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* AnimalisticAbilities: Due to being spawn when the Princess takes the form of the Beast, his presence seems to grant the PC traits usually found in prey animals such as [[SuperSenses heightened senses]] and [[FragileSpeedstrer quick reflexes]].

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* AnimalisticAbilities: Due to being spawn when the Princess takes the form of the Beast, his presence seems to grant the PC traits usually found in prey animals such as [[SuperSenses heightened senses]] and [[FragileSpeedstrer [[FragileSpeedster quick reflexes]].
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* AnimalisticAbilities: Due to being spawn when the Princess takes the form of the Beast, his presence seems to grant the PC traits usually found in prey animals such as [[SuperSenses heightened senses]] and [[FragileSpeedstrer quick reflexes]].


* CommanderContrarian: Embodies this archetype as his PersonalityPower, in a manner different from the Skeptic, who's a SeekerArchetype. He just wants to piss off the Narrator by questioning and refusing everything the latter says.

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* CommanderContrarian: Embodies this archetype as his PersonalityPower, in a manner different from the Skeptic, who's a SeekerArchetype. His presence usually enables more absurd choices for the player to take. He just wants to piss off the Narrator by questioning and refusing everything the latter says.
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* AwLookTheyReallyDoLoveEachOther: The Voices in their own way genuinely care about the Player's wellbeing.
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* YouAreWorthHell: The Player goes through some of the most existential, surreal and downright esoteric horror seen in a game, just so he can save the Princess.
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* EvilCannotComprehendGood: The Narrator doesn't seem to comprehend why you might be hesitant to kill a supposedly normal woman locked away in a basement based on the unproven pretense that doing so will save the world. He's also so fearful of death that he can't fathom why you're averse to an eternity of boring stagnation to the point that you kill yourself to get out of it.

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* EvilCannotComprehendGood: The Narrator doesn't seem to comprehend why you might be hesitant to kill a supposedly normal woman locked away in a basement based on the unproven pretense that doing so will save the world. He's also so fearful of death that he can't fathom why you're averse to an eternity of boring stagnation to the point that you kill yourself to get out of it. He also can't fathom why the Player in the finale has no desire to kill the woman he loves and will damn his vision to [[YouAreWorthHell escape with her]].


** If you try to examine your reflection in the mirror when it starts appearing, several of the various Voices will call you out on it, telling you that it's a bad time to preen yourself.

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** If you try to examine your reflection in the mirror when it starts appearing, several of the various Voices will call you out on it, telling you that it's a bad time to preen yourself. The Voice of the Smitten will periodically state that you should check if your feathers are out of place.
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** "Coward" By both the Nightmare and the Moment of Clarity

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** "Coward" By by both the Nightmare and the Moment of Clarity
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** If you try to examine your reflection in the mirror when it starts appearing, several of the various Voices will call you out on it, telling you that its a bad time for preening yourself.

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** If you try to examine your reflection in the mirror when it starts appearing, several of the various Voices will call you out on it, telling you that its it's a bad time for preening to preen yourself.



* CompleteImmortality: Of the ResurrectiveImmortality kind -- being a god, while you can ([[TheManyDeathsOfYou and do]]) die, you can't ''stay'' dead. The closest you can get is eternal unconciousness if you refuse to collect any vessels. The Narrator bitterly mocks this if you try to commiserate with his MortalityPhobia, telling you that you only ''play'' at death and have no idea what its like for mortals who face genuine oblivion.

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* CompleteImmortality: Of the ResurrectiveImmortality kind -- being a god, while you can ([[TheManyDeathsOfYou and do]]) die, you can't ''stay'' dead. The closest you can get is eternal unconciousness if you refuse to collect any vessels. The Narrator bitterly mocks this if you try to commiserate with his MortalityPhobia, telling you that you only ''play'' at death and have no idea what its it's like for mortals who face genuine oblivion.
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[[/folder]]

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[[/folder]][[/folder]]
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* BroughtDownToNormal: In one of the endings, you can choose to leave the cabin world with the princess, but forego ascension to godhood.

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* BroughtDownToNormal: In one of the endings, "And? What happens next?" end, you can choose to leave the cabin world with the princess, but forego at the cost of forgoing ascension to godhood.
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** In two variants of the "And? What happens next?" ending, the other Voices are mentioned as being around but scattered.
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* CompleteImmortality: Of the ResurrectiveImmortality kind -- being a god, while you can ([[TheManyDeathsOfYou and do]]) die, you can't ''stay'' dead. The Narrator bitterly mocks this if you try to commiserate with his MortalityPhobia, telling you that you only ''play'' at death and have no idea what its like for mortals who face genuine oblivion.

