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Note: If this belongs better somewhere else (ex: General Discussion), feel free to move it. I just wasn't entirely certain where this type of thing would go.
This list is purely for fun, made up primarily of common tropes and stereotypes, worded in a manner intended to be humorous and/or informative. See how many of these you do, and feel free to add some of your own or simply talk about it. The more we can learn about and enjoy common writing practices, the more self-aware we'll be about our writing, and in the process, have a good chuckle about it.
Additional tropes added by: Kadaeux, Asuras, Alphakoka, Jorick.
#1: Training Inverse Law. The longer and better trained the opponent, the more likely the underdog of the fight will win.
#2: Abnormal hair colour (ex: Green, Blue, Rainbow, etc) will generally not cause anyone to bat an eye or look twice. Double points if the abnormal hair colour is natural and not dyed.
#3: Scars and other body deforming wounds and injuries nearly always follow aesthetic guidelines. That is, scars and the like make someone look better, such as being "more badass", rather than making them look horrible.
#4: Appearance pictures which have little to nothing to do with the character's actual skills and nature. Ex: Using a grizzled war veteran with an assault rifle to represent a teenager in high school who wields a pencil... OF JUSTICE! And +2 to exam passing rolls.
#5: Suffering is never subtle. Even the most minor of grievances are significant enough to warrant suicidal thoughts and genocidal rage! HOW DARE YOU STEAL MY SANDWICH!
#6: Characters with Japanese names are rarely Japanese. The opposite is also often true: Japanese characters are often named "Jimmy Junior Takashi McDonalds Whopper."
#7: Claims Law. The more a character is described to have and/or be the master of any particular attribute, (beauty, wisdom, charisma, skill in battle, et cetera) the less likely that character actually possesses any of those talents to nearly the level spoken of when put into action.
#8: Nuclear Justice Law. The more powerful the heroes, the greater the acceptable casualty rate of non-combatants. After about a million people becomes acceptable in terms of losses, heroes can commit genocide killing the villain and still be heralded as heroes universally. Double points if the villain's plans aren't as damaging as the hero's attempts to stop him/her.
#9: Technobabble is the sci-fi equivalent of magic in most instances of its use.
#10: Orphans Anonymous. The cast is full of orphans, while not every character might be an orphan a disproportionate number of the cast members have a 'woe is me' background with 'my entire family is dead'. (Kadaeux.)
#11: Romance for Creepers; The one who wants romance the most will pursue it in the creepiest ways possible. Grima Wormtongue anyone? (Kad.)
#12: Injuries are conveniently sustained in non-lethal ways by weapons designed to be explicitly lethal. (Ex: Firearms, swords, mace, et cetera.) Bonus points if it is a limb instead of the torso area. Double down on those points if it doesn't end up meaningfully impeding the character and results in no development of the character as a person.
#13: Players always expect the NPCs to be idiots and believe their plans are Machiavellian schemes that'd make Maskarovka look like a kids magic show. GM's love to shatter those expectations. (Kadaeux.)
#14: Magic fixes everything. Including plot holes. Including this list. However, it will fail if the plot demands it.
#15: High schools in the modern world filled with mutants or other such powerful entities... That has zero media and military presence whatsoever.
#16: Speaking of, military and police are near always portrayed as villainous swine or self sacrificial heroes with little in the way of a human in-between.
#17: Stories (especially fantasy) often have a character that is discriminated against for his or her race, whilst simultaneously portraying an entire race (ex: orcs) as being universally evil without rhyme or reason.
#18: Children with super powers will always be locked in a facility and treated extremely poorly. Because this, after all, is the number one method of ensuring that they will never harbour long term resentment towards you.
#19: Large blocks of dialogue or actions in short periods of time. (Ex: In the time it takes to swing your blade, your opponent has recited to you his entire evil plan, ideology, childhood, and first sexual experience with your mother.)
#20: The players will always, always assume the big monster looking creatures or black robed characters are evil without fail. (Kadaeux.)
#21: In a fantasy RP there will ALWAYS be someone asking if they can have gunpowder weapons. (Kadaeux.)
#22: Characters that master complex talents or multiple fields of study before they are legally adults. (ex: A seventeen year old engineering major who holds three black belts.) Speaking of which...
#23: Characters who are suspiciously prepared for certain situations to occur by incredible coincidence or unlikely happenstance. (ex: A person who just happened to train in martial arts and own the perfect firearms for the zombie apocalypse that would happen ten years later.)
