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1Elements used for exciting sequences, or primarily only found in stories about {{Action|Genre}} and {{Adventure}}. Related is {{Spectacle}}.
2----
3!!Tropes
4[[index]]
5[[foldercontrol]]
6
7[[folder:'''Trope Categories''']]
8+ BadassTropes: Characters who are brave and tough enough to survive in an action-adventure story.
9+ BigTropeHunting: The pursuit and capture/killing of wild beasts (and occasionally men).
10+ ChaseScene: A frantic pursuit between two parties, either on foot or with vehicles.
11+ CombatTropes: Everything about physical confrontations.
12+ DuelingTropes: Any showdown between two individual combatants.
13+ EscapeTropes: Fleeing for one's life or freedom.
14+ FightScene: The specific moments where a battle takes place.
15+ IHaveYourIndex: Someone has been taken captive by the enemy.
16+ IndexToTheRescue: The hero goes out to save someone in need of help.
17+ JustInTime: Suddenly new developments in the middle of a dire situation.
18+ ViolenceTropes: Because lots of people end up getting attacked in this genre.
19[[/folder]]
20
21[[folder:0-9]]
22* OneDimensionalThinking: TV characters, when being chased by anything that is limited to one direction (e.g. a boulder) never just step out of its path. They always run straight ahead and try to outrun it.
23* TenMinuteRetirement: The hero gives up on his mission, only to come back when a situation arises that requires his help.
24[[/folder]]
25
26[[folder:A]]
27* AbsurdlySharpBlade: A blade that is somehow so sharp that it can cut through almost anything, and never get dull.
28* AcousticLicense: Cool dialogue will always be heard above the din of car chases and explosions.
29* AcquiredPoisonImmunity: The development of immunity to a particular drug or poison by taking small doses for a long time.
30* AcrophobicBird: When escaping danger, a character who can fly will never think about flying ''up''.
31* ActionDad: When someone's father gets in on the action.
32* ActionDressRip: When an ActionGirl finds herself in a dress, she'll rip it before going into a situation that actually requires action.
33* ActionFilmQuietDramaScene: That bit where you actually watch the actors instead of the special effects.
34* ActionGirl: A girl who is as much of a badass as any of the boys.
35* ActionHoggingOpening: When an action adventure show has more action of a higher quality in the opening sequence than in an entire episode.
36* ActionInsuranceGag: Lampshading the explosive or destructive sequences in action-oriented works by way of reference to insurance or mortgage payments
37* ActionMom: When someone's mother gets in on the action.
38* AdrenalineMakeover: When a shy or frumpy girl is embroiled in an adventure, by the end of it she has come out of her shell and often gotten sexier and/or more badass.
39* AfterActionHealingDrama: When bad, even possibly lethal injuries, are treated in a dramatic scene after one of heavy action.
40* AfterActionPatchup: When the injured hero gets his injuries treated in a quiet scene after one of heavy action.
41* AirVentPassageway: When heroes find themselves trapped in a room with all doors and windows locked, the quickest exit is always through the ventilation duct.
42* AllYourBaseAreBelongToUs: Where the heroes' home base is attacked.
43* AlmostOutOfOxygen: Imminent death by suffocation is always a good way to ratchet up the tension.
44* AloofAlly: An ally who is mistrustful or can't be bothered with your group, preferring to do things on their own; he generally joins up at some point, though.
45* AlwaysABiggerFish: Where the heroes are saved from a scary monster by a scarier monster.
46* AlwaysOnDuty: No matter what time of day or night, the main cast are always the ones on duty, ready to deal with problems.
47* AlwaysSaveTheGirl: Where the hero values the life of their love interest over absolutely everything else, often including the rest of the world.
48* AmericaSavesTheDay: Aliens (or other villains) are threatening the entire world - but it's up to the USA to beat them!
49* AndMissionControlRejoiced: When MissionControl is seriously impressed by the hero's actions.
50* TheAnticipator: When a character dramatically expects or waits for another to sneak up on them.
51* AnAssKickingChristmas: The habit of some action works to take place around Christmas time.
