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The denizens are the various creatures that inhabit the train, and come in all shapes and sizes.

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The denizens !!The Denizens
Denizens
are the various creatures that inhabit the train, and come in all shapes and sizes.train.
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* ClosedCircle: Denizens can't leave the train and enter the real world even if they want to. If they try to step through a passenger's exit, they are blocked by a force field. [[spoiler:The only denizen ever to leave is Lake, who reflects Jesse's number onto her hand to trick One-One into making an exit for both of them.]]

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* ClosedCircle: Denizens can't leave the train and enter the real world even if they want to. If they try to step through a passenger's exit, they are blocked by a force field. [[spoiler:The only denizen ever to leave is Lake, MT, who reflects Jesse's number onto her hand to trick One-One into making an exit for both of them.]]
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* ClosedCircle: Denizens can't leave the train and enter the real world even if they want to. If they try to step through a passenger's exit, they are blocked by a force field. [[spoiler:The only denizen ever to leave is Lake, who reflects Jesse's number onto her hand to trick One-One into making an exit for both of them.]]
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* NiceGuy: Most of the denizens are nice creatures who are willing to help passengers or point them in the right direction if asked.

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* NiceGuy: Most of the denizens are nice creatures who are willing to help passengers or point them in the right direction if asked. However, there are hostile denizens like the Ghoms who will attack on sight.

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!!The Train and Passengers in general

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!!The Train and Passengers in general


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[[folder:The Denizens]]
The denizens are the various creatures that inhabit the train, and come in all shapes and sizes.
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* LoyalAnimalCompanion: A denizen can choose to accompany a passenger on their journey throughout the Train, if they wish.
* NiceGuy: Most of the denizens are nice creatures who are willing to help passengers or point them in the right direction if asked.
* OurMonstersAreWeird: Denizens can be any shape, color, and size--from a talking corgi, to a floating dinner bell, to a living origami bird, to an entire sentient castle.
* TalkingAnimal: Some denizens are talking animals, like Atticus the Corgi, Samantha the cat and Tuba the gorilla.
[[/folder]]
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* GuideDangIt: A non-videogame example, but during [[spoiler:Amelia's 33 year long reign as the Conductor]], passengers were not told why they were on the Train, how to get off of it, what the glowing numbers on their hands meant, or what made said numbers go up or down, so they could only draw their own conclusions based on what they learned on their travels or what happened to them. Grace believed that her number going up was a good thing, and started a cult of children whose goal was to get their numbers as high as possible.
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* BlackBeadEyes: The kind of eyes Randall has.

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* BlackBeadEyes: The kind of eyes Randall has.He has a face like a [[{{Franchise/Pokemon}} Ditto]].
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* MarkOfTheSupernatural: Each passenger has a glowing green number on their hand. Larger numbers represent more emotional baggage, and the number will go down the more they improve as people (but it can also go up if they do bad things and become worse people). When it reaches zero, an exit door to the real world opens that will take them home.
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* SmallRoleBigImpact: They only appear in Book 1 and 3, but it's in the latter that their biggest impact came in traumatizing Simon Laurent and getting him in the hands of Miss "I totally know how the Train works" Grace Monroe...and the two would eventually make the cult called the Apex.

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* SmallRoleBigImpact: They only appear in Book 1 1, 2, and 3, but it's in the latter that their biggest impact came in traumatizing Simon Laurent and getting him in the hands of Miss "I totally know how the Train works" Grace Monroe...and the two would eventually make the cult called the Apex.
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* DemiurgeArchetype: Fits many of the typical traits of a traditional Demiurge figure during her rule of the Train. She usurped the role of Conductor, the closest equivalent to a god on the Train, from One-One, the ''real'' Conductor, and spent the next thirty years deceiving the Denizens into thinking she was the real deal. She also treats most Denizens with palpable apathy, similar to how the Demiurge is shown tormenting/seeing humanity as lesser, and she's defeated once One-One eventually regains control of the Train from her, thanks to being talked down by Tulip and being forced to leave her own delusions of seeing Alrick again behind.

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* {{Necromantic}}: She took over the train so she could make a room that replicates her life when Alrick was still alive. All of her attempts end up unsuccessful.