#24: There will always be a brooding lone wolf character who wears dark jackets, carries a katana and mopes around the whole RP being depressing 'because its cool' regardless of the RPs genre. (Kadaeux.)
Addendum: Bonus points if the loner then immediately crushes on the 'prettiest' woman of the group. Double down if that woman is nobility of any kind. (Brovo.)
#25: Flirtations and sexually provocative actions are typically handled with the subtlety of a brick flying three hundred fifty kilometers an hour into the passenger door of a Ferrari.
#26: Mental instability typically translates to a character wavering drunkenly from sociopath to dissociative identity disorder, to bipolar disorder, to obsessive compulsive, to codependent, with utterly no coherency in which particular set of symptoms they'll actually have.
#27: Mental instability will also only appear where convenient, and not be omnipresent in all actions like it most often is.
#28: Factions who declare war for no discernible reason beyond simply being fetishists for violence and chaos, rather than for any kind of tactical benefit. This applies both to malevolent villains and nations.
#29: Attractiveness Survival Law. The more physically appealing and/or innocent looking a character is, the less likely they will sustain injury or die. Children are basically Immortal thanks to this, until they grow up and become Ensign Ricky. Their parents should have sent them to command school.
#30: The antagonist is ALWAYS a massive bad guy of some sort. Few GMs ever turn the tables and have the players fall afoul of a "Big Good". (Kadaeux.)
#31: Clothing which does not fit the time period. Especially humorous if said clothing has not been invented yet or could not be created with the time period's methods of production. (ex: A medieval warrior wearing skinny jeans.)
#32: No true fat people. Typically, all too typically, not a single PC is above a healthy weight. (Kadaeux.)
#33: Love is often made obsessive and all consuming of a character's personality, thoughts, and individuality. Double points if this is triggered with #11. Humorous in that this does happen in real life, it's called a psychotic obsession.
#34: Romance and sex will be confused. Much like gender and sex, or sexuality and fetishes. (Sex is an action that can be done independently of any romantic context, gender is the sexual identity of a person whereas sex is the physical representation of male or female, sexuality is the XY scale of asexual to sex-maniac and heterosexual to homosexual with all in-between states represented, and fetishes are small but unorthodox objects, entities, and actions, that cause people to become excited. That clear it up for you?)
#35: Characters are nearly always sheet white Caucasians. The only time they aren't is if it's a fantasy race that defies it, or a character is made specifically to be "not white™" to avoid claims of racism.
#36: Everyone has a sword. Contrary to historical accuracy, swords are exceptionally common and every man and his goblin seems to have one instead of spears and axes taking the pride of place as most common weapons. (Kadaeux.)
#37: Battles often devolve into mind numbing, confused clusterfucks, in which chaos reigns supreme and blood sprays everywhere, but not once, at any point, no matter how unskilled or uncoordinated, the player characters will never commit friendly fire.
#38: Zombies somehow always overrun the world. Leave alone that any Jimmy with an assault rifle can mow them down like chickens in a dog kennel.
#39: If an NPC gains a name, they're more likely to survive. If they gain a last name, they've obtained a vest of plot armour. If you learn about their favourite colour and food, full body armour. If they tell you about their family and how they're going to love going back home to their wife, kiss the sweet, poor, genre-blind soul goodbye.
#40: The leading cause of parental death is having a child destined to do things. (Asuras.)
#41: Alcoholic Superpower Law. The more drunk a character becomes, the greater their capacity to do anything except commit to social actions. Double down if the character is a legitimate alcoholic and sincerely believes this as well.
#42: Ancient dead civilizations which have super-advanced technology or magical artifacts that could bring the modern world to ruin will conveniently kill themselves for us and leave these powerful things behind for us. (Jorick.)
#43: Chosen One Syndrome. "I am the last of X dynasty/skill set/power."
#44: Equipment last forever regardless of how much shit you got them through. (Alphakoka.)
#45: Religion is either completely benign or the source of all the world's evils. Very rarely is it a middle ground. Bonus points if religion just at some point appears in a plot out of nowhere to try and avoid #28.
#46: The people in their hometown always found it in their best interest to be as horrible and mean to a character with incredibly high potential, the higher the potential, the worse the treatment. (Alphakoka.)
#47: The more alien something looks, the more horrifyingly destructive it will likely be by its base nature. (ex: Insectoid race? Starship Troopers. Black people with bony heads? Klingons. The list goes on ad naseum.)
