Basic Trope: A plot specifically tailored to the team that's facing it.
Straight: Vaultcracker Vince, Seductress Samantha, and Karate Kevin have to team up to steal a magical crystal ball from the Palace of Stars. When they go in, Samantha charms the guard at the front into ignoring them, then Kevin breaks down the door to the room where the ball is kept with a karate kick, then Vince breaks into the safe containing the ball.
The obstacles Vince, Samantha, and Kevin encounter consist entirely of seduceable males, crackable safes, and karate-able barriers.
There's a ten-man team to break into the palace, each with their own specific purpose.
Downplayed: Vince, Samantha, and Kevin use their various skills to break into the palace, but those tasks are only a few of many that they must get through, and the rest require more generic skills that they haven't specifically trained.
On a prior occasion, the team convinced the Palace's chief of security into changing the security protocols to maximize its vulnerability to their specific means of assault.
The agency Vince, Samantha, and Kevin work for seeking to acquire the crystal ball knew how it was guarded, and hand-picked the team to match the task.
Inverted: The security seems to be designed solely for the purpose of keeping Samantha, Kevin and Vince out.
Subverted: Samantha takes care of the guard, Kevin breaks down the door... and it turns out that instead of in a safe, the crystal ball is in a room patrolled by five or six guards. Bummer for Vince.
Double Subverted: Then Vince reveals that he always carries around smoke bombs just in case security gets in his hair while he's cracking. The team is in and out before the guards finish coughing.
Parodied: Anyone who wants to raid the Palace has to make an appointment several days prior. You give your team's names and strengths when making your appointment, and the Palace reorganizes its security to suit.
Enforced: Game Master: "I want to rub my player's egos and make their characters look impressive. I'll give them a mission they should be able to ace with their special skills."
Lampshaded: "Wow, it's like they designed the Palace's security just for us."
Invoked: A guard comments on how susceptible he is to cleavage and how easy he would be to seduce, the person putting the door in mentions that the materials used were supposed to be karate boards, and the safe maker mentions that he wants to see who and how the safe could be cracked.
Exploited: A villain lulls the heroes into feeling safe by purposefully adjusting the security so that they get all the way through— to the Very Inescapable Trap Room of Doom, specifically adjusted to nullify the heroes' special abilities.
Defied: The guard is unseducable, Kevin breaks his hand on the door, and Vince's tools snap while he's trying to pick the locks.
Discussed: "Darkie, your security stinks! It's a cakewalk for guys like those pesky heroes! Go change it immediately!" "Yes mother."
Deconstructed: The team is so used to tackling tasks that perfectly suit their abilities that Crippling Overspecialization kicks in, and when they inevitably encounter a task that doesn't fit them like a glove (e.g. getting across a wide chasm), they fall on their faces spectacularly.
Reconstructed: The team is versatile enough and have wide enough skill sets that they can find solutions suiting their abilities for any problem; in the chasm scenario above, Vince uses his safecracking explosives to blow down several trees, Kevin literally chops the trees into lumber, and Samantha, being a bondage aficionado, ties them together to make a bridge.
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