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* CompleteImmortality: Of the ResurrectiveImmortality kind -- being a god, while you can ([[TheManyDeathsOfYou and do]]) die, you can't ''stay'' dead. The closest you can get is eternal unconciousness if you refuse to collect any vessels. The Narrator bitterly mocks this if you try to commiserate with his MortalityPhobia, telling you that you only ''play'' at death and have no idea what its like for mortals who face genuine oblivion.
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* CompleteImmortality: Of the ResurrectiveImmortality kind -- being a god, while you can ([[TheManyDeathsOfYou and do]]) die, you can't ''stay'' dead. The Narrator bitterly mocks this if you try to commiserate with his MortalityPhobia, telling you that you only ''play'' at death and have no idea what its like for mortals who face genuine oblivion.
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* IChoseToStay: In the "And? What happens next?" ending the Voices stay behind, while the Player and the Princess venture to the world beyond the Cabin.

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* IChoseToStay: IChooseToStay: In the "And? What happens next?" ending the Voices stay behind, while the Player and the Princess venture to the world beyond the Cabin.



* IChoseToStay: In the Stranger version "And? What happens next? the Voice of the Contrarian decides to stay with the Voice of the Hero in the Cabin, to either wait or track down the other Voices. He also states that they've done their job to help the Player on his Journey.

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* IChoseToStay: IChooseToStay: In the Stranger version "And? What happens next? the Voice of the Contrarian decides to stay with the Voice of the Hero in the Cabin, to either wait or track down the other Voices. He also states that they've done their job to help the Player on his Journey.
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* IChoseToStay: In the "And? What happens next?" ending the Voices stay behind, while the Player and the Princess venture to the world beyond the Cabin.


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* IChoseToStay: In the Stranger version "And? What happens next? the Voice of the Contrarian decides to stay with the Voice of the Hero in the Cabin, to either wait or track down the other Voices. He also states that they've done their job to help the Player on his Journey.
--> '''Voice of the Contrarian:''' Our job here is done.
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* AntiHeroTeam: Mainly of the NominalHero variety. Barring [[TokenGoodTeammate the Voice of The Hero]], most of the Voices don't actually take the assigned goal of "saving the world" very seriously. Anytime they end up helping the Player slay the Princess it is usually just because they have to for their own survival. Likewise, while (most of) the voices are not above helping the Princess out of sympathy for her, they are just as likely to do it because it is easiest option, or even just because they know it will upset the Narrator.


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* PowerLimiter: An odd case, where the Voice of the Cold is specifically this to the Princess's ResurrectiveImmortality. During the Spectre and Grey routes, his complete confidence in the Princess being dead seemingly does keep her from reviving fully like in other routes, but doesn't stop her from returning as a spirit.
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*** "And at the heart of it all, an emotion that can only be described as": The Hero occurs when you take the agency and choose to either go to the cabin or walk in the other direction. He always sticks to the Player's agency where the rest of the Voices force or coerce you to follow their whims, whenever you pick an option where you have the most agency in he always responds with a suggestion. Where the rest of the Voice's PersonalityPowers are heavily noticeable during their routes and other routes they may appear, along with enabling supernatural feats when the situation requires. The Hero's PersonalityPower is [[WhatKindOfLamePowerIsHeartAnyway subtle]] and easily missed during chapters, but ends up being the most [[RealityWarper reality warping]] ability of the voices. Unlike the rest of the voices he isn't born from the Princess's perception of the Player, but he is born from your perception of the situation as a whole.

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*** "And at the heart of it all, an emotion that can only be described as": as...": The Hero occurs when you take the agency and choose to either go to the cabin or walk in the other direction. He always sticks to the Player's agency where the rest of the Voices force or coerce you to follow their whims, whenever you pick an option where you have the most agency in he always responds with a suggestion. Where the rest of the Voice's PersonalityPowers are heavily noticeable during their routes and other routes they may appear, along with enabling supernatural feats when the situation requires. The Hero's PersonalityPower is [[WhatKindOfLamePowerIsHeartAnyway subtle]] and easily missed during chapters, but ends up being the most [[RealityWarper reality warping]] ability of the voices. Unlike the rest of the voices he isn't born from the Princess's perception of the Player, but he is born from your perception of the situation as a whole.