#48: When choosing a weapon, half of the time, it will be used in highly inappropriate ways that make absolutely zero sense for the design of the weapon. (ex: Choosing a sniper rifle to fight in close range combat. Choosing a warhammer or comically oversized mallet and giving it to a little girl with green hair. Et cetera.)
#49: Commentary on racism, sexism, or other sensitive "isms" will often paint said people out to be completely, malevolently psychotic and evil. Never will you see a chivalrous knight who seeks to slay evil and save lives be maybe a little tiny bit racist or sexist unless it's done to make him evil or to point out how quaint his old timey beliefs are.
#50: Tactical geniuses are never wrong, to the point that you can figure out their lineage fairly quickly: Sun Tzu, son of Gary Stu and Mary Sue.
#51: Education is widely prolific for player characters, even settings where it would be odd, such as a peasant who can read and write, or do eighth grade mathematics.
#52: Aliens are always monocultured. They always lack the diversity of the human race. And many times this will be pictured as a weakness or potential downfall. (Kadaeux.)
Addendum: Or pictured as why they're "superior" to humans. (Kadaeux.)
#53: Characters never get sick. If they do, however, get sick, it'll be with a deadly disease that never impedes their ability to do things where it counts.
#54: In romance terms, a female character is twice as likely to generate romantic or sexual interest than their male counterparts, irrespective of any other qualities beyond their sex.
#55: Supernatural creatures like vampires and lycanthropes always somehow avoid detection by the general masses. Especially odd if the role play is set in the modern day with security cameras being basically everywhere. Doubly odd if magic is present that could easily be used to detect them.
#56: Characters who make no attempt to hide their unnatural nature generally get paranoid about people noticing, who ordinarily ignore them. Characters who make all attempts to hide their unnatural nature on the other hand are nearly always instantly detected by fellow PC's, usually in the manner of "there's just something odd about him."
#57: Characters with musical superpowers never cause the government or others to take interest in such a profound power.
#58: Settings with mages in fantasy settings which do not cause the superstitious peasantry to stare in abject terror of people who can literally light their house on fire. With their mind.
#59: Telepaths who can uncontrollable read minds who are not instantly overwhelmed the moment they walk into a crowd.
#60: Musical instruments transcend time barriers, such as electric guitars in medieval Europe, or pianos in Feudal Japan.
#61: Humans can live on distinctly not-Earth worlds no problem regardless of the planet's size, mass, temperature, or atmospheric composition, completely ignoring everything we understand about science. (ex: An Earth-sized desert world should by all rights have little to no Oxygen. No plants are producing it and little to no water is present!)
#62: Firearms in space still work. Firearms on planets with different atmospheric compositions still work. Firearms lit on fire still work. Firearms are the most brazenly invincible American icon ever produced.
#63: Stories which snuff tropes and stereotypes are also the ones that most often use them without knowing it.
#64: Games-based worlds are always virtual realities. Never once do characters simply come to the realization that they're just pixels, it's always a human being somewhere down the line. Somewhere.
#65: "Realistic magic" used un-ironically by characters within the story.
#66: Characters are nearly always pretty. At the very worst, they're "average" and often feel depressed about that. Ugly characters are nearly always evil, such as orcs. If they are pretty and evil, they're also likely a woman, or a feminine male. How advanced we are.
#67: Characteres who have obscure weaknesses that often don't relate to their strengths. "I'm a warrior who is allergic to cheese."
#68: Voices in a character's head are nearly always dementedly evil and constantly want them to maim and kill and rape. Never once is the voice something benign and humorous, like Bill Cosby.
#69:
#70: The more impossible the odds, the greater the chances of success. Inversely, the more unlikely something will go wrong, the greater the odds something will go wrong.
#71: Broken bones and other horrifying wounds will heal overnight. Scratches and bruises though? You'll carry those for life. Double down the points if this works in tandem with #3 and #12.
#72: As with #60, songs made in the modern day will transcend time barriers and be known by the protagonist both in the distant past and in the distant future.
#73: Characters who have special personal possessions will refer to these possessions before any significant event, and for some odd reason, nobody will ever ask about it unless forced to do so.
#74: Characters who aren't subjected to #10 will instead have horrible abusive parents. If they aren't abusive, they're probably dead, and that makes them orphans. Really sucks to be a parent, doesn't it.
