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* NoodleIncident: Doesn't elaborate on whatever resulted in his exile from New York.
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* BreakHisHeartToSaveHim: If the player wants her not to be in danger, he is forced to kick her out of the shelter, although this can be minimized if he promises to go find her later.

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* BreakHisHeartToSaveHim: If the player wants her not to be in danger, he is they are forced to kick her out of the shelter, although this can be minimized if he promises they promise to go find her later.



* DeconstructedCharacterArchetype: Of the [[HappinessInSlavery happily enslaved]] VoluntaryVampireVictim and TheRenfield. Heather throws herself at the player character out of a mixture of loving admiration to the person who saved her life and the supernatural effects of [[FantasticDrug vampire blood]], but even if the player [[VideoGameCaringPotential goes out of their way to try to be nice to her and treat her right]], their relationship is simply based on too many troubling and fundamentally exploitative foundations to ever be healthy. Heather will, completely on her own initiative, start doing morally dubious and downright self-destructive things, [[spoiler: ultimately coming to a tragic and sticky end]]. The healthy, ''truly'' caring thing for someone in the player's position to do is to insist on giving Heather her freedom and cut her off from her addiction, rather than try to rationalize away the problematic elements of their relationship so they can enjoy the benefits of it.

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* DeconstructedCharacterArchetype: Of the [[HappinessInSlavery happily enslaved]] VoluntaryVampireVictim and TheRenfield. Heather throws herself at the player character out of a mixture of loving admiration to the person who saved her life and the supernatural effects of [[FantasticDrug vampire blood]], but even if the player [[VideoGameCaringPotential goes out of their way to try to be nice to her and treat her right]], their relationship is simply based on too many troubling and fundamentally exploitative foundations to ever be healthy. Heather will, completely on her own initiative, start doing morally dubious and downright self-destructive things, [[spoiler: ultimately coming to a tragic and sticky end]].end]] if kept in the player character's orbit. The healthy, ''truly'' caring thing for someone in the player's position to do is to insist on giving Heather her freedom and cut her off from her addiction, rather than try to rationalize away the problematic elements of their relationship so they can enjoy the benefits of it.

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* DestructiveRomance: Her ghoul-based obsession with you drives her to give you all her money, drop out of school to spend more time with you, [[spoiler:and may end in her gruesome death]].

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* DeconstructedCharacterArchetype: Of the [[HappinessInSlavery happily enslaved]] VoluntaryVampireVictim and TheRenfield. Heather throws herself at the player character out of a mixture of loving admiration to the person who saved her life and the supernatural effects of [[FantasticDrug vampire blood]], but even if the player [[VideoGameCaringPotential goes out of their way to try to be nice to her and treat her right]], their relationship is simply based on too many troubling and fundamentally exploitative foundations to ever be healthy. Heather will, completely on her own initiative, start doing morally dubious and downright self-destructive things, [[spoiler: ultimately coming to a tragic and sticky end]]. The healthy, ''truly'' caring thing for someone in the player's position to do is to insist on giving Heather her freedom and cut her off from her addiction, rather than try to rationalize away the problematic elements of their relationship so they can enjoy the benefits of it.
* DestructiveRomance: Her ghoul-based obsession with you drives her to give you all her money, drop out of school to spend more time with you, [[spoiler:and [[spoiler: bring home people for you to murder and eat, and may end in her gruesome death]].



* MoralityPet: Heather is worth a Humanity Point for saving, and another one for letting her go later. Humanity gain is very easy in this game, but it's basically one (or two) points for doing practically nothing.

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* MoralityPet: Heather is worth a Humanity Point for saving, and another one for letting her go later. Humanity gain is very easy in this game, but it's basically one (or two) points for doing practically nothing.nothing except caring enough to do the bare minimum.

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