52[[/folder]]
53
54[[folder:B]]
55* BackingIntoDanger: A character keeps their eyes open for danger...only to back right into it.
56* BadGuyBar: This is the place where bad guys hang out to plot their nefarious deeds.
57* BadHabits: Where heroes or villains dress up as a religious figure as part of a disguise.
58* BadassDriver: These guys can pull things behind the wheel that you'd love to be able to do (though not necessarily to be in the passenger's seat at the time).
59* TheBait: The character used to draw out the bad guys for a trap. Often the ButtMonkey's job.
60* BandOfBrothers: The danger of the situation has forged a friendship between the Heroes and his companions that transcends the usual meaning of the word.
61* BangingForHelp: A trapped character does this to attract attention from people outside.
62* BarSlide: The bartender slides the cup, mug or shot glass across the bar to a patron.
63* BarrierBustingBlow: A super-strong character or monster just punches through a door or wall to reach the victim on the other side.
64* BathroomBreakOut: A character makes his escape by ducking into the John.
65* BeastInTheMaze: A character must avoid a horrific monster within a complex labyrinth.
66* BigDamnHeroes: The heroic swoop to save the day just in the [[JustInTime nick of time]].
67* BigHeroicRun: In which the hero runs at full tilt to save the day or fulfill his goals, usually scored with a rousing fanfare.
68* {{Blaxploitation}}: A type of action movie made in the 1970s and '80s where the heroes are always black.
69* BlaxploitationParody: Making fun of the {{Blaxploitation}} genre.
70* BloodlessCarnage: When someone is shot, they show no wounds or blood, they just crumple up and fall on the floor.
71* BluffTheImpostor: You think someone is acting like an impostor, so you say something to them with an erroneous fact, and see if they react to it.
72* BodybagTrick: When a character hides in a bodybag and is wheeled into a hospital or other facility, then gets out and does his/her mission.
73* BodyguardBabes: Where the most [[EliteMooks elite defenders]] of the BigBad are [[AmazonBrigade exclusively female warriors.]]
74* BoldExplorer: A person whose actions usually lead to action and adventure.
75* BolivianArmyEnding: The ending of an episode, season, character arc, or ''especially'' entire series that ends in an open-ended tragedy.
76* BombDisposal: Techniques are used to dispose of bombs, regardless if it was disarmed or not.
77* BombersOnTheScreen: A real-time computer map is used, showing the positions of military units (or possibly a physical map with model units).
78* BombproofAppliance: When a bomb is going to go off indoors, the hero hides in a bathtub or fridge.
79* BondOneLiner: A pithy line said by the hero just after he's killed a bad guy.
80* BondVillainStupidity: When a villain fails to kill the hero when they have him cornered or captured.
81* BookcasePassage: A secret passage is hidden behind a bookcase or triggered by the removal or manipulation of a book in a bookcase.
82* BookedFullOfMooks: A character in a public space discovers that all the bystanders around them are actually another character's employees or co-conspirators.
83* BoomerangComeback: The thrown weapon that you thought missed its target is coming back around for a second go.
84* BottledHeroicResolve: A drug or potion to allow severely injured heroes to get back on their feet and finish off the bad guy.
85* BoundAndGagged: Don't you hate it when you get all tied up with things?
86* BreakOutTheMuseumPiece: When the modern weaponry or equipment has been destroyed or taken away, the heroes resort to outdated stuff to do the job.
87* BreakTheBadass: When you want to show that the situation is horrible, make sure your toughest character is scared!
88* BreakingTheBonds: Heroes showing off their power by busting out of chains, ropes or similar restraints.
89* BringNewsBack: Where a character must go back in person (often through long, dangerous roads) to deliver important news.
90* BulletCatch: Catching bullets translates into instant badass.
91* BulletproofHumanShield: Grab a nearby {{Mook}} and let him block bullets while you head for safety.
92* BystanderActionHorrorDissonance: An action sequence shifts to a much darker tone when we see how it's affecting those who aren't part of the fight.
93[[/folder]]
94
95[[folder:C]]
96* CableCarActionSequence: A fight aboard, or atop, a moving gondola at great height.