#75: Child characters are always naïve to the point of it being painful, or extremely wise/observant to the point of it being absurd. There is little middle ground concerning children.
#76: The elderly are either wise sages or badass war veterans, racism optional. (Though if racism is present, it automatically gives them the 'flawed logic' trait and often throws them into #49.) Never will you see the bumbling old man in a wheel chair shitting himself when he accidentally turns the corner to see one of these staring at him.
#77: Assassins are skilled at close quarters combat and are master duelists. No way could they possible, maybe need their stealth skills because they aren't good at fair combat.
#78: Speaking of, characters are always masters of stealth. Never is a character simply "kind of quiet most of the time", they've obtained Ninja level 100 stealth skill if they do possess it.
#79: Half-breeds will never have medical disorders as a result of the crossbreeding. (ex: Half-Elves come out perfectly fine, despite biology apparently so different that it causes elves to live fifteen times longer then some of the longest lived humans.)
#80: Characters can willpower their way through injuries that would, and should, by all reasonable means, debilitate them. If your muscle and tissue is destroyed, no amount of willpower--no matter how noble--will suddenly make it start working again.
#81: The more complex the task is in the real world, the more likely it'll be relegated to the words "and he used his [skill set] to resolve [problem]", rather than describing any intricate details to the task that would imply the author did research.
#82: Muscular juggernauts are for some reason extremely slow. Meanwhile, in the real world, muscles make you fast. If someone the size of a small tank is charging at you, he's going to not only hit you with the strength of a freight train, but the speed of one too.
#83: Cybernetic implants never seem to cause instant death in the user in the event of an EMP, nor do they seem to require any outside resources to maintain, nor do they seem to cause any sort of delay in reaction times for the user... Leaving one to wonder why all soldiers aren't robots.
#84: Speaking of which, robots almost always succumb to genocidal murder rampage if they have even a remote hint of artificial intelligence. Because you know what makes sense with superior intellect? Turning the world into a post-apocalyptic nightmare land where you murder everyone else with intelligence.
#85: Speaking of the post-apocalypse. The Protagonist always has a dog to keep him/her company. (Kadaeux.)
#86: Love is nearly always mutual. It's rare to see a character experience nonreciprocating love unless that character is depicted as being obsessive.
#87: Rapid mutations never seem to simply kill the person experiencing them via an immune system reaction. They usually also cause the person experiencing them to become more animistic, violent, and mentally unstable.
#88: Friendship and loyalty are forever. Characters never seem to experience the loss of friends due to having to make choices that distance themselves from said friends, unless the friends have turned irrevocable evil, or the character is redeeming themselves from evil.
Addendum: Unless inevitable betrayal occurs. Then forever loyalty becomes forever hatred.
#89: Pain is an abstract concept. This is why a teenager with a half a dozen bullet holes can completely ignore this to kill his enemy and survive.
#90: Vehicles used by the protagonists never take irreparable damage. Vehicles used by enemies are made of bubble gum, paper clips, and Goodwill pamphlets.
#91: Hacking nearly always succeeds, especially for technology which doesn't possess traditional operating systems or wireless connections, such as futuristic firearms with targeting computers.
#92: Beware of old lone travelers who look harmless. This applies doubly if the old lone traveler is a woman, and double again if the old lone traveler is Asian regardless of sex. (Kadaeux.)
#93: Traditionally made Katana made out of anything other than Pig Iron.
--93a: Dual wielded Katana. (Kadaeux.)
#94: Characters who hold ideologies that make little sense for the time period they live in. (Ex: Espousing American Constitutional rights in the middle of the Dark Ages. Espousing Capitalism in the middle of a Star Trek-like Socialist Utopia.)
#95: Inventions will always be made on the spot, in minutes/hours, rather than in months/years, over several different iterations.
#96: Characters never get lost and have a mentally built in quest marker telling them where to go next. Unless that is the entire purpose for the plot, in which case, they are always lost.
#97: Torches and other temporary light sources last for eternity.
#98: Nobody ever has to go to the bathroom except for comedic effect. This is probably for the best.
#99: Nor eat, except for a dramatic interlude before battle. (Kadaeux.)
#100: Pets cannot die. Thousands of people can be slaughtered, but Boomer, the halfway retarded mutt, will live.
#101: Tropes and Stereotypes will often be looked down on for no more reason than their lack of originality, despite the fact that anything which is totally original is also totally incomprehensible for a lack of reference material to understand it.