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* {{Troll}}: His main goal is to annoy the Narrator and he enables the player to make idiotic choices just to mess with Him. He's also usually spawned during other routes by the player taking absurd options such as PlayingPossum before the Beast or chosing to commit a SpitefulSuicide when facing the Razor.

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* TookALevelInJerkass: In the Fury route, the Voice of the Contrarian is notably ruder and more openly malicious than in the other routes, antagonizing and insulting the Voice of the Stubborn for the heck of it, joking about how it was funny to make the Adversary uncomfortable, and even poking fun at the Voice of the Hero's comment that he saw trying to reason with the Adversary as an attempt to break the cycle of violence. When the Player comes into the cabin and points out that the door is blocked by the mirror (provided that the Narrator didn't comment on the mirror on the previous loop), the Contrarian straight-up states in an unorthodox way that he doesn't like or respect anyone present.
--> ''"Oh, are we playing a game where we lie to people about things? That sounds fun! I respect and admire all of you, and I'm so happy to be here."''
* {{Troll}}: His main goal is to annoy the Narrator and he enables the player to make idiotic choices just to mess with Him. He's also usually spawned during other routes by the player taking absurd options such as PlayingPossum before the Beast Beast, refusing to fight the Adversary, or chosing choosing to commit a SpitefulSuicide when facing the Razor.
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* FeelNoPain: He appears to be capable of forcing the body to stop feeling pain, as, on the Razor route, he pops up after the Player attempts to deliberately force himself to stop feeling the pain of his body, with the Cold confirming that his lack of pain response after being murdered by Razor again.

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* FeelNoPain: He appears to be capable of forcing the body to stop feeling pain, as, pain as an extension of him being "unfeeling", since on the Razor route, he pops up after the Player attempts to deliberately force himself to stop feeling the pain of his body, with the Cold confirming that his lack of pain response after being murdered by Razor again.
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* FeelNoPain: He appears to be capable of forcing the body to stop feeling pain, as, on the Razor route, he pops up after the Player attempts to deliberately force himself to stop feeling the pain of his body, with the Cold confirming that his lack of pain response after being murdered by Razor again.
-->'''Voice of the Hero:''' And? Does it hurt?\\
'''Voice of the Cold:''' No.
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** Throwing himself into the Long Quiet to stop the Wraith.
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** According to Creator/JonathanSims the Voice of the Opportunist genuinely thinks the other Voices few him as a friend when in reality they can't stand him period.

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** According to Creator/JonathanSims Creator/JonathanSims, the Voice of the Opportunist genuinely thinks the other Voices few view him as a friend when in reality reality, they can't stand him period.
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* EveryoneHasStandards: Genuinely finds the Narrator to be abhorrent despite being a cold blooded figure.


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* NotSoStoic: There will be times in the game when even the Voice of the Cold is flabbergasted by the bizarre situations the Player and Voices find themselves in, especially during the Moment of Clarity route. The Voice of the Cold also did not enjoy the Narrator trapping the Player in the Long Quiet as a "reward" and is [[TranquilFury coldly bitter]] towards the Narrator during the Spectre route.


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** According to Creator/JonathanSims the Voice of the Opportunist genuinely thinks the other Voices few him as a friend when in reality they can't stand him period.
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[[caption-width-right:800: "Consumption and betrayal. Skepticism and blind devotion. Rivalry and submission. Terror and longing. Pain and unfamiliarity."]]

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[[caption-width-right:800: "Consumption and betrayal. Skepticism and blind devotion. Rivalry and submission. Terror and longing. Pain and unfamiliarity."]] And at the heart of it all, an emotion that can only be described as-"]]
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* SplitPersonalityTakeOver: The Voices will occasionally take control of the Player's body if he's in mortal danger, or in less then hospitable circumstances. Or just because they think it's what they should do.

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* SplitPersonalityTakeOver: The Voices will occasionally take control of the Player's body if he's in mortal danger, or in less then than hospitable circumstances. Or just because they think it's what they should do.
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coherence -> coerce?