97* CacophonyCoverUp: Remain unheard thanks to a nearby louder noise.
98* CantBatheWithoutAWeapon: The hero(ine) may need to undress to take a bath, but won't ever get caught without a weapon.
99* CapturedByCannibals: Can the heroes escape in time to avoid becoming the main course?
100* CarCushion: The higher you are falling from, the more likely it is that a car will be there when you land.
101* CarnivalOfKillers: When a series of assassins goes after the hero, either from a bounty offer or hired by the villain.
102* CasualDangerDialogue: Where heroes in danger will crack jokes or speak casually rather than gibbering in terror.
103* CatchAFallingStar: If the hero falls from ''too high'' a point, he will inevitably be rescued.
104* CaughtInASnare: Exactly what it looks like -- the hero or someone else gets caught in a tree snare or other boobytrap.
105* TheCavalry: Where the heroes are saved [[JustInTime in the last minute]] by other characters.
106* TheCavalryArrivesLate: ...and usually only ''after'' the hero has dealt with the threat that needed their attention.
107* CavalryBetrayal: Where apparent rescuers turn out to be actually siding with the villain.
108* CavalryRefusal: Where potential rescuers refuse to help the heroes.
109* CaveMouth: When a cave's mouth looks like an actual mouth, usually that of a monster.
110* CeilingCling: A character avoids pursuit or detection by hanging from the ceiling of the room or hallway.
111* CeilingSmash: A character is smashed into a ceiling.
112* TheCenterpieceSpectacular: An exciting set piece staged in Act 2 of a work to keep the audience excited enough to pay attention through the entire work.
113* TheChainOfHarm: Any time a hero stops a villain's plans, and he takes it out, not on the hero or his friends, but on innocent bystanders or "weaker" people.
114* ChaseSceneObstacleCourse: Two characters/groups, where the second is in pursuit of the first, encounter several obstacles that heighten the drama of the chase.
115* ChekhovsExhibit: A standby of all [[TheCaper Caper]] films, or any other action story where a museum is involved.
116* ChopperOnStandby: There's a helicopter ready when they need one.
117* CigarFuseLighting: A badass uses his cigar to light the fuse on a stick of dynamite.
118* CityOfAdventure: [[ExactlyWhatItSaysOnTheTin A city that is adventurous]].
119* CleanCut: Blades slice clean through bodies and other things, with no jagged edges or thick wounds, and can slice any body part easily.
120* ClifftopCaterwauling: A creature, character, hero, villain... stands at the edge of a cliff and lets loose a roar to the heavens.
121* ClimbSlipHangClimb: The hero has to climb a surface that really isn't cooperating.
122* ClimbingTheCliffsOfInsanity: Where the hero must climb an insanely tall cliff to proceed.
123* ClipboardOfAuthority: The hero can get in anywhere if he only holds one.
124* CloakAndDagger: A fictional spy agency full of glamorous secret agents, which has no relationship to real-life agencies.
125* ClockworkPrediction: Someone predicts something comical someone is going to do within in the next few moments.
126* CobwebJungle: Any subterranean area will be full of curtains of spider webs.
127* ColdBloodedTorture: The hero is currently captured by the villains and tortured.
128* ColossusClimb: The smaller character attacks the bigger character by climbing his body to attack a vulnerable spot.
129* CommieNazis: When Fascists and Communists are conflated into one big oppressive mass.
130* ConcertClimax: When the climax of the work takes place around some big public event such as a concert, performance, sporting event, etc.
131* ConspicuousTrenchcoat: An "evil" or out-of-the-ordinary character can always be identified by his concealing trenchcoat, fedora and occasionally dark glasses.
132* ContractOnTheHitman: A professional killer suddenly finds himself being hunted by the very organization he works for.
133* ConvenientCranny: The heroes need to hide from something. That's why they happen to stumble upon a hidden space.
134* ConvenientEnemyBase: If the heroes crash-land or shipwreck while on a mission against a powerful enemy, they will almost always wash up very close to that enemy's hidden headquarters.