This list is purely for fun, made up primarily of common tropes and stereotypes, worded in a manner intended to be humorous and/or informative. See how many of these you do, and feel free to add some of your own or simply talk about it. The more we can learn about and enjoy common writing practices, the more self-aware we'll be about our writing, and in the process, have a good chuckle about it.
Additional tropes added by: Kadaeux, Asuras, Alphakoka, Jorick.
#1: Training Inverse Law. The longer and better trained the opponent, the more likely the underdog of the fight will win.
#2: Abnormal hair colour (ex: Green, Blue, Rainbow, etc) will generally not cause anyone to bat an eye or look twice. Double points if the abnormal hair colour is natural and not dyed.
#3: Scars and other body deforming wounds and injuries nearly always follow aesthetic guidelines. That is, scars and the like make someone look better, such as being "more badass", rather than making them look horrible.
#4: Appearance pictures which have little to nothing to do with the character's actual skills and nature. Ex: Using a grizzled war veteran with an assault rifle to represent a teenager in high school who wields a pencil... OF JUSTICE! And +2 to exam passing rolls.
#5: Suffering is never subtle. Even the most minor of grievances are significant enough to warrant suicidal thoughts and genocidal rage! HOW DARE YOU STEAL MY SANDWICH!
#6: Characters with Japanese names are rarely Japanese. The opposite is also often true: Japanese characters are often named "Jimmy Junior Takashi McDonalds Whopper."
#7: Claims Law. The more a character is described to have and/or be the master of any particular attribute, (beauty, wisdom, charisma, skill in battle, et cetera) the less likely that character actually possesses any of those talents to nearly the level spoken of when put into action.
#8: Nuclear Justice Law. The more powerful the heroes, the greater the acceptable casualty rate of non-combatants. After about a million people becomes acceptable in terms of losses, heroes can commit genocide killing the villain and still be heralded as heroes universally. Double points if the villain's plans aren't as damaging as the hero's attempts to stop him/her.
#9: Technobabble is the sci-fi equivalent of magic in most instances of its use.
#10: Orphans Anonymous. The cast is full of orphans, while not every character might be an orphan a disproportionate number of the cast members have a 'woe is me' background with 'my entire family is dead'. (Kadaeux.)
#11: Romance for Creepers; The one who wants romance the most will pursue it in the creepiest ways possible. Grima Wormtongue anyone? (Kad.)
#12: Injuries are conveniently sustained in non-lethal ways by weapons designed to be explicitly lethal. (Ex: Firearms, swords, mace, et cetera.) Bonus points if it is a limb instead of the torso area. Double down on those points if it doesn't end up meaningfully impeding the character and results in no development of the character as a person.
#13: Players always expect the NPCs to be idiots and believe their plans are Machiavellian schemes that'd make Maskarovka look like a kids magic show. GM's love to shatter those expectations. (Kadaeux.)
#14: Magic fixes everything. Including plot holes. Including this list. However, it will fail if the plot demands it.
#15: High schools in the modern world filled with mutants or other such powerful entities... That has zero media and military presence whatsoever.
#16: Speaking of, military and police are near always portrayed as villainous swine or self sacrificial heroes with little in the way of a human in-between.
#17: Stories (especially fantasy) often have a character that is discriminated against for his or her race, whilst simultaneously portraying an entire race (ex: orcs) as being universally evil without rhyme or reason.
#18: Children with super powers will always be locked in a facility and treated extremely poorly. Because this, after all, is the number one method of ensuring that they will never harbour long term resentment towards you.
#19: Large blocks of dialogue or actions in short periods of time. (Ex: In the time it takes to swing your blade, your opponent has recited to you his entire evil plan, ideology, childhood, and first sexual experience with your mother.)
#20: The players will always, always assume the big monster looking creatures or black robed characters are evil without fail. (Kadaeux.)
#21: In a fantasy RP there will ALWAYS be someone asking if they can have gunpowder weapons. (Kadaeux.)
#22: Characters that master complex talents or multiple fields of study before they are legally adults. (ex: A seventeen year old engineering major who holds three black belts.) Speaking of which...
#23: Characters who are suspiciously prepared for certain situations to occur by incredible coincidence or unlikely happenstance. (ex: A person who just happened to train in martial arts and own the perfect firearms for the zombie apocalypse that would happen ten years later.)
#24: There will always be a brooding lone wolf character who wears dark jackets, carries a katana and mopes around the whole RP being depressing 'because its cool' regardless of the RPs genre. (Kadaeux.)