*** "And at the heart of it all, an emotion that can only be described as": The Hero occurs when you take the agency and choose to either go to the cabin or walk in the other direction. He always sticks to the Player's agency where the rest of the Voices force or coherence you to follow their whims, whenever you pick an option where you have the most agency in he always responds with a suggestion. Where the rest of the Voice's PersonalityPowers are heavily noticeable during their routes and other routes they may appear, along with enabling supernatural feats when the situation requires. The Hero's PersonalityPower is [[WhatKindOfLamePowerIsHeartAnyway subtle]] and easily missed during chapters, but ends up being the most [[RealityWarper reality warping]] ability of the voices. Unlike the rest of the voices he isn't born from the Princess's perception of the Player, but he is born from your perception of the situation as a whole.

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*** "And at the heart of it all, an emotion that can only be described as": The Hero occurs when you take the agency and choose to either go to the cabin or walk in the other direction. He always sticks to the Player's agency where the rest of the Voices force or coherence coerce you to follow their whims, whenever you pick an option where you have the most agency in he always responds with a suggestion. Where the rest of the Voice's PersonalityPowers are heavily noticeable during their routes and other routes they may appear, along with enabling supernatural feats when the situation requires. The Hero's PersonalityPower is [[WhatKindOfLamePowerIsHeartAnyway subtle]] and easily missed during chapters, but ends up being the most [[RealityWarper reality warping]] ability of the voices. Unlike the rest of the voices he isn't born from the Princess's perception of the Player, but he is born from your perception of the situation as a whole.
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Spelling/grammar fix(es)


*** "Pain and unfamiliarity": The Cheated and the Contrarian occur if you pursue options the Narrator tries to dissuade you of. The Cheated is a bitter and angry SirSwearsALot who feels the whole situation he's in is unfair and wants to find a way to brute force a win out of things despite this, arguably out of pure spite and lack of other options. The Contrarian also has little to no respect for the rules and confines of the Construct, but seeks to mess around with things as much as he can through more indirect and playful means, sighting "fun" as his primary motivation more than once. While the Cheated never feels sympathy for the Razor and is, from the start, laser focused on overcoming the challenge she poses, not only is the Contrarian never confrontational with the Stranger, he is taken aback by her final form, feels responsible for it, and ultimately suggests before she is taken by the Shifting Mound that the three of you should try to help her.

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*** "Pain and unfamiliarity": The Cheated and the Contrarian occur if you pursue options the Narrator tries to dissuade you of. The Cheated is a bitter and angry SirSwearsALot who feels the whole situation he's in is unfair and wants to find a way to brute force a win out of things despite this, arguably out of pure spite and lack of other options. The Contrarian also has little to no respect for the rules and confines of the Construct, but seeks to mess around with things as much as he can through more indirect and playful means, sighting citing "fun" as his primary motivation more than once. While the Cheated never feels sympathy for the Razor and is, from the start, laser focused on overcoming the challenge she poses, not only is the Contrarian never confrontational with the Stranger, he is taken aback by her final form, feels responsible for it, and ultimately suggests before she is taken by the Shifting Mound that the three of you should try to help her.
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*** "And at the heart of it all, an emotion that can only be described as": The Hero first appears when you take the agency and choose to either go to the cabin or walk in the other direction. He always sticks to the Player's agency where the rest of the Voices force or coherence you to follow their whims, whenever you pick an option where you have the most agency in he always responds with a suggestion. Where the rest of the Voice's PersonalityPowers are heavily noticeable during their routes and other routes they may appear, along with enabling supernatural feats

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*** "And at the heart of it all, an emotion that can only be described as": The Hero first appears occurs when you take the agency and choose to either go to the cabin or walk in the other direction. He always sticks to the Player's agency where the rest of the Voices force or coherence you to follow their whims, whenever you pick an option where you have the most agency in he always responds with a suggestion. Where the rest of the Voice's PersonalityPowers are heavily noticeable during their routes and other routes they may appear, along with enabling supernatural feats when the situation requires. The Hero's PersonalityPower is [[WhatKindOfLamePowerIsHeartAnyway subtle]] and easily missed during chapters, but ends up being the most [[RealityWarper reality warping]] ability of the voices. Unlike the rest of the voices he isn't born from the Princess's perception of the Player, but he is born from your perception of the situation as a whole.
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*** "And at the heart of it all, an emotion that can only be described as": The Hero first appears when you take the agency and choose to either go to the cabin or walk in the other direction. He always sticks to the Player's agency where the rest of the Voices force or coherence you to follow their whims, whenever you pick an option where you have the most agency in he always responds with a suggestion. Where the rest of the Voice's PersonalityPowers are heavily noticeable during their routes and other routes they may appear, along with enabling supernatural feats

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