135* ConvenientEscapeBoat: When escaping anywhere near a body of water, there will be a boat leaving the harbour the heroes can jump onto
136* ConvenientlyPlacedSharpThing: Whenever someone is tied up, the bad guys always tend to leave something sharp in the room that the victim can use to cut herself free.
137* ConvenientlyTimedAttackFromBehind: The hero is helpless and about to be killed, when the bad guy is taken out by an attack from behind just in time.
138* ConvenientlyTimedGuard: The heroes have just finished their infiltration, but on their way out a guard sees them and sounds the alarm.
139* CoolAndUnusualPunishment: Where the hero is tortured via some ridiculous method, like tickling or opera music.
140* CurbStompBattle: An epic, one-sided ass-kicking where the kicked doesn't stand a chance.
141* CurbStompCushion: The single thing that sweetens the defeat in an epic, one-sided ass-kicking somewhat.
142* CyanidePill: Given to secret agents in case they're ever captured.
143* CycleOfRevenge: After you get your revenge, your target's friends and family will vow revenge on ''you''... and the cycle continues.
144[[/folder]]
145
146[[folder:D]]
147* DangerWithADeadline: An enemy or obstacle is extremely dangerous, but only for a finite period of time.
148* DangerouslyCloseShave: Where the barber ends up cutting your throat with his razor (or almost doing so).
149* DareToBeBadass: TheHero is called upon to step up to the plate and be awesome.
150* DarkenedBuildingShootout: A classic denouement - the hero and villain have a shootout in a darkened building, with a suitably suspenseful final shot.
151* TheDayOfReckoning: The day when all the prophecies and plans come to a head in a massive final confrontation.
152* DeadFootLeadfoot: The driver of a vehicle is killed; immediately, his foot gets stuck on the gas pedal, causing the car to speed out of control.
153* DeadMansSwitch: A backup plan in case of untimely death or incapacitation, used as a threat to protect the holder.
154* DeadMansTriggerFinger: A character wildly fires a burst of ammunition immediately after being shot.
155* DeadlyGas: Here's a hint: Don't get hit by it.
156* DeathCourse: A gauntlet filled with enemies and/or booby traps that the hero character has to pass through.
157* DeathTrapTango: A lot of {{Durable Deathtrap}}s can be overcome with precise movements.
158* DecoyHidingPlace: An obvious hiding place is made visible to the pursuer, while the pursued actually escapes via some other means.
159* DeepCoverAgent: Someone who lives a perfectly normal life for a long time, all the while being a mole or spy for another government or organization.
160* DefconFive: Used to refer to the highest state of alert (it's actually the lowest stage).
161* DeliveryGuyInfiltration: If you want to get into the enemy base, just pose as a delivery guy.
162* DemandingTheirHead: A character wants another person dead and their severed head returned to them.
163* DenOfIniquity: A room in the EvilOverlord's lair where the mooks go to indulge their debauched pleasures.
164* DesperateObjectCatch: All will be lost if a falling object isn't caught in time.
165* DiagnosisFromDrBadass: When the character gives a detailed accounting of how he's hurt, or is hurting another.
166* DinerBrawl: The characters find themselves getting into a fight in a GreasySpoon.
167* DirtForcefield: The conspicuous lack of grime, dirt, or bruises on actors, especially those in action sequences.
168* DisasterDodgingDog: Dogs appearing in the main disaster sequence of a movie get out of harm's way unscathed.
169* DisguisedHostageGambit: The villain disguises hostages as bad guys to trick TheCavalry into shooting them.
170* DishDash: A character has to dash madly around a room catching stacks of falling breakable items before they hit the floor and smash.
171* DisneyDeath: The hero appears to have suffered a fatal wound during the final battle, only to get up a few moments later. [=VERY=] common in family action movies.
172* DitchTheBodyguards: How else are you going to have a proper adventure?
173* DogPileOfDoom: Where large numbers of mooks bring you down by jumping on top of you and physically dragging you to the ground.
174* DoorOfDoom: It's a very imposing door, you just ''know'' it's not just a collection of knobs and hinges, and going through is a Big Decision.
175* DragonsUpTheYinYang: Any work featuring [[ChopSockey martial arts]] or [[CallItKarma Eastern mysticism]] will have either an Eastern dragon or a Yin/Yang symbol somewhere.