Addendum: Bonus points if the loner then immediately crushes on the 'prettiest' woman of the group. Double down if that woman is nobility of any kind. (Brovo.)
#25: Flirtations and sexually provocative actions are typically handled with the subtlety of a brick flying three hundred fifty kilometers an hour into the passenger door of a Ferrari.
#26: Mental instability typically translates to a character wavering drunkenly from sociopath to dissociative identity disorder, to bipolar disorder, to obsessive compulsive, to codependent, with utterly no coherency in which particular set of symptoms they'll actually have.
#27: Mental instability will also only appear where convenient, and not be omnipresent in all actions like it most often is.
#28: Factions who declare war for no discernible reason beyond simply being fetishists for violence and chaos, rather than for any kind of tactical benefit. This applies both to malevolent villains and nations.
#29: Attractiveness Survival Law. The more physically appealing and/or innocent looking a character is, the less likely they will sustain injury or die. Children are basically Immortal thanks to this, until they grow up and become Ensign Ricky. Their parents should have sent them to command school.
#30: The antagonist is ALWAYS a massive bad guy of some sort. Few GMs ever turn the tables and have the players fall afoul of a "Big Good". (Kadaeux.)
#31: Clothing which does not fit the time period. Especially humorous if said clothing has not been invented yet or could not be created with the time period's methods of production. (ex: A medieval warrior wearing skinny jeans.)
#32: No true fat people. Typically, all too typically, not a single PC is above a healthy weight. (Kadaeux.)
#33: Love is often made obsessive and all consuming of a character's personality, thoughts, and individuality. Double points if this is triggered with #11. Humorous in that this does happen in real life, it's called a psychotic obsession.
#34: Romance and sex will be confused. Much like gender and sex, or sexuality and fetishes. (Sex is an action that can be done independently of any romantic context, gender is the sexual identity of a person whereas sex is the physical representation of male or female, sexuality is the XY scale of asexual to sex-maniac and heterosexual to homosexual with all in-between states represented, and fetishes are small but unorthodox objects, entities, and actions, that cause people to become excited. That clear it up for you?)
#35: Characters are nearly always sheet white Caucasians. The only time they aren't is if it's a fantasy race that defies it, or a character is made specifically to be "not white™" to avoid claims of racism.
#36: Everyone has a sword. Contrary to historical accuracy, swords are exceptionally common and every man and his goblin seems to have one instead of spears and axes taking the pride of place as most common weapons. (Kadaeux.)
#37: Battles often devolve into mind numbing, confused clusterfucks, in which chaos reigns supreme and blood sprays everywhere, but not once, at any point, no matter how unskilled or uncoordinated, the player characters will never commit friendly fire.
#38: Zombies somehow always overrun the world. Leave alone that any Jimmy with an assault rifle can mow them down like chickens in a dog kennel.
#39: If an NPC gains a name, they're more likely to survive. If they gain a last name, they've obtained a vest of plot armour. If you learn about their favourite colour and food, full body armour. If they tell you about their family and how they're going to love going back home to their wife, kiss the sweet, poor, genre-blind soul goodbye.
#40: The leading cause of parental death is having a child destined to do things. (Asuras.)
#41: Alcoholic Superpower Law. The more drunk a character becomes, the greater their capacity to do anything except commit to social actions. Double down if the character is a legitimate alcoholic and sincerely believes this as well.
#42: Ancient dead civilizations which have super-advanced technology or magical artifacts that could bring the modern world to ruin will conveniently kill themselves for us and leave these powerful things behind for us. (Jorick.)
#43: Chosen One Syndrome. "I am the last of X dynasty/skill set/power."
#44: Equipment last forever regardless of how much shit you got them through. (Alphakoka.)
#45: Religion is either completely benign or the source of all the world's evils. Very rarely is it a middle ground. Bonus points if religion just at some point appears in a plot out of nowhere to try and avoid #28.
#46: The people in their hometown always found it in their best interest to be as horrible and mean to a character with incredibly high potential, the higher the potential, the worse the treatment. (Alphakoka.)
#47: The more alien something looks, the more horrifyingly destructive it will likely be by its base nature. (ex: Insectoid race? Starship Troopers. Black people with bony heads? Klingons. The list goes on ad naseum.)
