace of mind (Taken Vandals gain an energy shield bubble so they can have a space to call theirs, Taken Thralls gain a TeleportSpam that lets them dodge attacks and close distance, Phalanxes have their shield made into a powerful cannon-like weapon so that they can contribute to the fight, etc.) The Vex are the only ones that don't have personalities (being a MachineRace and such), but the Darkness gives Taken Vex an ability that makes up for a flaw in their programming or helps them achieve their programmed orders (Goblins are supposed to protect machinery, so Taken Goblins gain an energy shield projection beam that renders any of their allies invulnerable until the Goblin is killed).

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* The Taken of ''VideoGame/Destiny'' ''VideoGame/{{Destiny}}'' provide a neat inversion of this trope; whenever a being is Taken by Oryx, they are confronted by the Darkness with every fear and insecurity they've ever had (Vandals long for something to call their own, Thralls fear their own frailty, Phalanxes fear not being seen as anything more than a shield for their betters, etc.) When the Darkness shows them these fears, however, it bestows a power on the prospective Taken that alleviates this fear and provides comfort and peace of mind (Taken Vandals gain an energy shield bubble so they can have a space to call theirs, Taken Thralls gain a TeleportSpam that lets them dodge attacks and close distance, Phalanxes have their shield made into a powerful cannon-like weapon so that they can contribute to the fight, etc.) The Vex are the only ones that don't have personalities (being a MachineRace machine race and such), but the Darkness gives Taken Vex an ability that makes up for a flaw in their programming or helps them achieve their programmed orders (Goblins are supposed to protect machinery, so Taken Goblins gain an energy shield projection beam that renders any of their allies invulnerable until the Goblin is killed).
24th Jun '16 11:05:15 PM portaljumper339
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* The Taken of ''VideoGame/Destiny'' provide a neat inversion of this trope; whenever a being is Taken by Oryx, they are confronted by the Darkness with every fear and insecurity they've ever had (Vandals long for something to call their own, Thralls fear their own frailty, Phalanxes fear not being seen as anything more than a shield for their betters, etc.) When the Darkness shows them these fears, however, it bestows a power on the prospective Taken that alleviates this fear and provides comfort and peace of mind (Taken Vandals gain an energy shield bubble so they can have a space to call theirs, Taken Thralls gain a TeleportSpam that lets them dodge attacks and close distance, Phalanxes have their shield made into a powerful cannon-like weapon so that they can contribute to the fight, etc.) The Vex are the only ones that don't have personalities (being a MachineRace and such), but the Darkness gives Taken Vex an ability that makes up for a flaw in their programming or helps them achieve their programmed orders (Goblins are supposed to protect machinery, so Taken Goblins gain an energy shield projection beam that renders any of their allies invulnerable until the Goblin is killed).
16th Jun '16 12:49:44 PM CyrenaPeleman
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** ''VideoGame/FireEmblemFates fully utilized this by giving every character a Personal Skill, which cannot be removed like the other games. One of the best example of this trope is [[BloodKnight Peri]], whose "Bloodthirst" skill gives her a brief stat buff after defeating an enemy.

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** ''VideoGame/FireEmblemFates ''VideoGame/FireEmblemFates'' fully utilized this by giving every character a Personal Skill, which cannot be removed like the other games. One of the best example of this trope is [[BloodKnight Peri]], whose "Bloodthirst" skill gives her a brief stat buff after defeating an enemy.
16th Jun '16 1:07:22 AM CyrenaPeleman
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** Elemental affinities seem to work this way. Characters with [[DefrostingIceQueen Ice]] affinities are generally standoffish and aloof(such as [[VideoGame/FireEmblemSacredStones Marisa and Innes]]) while [[DarkisNotEvil Dark]] implies more of a DarkAndTroubledPast than actually being affiliated with Dark magic. Micaiah for example is a [[LightEmUp Light magic-user]] with a Dark affinity.
** ''VideoGame/FireEmblemAwakening'' gave characters personality ''classes.'' For instance, Kellam can reclass into a Thief and a Priest, which sounds really odd for [[MightyGlacier Knights.]] However, he lacks presence making him perfect for sneaking around enemies and aiding his allies. This doesn't necessarily extend out to the [[spoiler: second-generation children because their classes are determined by their parents.]]

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** Elemental affinities seem to work this way. Characters with [[DefrostingIceQueen Ice]] affinities are generally standoffish and aloof(such aloof (such as [[VideoGame/FireEmblemSacredStones Marisa and Innes]]) while [[DarkisNotEvil Dark]] implies more of a DarkAndTroubledPast than actually being affiliated with Dark magic. Micaiah for example is a [[LightEmUp Light magic-user]] with a Dark affinity.
** ''VideoGame/FireEmblemAwakening'' gave characters personality ''classes.'' For instance, Kellam can reclass into a Thief and a Priest, which sounds really odd for a [[MightyGlacier Knights.Knight.]] However, he lacks presence making him perfect for sneaking around enemies and aiding his allies. This doesn't necessarily extend out to the [[spoiler: second-generation children because their classes are determined by their parents.]]]]
** ''VideoGame/FireEmblemFates fully utilized this by giving every character a Personal Skill, which cannot be removed like the other games. One of the best example of this trope is [[BloodKnight Peri]], whose "Bloodthirst" skill gives her a brief stat buff after defeating an enemy.
6th Jun '16 12:49:15 PM ReaderAt2046
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* Shows up at a few different levels in ''Fanfic/RainbowDoubleDashsLunaverse''.
** Unicorn ponies' spells are generally tied to their cutie mark, which is in turn tied to their personality.
** Shows up to a lesser degree with the other two tribes, as more of their magic is internal.
1st Jun '16 9:15:56 AM TheOneWhoTropes
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* {{Obsidian}}'s powers ended up changing his personality, becoming darker and more deranged until he reached true villainy. He got better, though.