176* DramaBombFinale: An otherwise comedic story trying its hand at a dramatic moment near the show's last episode or two, totally out of left field.
177* DressingAsTheEnemy: Where the hero dresses up in a [[FacelessGoons face-concealing]] suit of armor stolen from the enemy to infiltrate their base.
178* DrillTheLock: There's a locked door and it has to be opened as fast as possible. A power drill (or similar instrument) can be used to break the lock.
179* DrivingIntoATruck: Escaping pursuit by driving your vehicle into a larger one (most often a car into a truck) while both are in motion.
180* DroolHello: The first inkling that a monster is above you? That yucky liquid splashing over your shoulders...
181* DungeonBypass: Where heroes just blast through or over that complicated maze or trial that the villain has set up, rather than actually solving it.
182* DungeonCrawling: The act of exploring a dungeon while looking for treasure, avoiding traps, and beating off monsters.
183* DurableDeathtrap: The ruins are ancient, but damn if those giant guillotine blades aren't as sharp as the day they were made!
184* DyeOrDie: Where a secret agent has to dye his or her hair to avoid detection.
185[[/folder]]
186
187[[folder:E]]
188* EducationThroughPyrotechnics: There's no better way to make a lesson stick than by [[StuffBlowingUp adding explosions]].
189* EjectionSeat: Try not to push that button accidentally.
190* ElevatorActionSequence: A fight in an elevator.
191* ElevatorEscape: The best way to flee TheMafia.
192* ElevatorSnare: In a chase, whoever took the stairs arrives first and ambushes whoever took the elevator.
193* EmergencyCargoDump: Throwing cargo out to avoid crashing, or to outrace the bad guys.
194* EmergencyStash: How our hero manages to get money, [=IDs=], and weapons while on the run.
195* EmptyElevator: Will the hero/villain/monster be in the elevator when it opens? Of course not! He/she/it is hiding somewhere nearby, ready to kick ass.
196* EmptyRoomUntilTheTrap: A dungeon room looks empty until you stumble upon the boss/trap.
197* EmptyQuiver: When a nuclear bomb shows up in a story, it'll inevitably end up in the hands of the bad guys.
198* EnemyRisingBehind: Some one (or some thing) hostile is coming into view from behind and below.
199* EverybodyWasKungFuFighting: Everybody knows kung fu and uses it often and awesomely, and I mean ''everyone''.
200* EveryoneChasingYou: A character is chased by a whole bunch of other characters.
201* ExtremelyShortTimespan: When the events of a whole story (novel, arc, movie, etc.) takes place in a short period of time. Usually three days or less.
202* ExoticWeaponSupremacy: If a character uses an [[ImprobableWeaponUser unusual weapon]], that indicates that they're more badass than everyone else.
203* ExplodingFishTanks: If an aquarium is shown at any point, the aquarium will inevitably be destroyed.
204* ExplosiveLeash: Where a bomb is attached to a prisoner while they carry out a dangerous mission.
205* ExpositionDiagram: A diagram is set up to explain the upcoming plan.
206[[/folder]]
207
208[[folder:F]]
209* FacingTheBulletsOneLiner: He's about to die, but he's got time for one last quip.
210* FastRoping: Where the heroes [[DynamicEntry come onto the scene]] by rappelling down from above.
211* FedToTheBeast: A very common DeathTrap common for both HumanSacrifice and villainous disposal needs alike.
212* FerrisWheelOfDoom: When you see a Ferris wheel, it's either going to start collapsing, or break free and start rolling away.
213* FictionalCombatTroop
214* FightMagnet: Wherever the hero goes, someone always wants a piece of him.
215* FighterLaunchingSequence: Seeing planes, space fighters, and other similar vehicles, take off into battle.
216* FinalBattle: The big, lavish fight scene and climax to the story.
217* FireHoseCannon: Using a high-pressure hose as an ImprovisedWeapon.
218* FlamethrowerBackfire: What's the best way to beat a guy with a flamethrower? Blow up his fuel tank!
219* FlamingEmblem: Have an iconic logo? Make a big fire shaped like it.