#48: When choosing a weapon, half of the time, it will be used in highly inappropriate ways that make absolutely zero sense for the design of the weapon. (ex: Choosing a sniper rifle to fight in close range combat. Choosing a warhammer or comically oversized mallet and giving it to a little girl with green hair. Et cetera.)
#49: Commentary on racism, sexism, or other sensitive "isms" will often paint said people out to be completely, malevolently psychotic and evil. Never will you see a chivalrous knight who seeks to slay evil and save lives be maybe a little tiny bit racist or sexist unless it's done to make him evil or to point out how quaint his old timey beliefs are.
#50: Tactical geniuses are never wrong, to the point that you can figure out their lineage fairly quickly: Sun Tzu, son of Gary Stu and Mary Sue.
#51: Education is widely prolific for player characters, even settings where it would be odd, such as a peasant who can read and write, or do eighth grade mathematics.
#52: Aliens are always monocultured. They always lack the diversity of the human race. And many times this will be pictured as a weakness or potential downfall. (Kadaeux.)
Addendum: Or pictured as why they're "superior" to humans. (Kadaeux.)
#53: Characters never get sick. If they do, however, get sick, it'll be with a deadly disease that never impedes their ability to do things where it counts.
#54: In romance terms, a female character is twice as likely to generate romantic or sexual interest than their male counterparts, irrespective of any other qualities beyond their sex.
#55: Supernatural creatures like vampires and lycanthropes always somehow avoid detection by the general masses. Especially odd if the role play is set in the modern day with security cameras being basically everywhere. Doubly odd if magic is present that could easily be used to detect them.
#56: Characters who make no attempt to hide their unnatural nature generally get paranoid about people noticing, who ordinarily ignore them. Characters who make all attempts to hide their unnatural nature on the other hand are nearly always instantly detected by fellow PC's, usually in the manner of "there's just something odd about him."
#57: Characters with musical superpowers never cause the government or others to take interest in such a profound power.
#58: Settings with mages in fantasy settings which do not cause the superstitious peasantry to stare in abject terror of people who can literally light their house on fire. With their mind.
#59: Telepaths who can uncontrollable read minds who are not instantly overwhelmed the moment they walk into a crowd.
#60: Musical instruments transcend time barriers, such as electric guitars in medieval Europe, or pianos in Feudal Japan.
#61: Humans can live on distinctly not-Earth worlds no problem regardless of the planet's size, mass, temperature, or atmospheric composition, completely ignoring everything we understand about science. (ex: An Earth-sized desert world should by all rights have little to no Oxygen. No plants are producing it and little to no water is present!)
#62: Firearms in space still work. Firearms on planets with different atmospheric compositions still work. Firearms lit on fire still work. Firearms are the most brazenly invincible American icon ever produced.
#63: Stories which snuff tropes and stereotypes are also the ones that most often use them without knowing it.
#64: Games-based worlds are always virtual realities. Never once do characters simply come to the realization that they're just pixels, it's always a human being somewhere down the line. Somewhere.
#65: "Realistic magic" used un-ironically by characters within the story.
#66: Characters are nearly always pretty. At the very worst, they're "average" and often feel depressed about that. Ugly characters are nearly always evil, such as orcs. If they are pretty and evil, they're also likely a woman, or a feminine male. How advanced we are.
#67: Characteres who have obscure weaknesses that often don't relate to their strengths. "I'm a warrior who is allergic to cheese."
#68: Voices in a character's head are nearly always dementedly evil and constantly want them to maim and kill and rape. Never once is the voice something benign and humorous, like Bill Cosby.
#69:
There are at least this many sexual positions, but characters 9/10 times will only do it missionary/doggystyle, and if they're virgins, it'll be the greatest sex ever, not awkward and painful like it should be! (I warned you.)
#70: The more impossible the odds, the greater the chances of success. Inversely, the more unlikely something will go wrong, the greater the odds something will go wrong.
#71: Broken bones and other horrifying wounds will heal overnight. Scratches and bruises though? You'll carry those for life. Double down the points if this works in tandem with #3 and #12.
#72: As with #60, songs made in the modern day will transcend time barriers and be known by the protagonist both in the distant past and in the distant future.
#73: Characters who have special personal possessions will refer to these possessions before any significant event, and for some odd reason, nobody will ever ask about it unless forced to do so.
#74: Characters who aren't subjected to #10 will instead have horrible abusive parents. If they aren't abusive, they're probably dead, and that makes them orphans. Really sucks to be a parent, doesn't it.