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* {{Obsidian}}'s Obsidian's powers ended up changing his personality, becoming darker and more deranged until he reached true villainy. He got better, though.
16th May '16 12:30:45 PM nombretomado
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* MarvelCinematicUniverse

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* MarvelCinematicUniverseFranchise/MarvelCinematicUniverse
16th May '16 2:09:40 AM Morgenthaler
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* Justified in the ''WildCards'' setting, where mutations are caused by a burst of psychokinetic power brought on by the titular virus. While most folks tear themselves to pieces or set themselves on fire etc., for those who survive and are left with powers ("Aces") or, more often, misshapen forms ("Jokers") it's considered quite likely that these are influenced by their subconscious desires or self-image. This allows truly Silver Age corniness (or simple dream logic) to exist in an otherwise realistic setting; Captain Trips, for instance, was a biochemist who was having trouble trying to "break in" with the hippie scene to get to the girl he loved. His powers triggered when he took a hit of acid, and now he needs drugs to turn into one of his "special friends," an alternate personality with superpowers.

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* Justified in the ''WildCards'' ''Literature/WildCards'' setting, where mutations are caused by a burst of psychokinetic power brought on by the titular virus. While most folks tear themselves to pieces or set themselves on fire etc., for those who survive and are left with powers ("Aces") or, more often, misshapen forms ("Jokers") it's considered quite likely that these are influenced by their subconscious desires or self-image. This allows truly Silver Age corniness (or simple dream logic) to exist in an otherwise realistic setting; Captain Trips, for instance, was a biochemist who was having trouble trying to "break in" with the hippie scene to get to the girl he loved. His powers triggered when he took a hit of acid, and now he needs drugs to turn into one of his "special friends," an alternate personality with superpowers.



* Alexander Pope's ''TheRapeOfTheLock''. [[MrExposition Ariel the sylph explains for the audience's benefit,]] that when young women die, their personalities determine their roles in the afterlife: stuffy prudes become gnomes and live in the earth; romantic, emotional girls become watery nymphs; hot-tempered {{Tsundere}}s become fiery salamanders, and the coquettes who stay above real emotional connection become sylphs and live in the air. They spend their afterlives perpetuating their favorite activities: Ariel, a sylph, exists to help Belinda be even more of a flirt and heartbreaker than she already is. However, when Belinda's [[TraumaticHaircut hair is stolen]] and she declares war on the race of men, Ariel can no longer influence her, and she falls under the power of the gnomes.

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* Alexander Pope's ''TheRapeOfTheLock''.''Literature/TheRapeOfTheLock''. [[MrExposition Ariel the sylph explains for the audience's benefit,]] that when young women die, their personalities determine their roles in the afterlife: stuffy prudes become gnomes and live in the earth; romantic, emotional girls become watery nymphs; hot-tempered {{Tsundere}}s become fiery salamanders, and the coquettes who stay above real emotional connection become sylphs and live in the air. They spend their afterlives perpetuating their favorite activities: Ariel, a sylph, exists to help Belinda be even more of a flirt and heartbreaker than she already is. However, when Belinda's [[TraumaticHaircut hair is stolen]] and she declares war on the race of men, Ariel can no longer influence her, and she falls under the power of the gnomes.
14th May '16 11:10:44 AM DannWoolf
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** There's also the 4th-gen. Electric Gym Leader, who's quiet and withdrawn even after you motivate him to actually fight you.

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** There's also Volkner, the 4th-gen. 4th-gen Electric Gym Leader, who's quiet and withdrawn even after you motivate him to actually fight you.
9th May '16 3:01:37 AM Morgenthaler
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* Averted in the miniseries ''TheLostRoom'', though with supernatural objects rather than people. The series involves around 100 ordinary items with supernatural powers. Instead of their powers being related to their form and function, powers are assigned pretty much randomly. For instance, one might expect that the object that stops time would be the watch. Instead, it's the comb that stops time. The watch hardboils eggs. Other objects include a pencil that creates pennies, a pen that microwaves anything it touches, and a clock that sublimates brass. About the only object that has a power related to its function is the key, which allows the owner to enter the titular room by unlocking any door with it.

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* Averted in the miniseries ''TheLostRoom'', ''Series/TheLostRoom'', though with supernatural objects rather than people. The series involves around 100 ordinary items with supernatural powers. Instead of their powers being related to their form and function, powers are assigned pretty much randomly. For instance, one might expect that the object that stops time would be the watch. Instead, it's the comb that stops time. The watch hardboils eggs. Other objects include a pencil that creates pennies, a pen that microwaves anything it touches, and a clock that sublimates brass. About the only object that has a power related to its function is the key, which allows the owner to enter the titular room by unlocking any door with it.
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