220* {{Flynning}}: The classic [[SwordFight swordplay]] of swashbuckling movies.
221* FoeTossingCharge: Where a character barrels toward a target and tosses away anyone who gets in the way without a glance.
222* ForcedPrizeFight: Combatants are forced by the "powers that be" to brawl, box or otherwise fight. Sometimes to the death.
223* ForgingScene: A scene dedicated to forging a kickass weapon or something.
224* FriendToAllChildren: A gentle character is fond of children.
225* FutileHandReach: When something bad happens to a character, the protagonist will reach out towards the character in question.
226[[/folder]]
227
228[[folder:G]]
229* GasolineDousing: When a character gets out a gasoline container to douse something in gasoline, then light it on fire.
230* GenericCopBadges: Badges and car decals in many cop shows are generic, with just the word "Police."
231* GenocideDilemma: Where an entire planet of people is out to destroy Earth - do we get them first?
232* GiantFootOfStomping: A big foot comes out of nowhere and stomps someone to death.
233* GivingTheSwordToANoob: A moron is trusted with a vital weapon or device, and tries to use it instead of giving it to the right person.
234* GladiatorGames: Where people have to fight each other, or monsters, to the death while lots of people look on and cheer.
235* GladiatorRevolt: Where the hero, captured as a gladiator, starts a rebellion with the gladiators breaking out of the slave pits.
236* GogglesDoSomethingUnusual: Eyewear that does something other than what their mundane design purpose is.
237* GoodnessExam: Being asked to do something good or heroic to prove your moral worth.
238* GotVolunteered: When a character is dragooned into a dangerous job against their will.
239* GovernmentAgencyOfFiction: Either a fictional government agency, or a real one described in a fictional way.
240* GraveRobbing: Because dead bodies are always useful ForSCIENCE!
241* GreatEscape: Breaking out of prison.
242* GunpointBanter: When two characters have their guns aimed at one another, [[MexicanStandoff ready to shoot]], but decide to have a conversation instead.
243[[/folder]]
244
245[[folder:H]]
246* HallwayFight: Characters fight their way down the length of a hallway.
247* HandsOffMyFluffy: Where the heroes attack a monster who looks like it's accosting a girl, when it turns out the monster is the girl's pet.
248* HarmlessFreezing: A character is frozen solid, and then unfreezes with no adverse effects.
249* HassleFreeHotwire: Anybody can hotwire a car: just open a random cover, grab two wires and stick them together!
250* HellishCopter: If you see a helicopter, chances are it's going down.
251* HeroStoleMyBike: A hero in a hurry grabs somebody else's car or bike to aid in his chase scene.
252* HeroesRUs: A large philanthropic organization whose "job" is, as close as anyone can tell, to fund heroes.
253* HeroesUnlimited: A StoryArc or season which features an expansion of the general cast.
254* HeroicBSOD: An earth-shattering revelation or horrible event affects the hero, leaving him either mentally shut down out of shock, or subject to a violent outburst.
255* HeroicRROD: When the hero pushes himself too hard to the point where he begins to break down and exhaust himself.
256* HeroicSafeMode: An earth-shattering revelation or horrible event affects the hero, causing him to flee or fight as an automatic response.
257* HeyCatch: A character who throws something to another character to make him catch it, often to distract him.
258* HeyWait: In the heart of enemy territory, the hero narrowly escapes detection when they're told something like "your shoe is untied".
259* HeyYouHaymaker: Tap your opponent on the back, and when he turns around, punch him in the face.
260* HighDiveEscape: The hero or villain escapes pursuers by making a seemingly-suicidal jump off something very high.
261* HitchhikerHeroes: A band of warriors or (more commonly) would-be warriors who join up with TheHero over the course of his journey.
262* HollywoodAcid: Acid in Hollywood movies does not act exactly like real acid would, and is often much more dangerous.
263* HollywoodCB: The radios always work perfectly, you talk only to the person you're addressing, and you can interrupt people. Especially the bad guys.
264* HollywoodFire: Fire in Hollywood movies does not act exactly like real fire would, and is not quite as dangerous.