#75: Child characters are always naïve to the point of it being painful, or extremely wise/observant to the point of it being absurd. There is little middle ground concerning children.
#76: The elderly are either wise sages or badass war veterans, racism optional. (Though if racism is present, it automatically gives them the 'flawed logic' trait and often throws them into #49.) Never will you see the bumbling old man in a wheel chair shitting himself when he accidentally turns the corner to see one of these staring at him.
#77: Assassins are skilled at close quarters combat and are master duelists. No way could they possible, maybe need their stealth skills because they aren't good at fair combat.
#78: Speaking of, characters are always masters of stealth. Never is a character simply "kind of quiet most of the time", they've obtained Ninja level 100 stealth skill if they do possess it.
#79: Half-breeds will never have medical disorders as a result of the crossbreeding. (ex: Half-Elves come out perfectly fine, despite biology apparently so different that it causes elves to live fifteen times longer then some of the longest lived humans.)
#80: Characters can willpower their way through injuries that would, and should, by all reasonable means, debilitate them. If your muscle and tissue is destroyed, no amount of willpower--no matter how noble--will suddenly make it start working again.
#81: The more complex the task is in the real world, the more likely it'll be relegated to the words "and he used his [skill set] to resolve [problem]", rather than describing any intricate details to the task that would imply the author did research.
#82: Muscular juggernauts are for some reason extremely slow. Meanwhile, in the real world, muscles make you fast. If someone the size of a small tank is charging at you, he's going to not only hit you with the strength of a freight train, but the speed of one too.
#83: Cybernetic implants never seem to cause instant death in the user in the event of an EMP, nor do they seem to require any outside resources to maintain, nor do they seem to cause any sort of delay in reaction times for the user... Leaving one to wonder why all soldiers aren't robots.
#84: Speaking of which, robots almost always succumb to genocidal murder rampage if they have even a remote hint of artificial intelligence. Because you know what makes sense with superior intellect? Turning the world into a post-apocalyptic nightmare land where you murder everyone else with intelligence.
#85: Speaking of the post-apocalypse. The Protagonist always has a dog to keep him/her company. (Kadaeux.)
#86: Love is nearly always mutual. It's rare to see a character experience nonreciprocating love unless that character is depicted as being obsessive.
#87: Rapid mutations never seem to simply kill the person experiencing them via an immune system reaction. They usually also cause the person experiencing them to become more animistic, violent, and mentally unstable.
#88: Friendship and loyalty are forever. Characters never seem to experience the loss of friends due to having to make choices that distance themselves from said friends, unless the friends have turned irrevocable evil, or the character is redeeming themselves from evil.
Addendum: Unless inevitable betrayal occurs. Then forever loyalty becomes forever hatred.
#89: Pain is an abstract concept. This is why a teenager with a half a dozen bullet holes can completely ignore this to kill his enemy and survive.
#90: Vehicles used by the protagonists never take irreparable damage. Vehicles used by enemies are made of bubble gum, paper clips, and Goodwill pamphlets.
#91: Hacking nearly always succeeds, especially for technology which doesn't possess traditional operating systems or wireless connections, such as futuristic firearms with targeting computers.
#92: Beware of old lone travelers who look harmless. This applies doubly if the old lone traveler is a woman, and double again if the old lone traveler is Asian regardless of sex. (Kadaeux.)
#93: Traditionally made Katana made out of anything other than Pig Iron.
--93a: Dual wielded Katana. (Kadaeux.)
#94: Characters who hold ideologies that make little sense for the time period they live in. (Ex: Espousing American Constitutional rights in the middle of the Dark Ages. Espousing Capitalism in the middle of a Star Trek-like Socialist Utopia.)
#95: Inventions will always be made on the spot, in minutes/hours, rather than in months/years, over several different iterations.
#96: Characters never get lost and have a mentally built in quest marker telling them where to go next. Unless that is the entire purpose for the plot, in which case, they are always lost.
#97: Torches and other temporary light sources last for eternity.
#98: Nobody ever has to go to the bathroom except for comedic effect. This is probably for the best.
#99: Nor eat, except for a dramatic interlude before battle. (Kadaeux.)
#100: Pets cannot die. Thousands of people can be slaughtered, but Boomer, the halfway retarded mutt, will live.
#101: Tropes and Stereotypes will often be looked down on for no more reason than their lack of originality, despite the fact that anything which is totally original is also totally incomprehensible for a lack of reference material to understand it.
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