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* {{Necromantic}}: She took over the train so she could make a room that replicates her replicated Alrick and the life they had together when Alrick was still alive. All of her attempts end ended up unsuccessful.
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* APupilOfMineUntilHeTurnedToEvil: [[spoiler:Book 4 shows that One was teaching her about the functions of the Train before she decided to usurp him]].
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**[[spoiler:Deleted storyboard scenes and statements by the creators have stated that she would forced Simon to make excursions to train cars in order to collect "junk" for her, which is [[DoesThisRemindYouOfAnything clearly metaphorical for him collecting drugs for her.]] ]]


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* DoesThisRemindYouOfAnything: [[spoiler: "Le Chat Chalet Car" has Simon remark "She's collecting again" in the manner that someone would after discovering a parent has begun drinking again. She seems to obsessively collect things as an addictive habit, and keeps going back to doing it even when it causes her and others harm.]]
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* DistinctionWithoutADifference: When confronted by Simon in "The Canyon of Golden Winged Snakes Car", she tries to explain that she didn't ''abandon'' Simon [[spoiler:to a Ghom]]. She ''ran''. Simon replies that it doesn't matter how she words it; she never came back for him for the past eight years.
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* SmallRoleBigImpact: They only appear in Book 1 and 3, but it's in the latter that their biggest impact came in traumaziting Simon Laurent and getting him in the hands of Miss "I totally know how the Train works" Grace Monroe...and the two would eventually make the cult called the Apex.

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* SmallRoleBigImpact: They only appear in Book 1 and 3, but it's in the latter that their biggest impact came in traumaziting traumatizing Simon Laurent and getting him in the hands of Miss "I totally know how the Train works" Grace Monroe...and the two would eventually make the cult called the Apex.



** It does seem to have some comprehension of malice and evil, as the characters with the highest numbers are the ones that have intentionally caused harm to others (Simon and Grace actively harm and kill Denizens [[spoiler:and Simon tries to flat out murder Grace]], while Amelia hijacked the train, apathetically endangered passengers, and actively attacked Tulip and her party). It can also distinguish between active malice and a lack of empathy, as Amelia's number took her decades to earn while [[spoiler:Simon surpassed her in a matter of days through various murder attempts and deliberate, wanton cruelty]]). However, it also creates Denizens that are clearly intended to play an antagonistic or villainous role. So it seems its comprehension is just genuine evil is a far greater emotional immaturity and flaw, but doesn't exactly understand conventional morality.

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** It The train does seem to have some comprehension concept of malice and evil, outright evil/malice, though it apparently categorizes it as an extension of the characters with the highest numbers are the ones passengers' character flaws, given that have intentionally caused harm to others (Simon hurting other passengers and Grace actively harm and kill Denizens [[spoiler:and Simon tries to flat out murder Grace]], while Amelia hijacked the train, apathetically endangered passengers, and actively attacked Tulip and her party). It denizens can make your number skyrocket. It also distinguish discriminates between active malice apathy and a lack of empathy, as Amelia's number sadism, given that it took her decades Amelia 33 years of disregard for other passengers to earn a number covering one arm, while [[spoiler:Simon surpassed her Simon repeatedly betraying Grace gets him a number covering his whole body in a matter of days through various murder attempts and deliberate, wanton cruelty]]). However, it also creates Denizens that are clearly intended to play an antagonistic or villainous role. So it seems its comprehension is just genuine evil is a far greater emotional immaturity and flaw, but doesn't exactly understand conventional morality.days.
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** It does seem to have some comprehension of malice and evil, as the characters with the highest numbers are the ones that have intentionally caused harm to others (Simon and Grace actively harm and kill Denizens [[spoiler:and Simon tries to flat out murder Grace]], while Amelia hijacked the train, apathetically endangered passengers, and actively attacked Tulip and her party), but also creates Denizens that are clearly intended to play an antagonistic or villainous role. So it seems its comprehension is just genuine evil is a far greater emotional immaturity and flaw, but doesn't exactly understand conventional morality.

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** It does seem to have some comprehension of malice and evil, as the characters with the highest numbers are the ones that have intentionally caused harm to others (Simon and Grace actively harm and kill Denizens [[spoiler:and Simon tries to flat out murder Grace]], while Amelia hijacked the train, apathetically endangered passengers, and actively attacked Tulip and her party), but party). It can also distinguish between active malice and a lack of empathy, as Amelia's number took her decades to earn while [[spoiler:Simon surpassed her in a matter of days through various murder attempts and deliberate, wanton cruelty]]). However, it also creates Denizens that are clearly intended to play an antagonistic or villainous role. So it seems its comprehension is just genuine evil is a far greater emotional immaturity and flaw, but doesn't exactly understand conventional morality.

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