265* HollywoodHealing: No matter how badly he's injured, the hero never ends up with permanent scars.
266* HollywoodNatives: ''Someone'' has to live in wherever it is the protagonists are visiting.
267* HonorAmongThieves: Thieves turn out to be remarkably honorable fellows in fiction, especially amongst other thieves.
268* HopeSpot: A glimmer of hope for the hero which is quickly dashed.
269* HowDoIShotWeb: Where a character has to figure out how to use his newly-obtained superpowers.
270* HubUnderAttack: A HubLevel in an action-adventure game is attacked.
271* HumanChess: Chess played where the pieces are actual people... sometimes to the death.
272* HuntingTheMostDangerousGame: Where the villains formally hunt the heroes.
273* HuntingTheRogue: A rogue agent deserts from an organization they served and they're chased as a result.
274[[/folder]]
275
276[[folder:I]]
277* TheIdolsBlessing: Incompetent main character receives a boon from their idol, thus beginning their journey.
278* IKnowMortalKombat: A character acquires a needed skill, not by ever actually learning that skill, but by playing a video game which ''simulated'' that skill.
279* INeedNoLadders: Where a character decides to screw taking the stairs, because everything's better with epic jumps.
280* INeedYouStronger: The BigBad lets the heroes continue on their quest, despite being more than capable of wiping them out, because they're not strong enough to suit his purposes yet.
281* IfYoureSoEvilEatThisKitten: The Bad Guys challenge someone (usually the hero [[DressingAsTheEnemy pretending to be a Bad Guy]]) to do something evil to prove his evilness.
282* ImminentDangerClue: A seemingly mundane detail of the setting indicates that a character has just walked into a trap; the danger will come into play shortly after the character realizes it exists.
283* ImplausibleFencingPowers: Where swordsmen can do insane things with their swords, like deflecting bullets or cutting clothes to pieces without touching skin.
284* ImpossibleMissionCollapse: An elaborate, high-risk plan is concocted by the good guys, we hear all the planning, and then it never gets past step one.
285* ImpressivePyrotechnics: Explosions always look the same, even when the materials combusting shouldn't explode that way.
286* ImprobableCover: When a character leaps behind something to escape an explosion, ducks to avoid a rolling wall of flame, or closes a door on an avalanche.
287* ImprobableInfantSurvival: Even the worst villains are not allowed to kill children or infants.
288* ImprovisedParachute: What a character uses to slow a great fall when a ''real'' parachute is not available.
289* ImprovisedZipline: When a character really needs to rappel down a building but doesn't have a rope, he'll improvise one.
290* IndyEscape: The character is chased down a tunnel by something very large, clich?y a boulder or a [[AttackOfThe50FootWhatever giant monster]].
291* IndyHatRoll: A character makes his way under a vertically closing door JustInTime by rolling under it.
292* IndyPloy: There is no plan. The hero is just plain winging it.
293* IneffectualDeathThreats: Characters make death threats that they never seem to carry out.
294* InevitableWaterfall: If a character is drifting on a raft or log along a river, they ''will'' fall down a waterfall. No exceptions.
295* InnocuouslyImportantEpisode: A seemingly weak episode early in a StoryArc that subtly sets events in motion that lead to a big payoff later on.
296* InstantKnots: Where heroes can make a rope, whip, chain or GrapplingHookPistol wrap itself around distant object securely.
297* InstitutionalAllegianceConcealment: A scenario where a police officer/soldier/intelligence officer has to disguise themselves in public through by disposing their uniforms/using fake identities or by DressingAsTheEnemy.
298* InstrumentOfMurder: A character who has a musical instrument that doubles as a deadly weapon.
299* InvoluntaryGroupSplit: The destruction of a structure separates the characters from each other.
300* IsleOfGiantHorrors: Being trapped on an island inhabited by giant monsters.
301[[/folder]]
302
303[[folder:J]]
304* JuggleFu: Someone can throw an object in the air, perform some action sequence while it is airborne, then catch it on its way down.
305* JustAKid: The young hero meets a series of [[NotNowKid dismissive]] characters who assume ineptness because (wait for it)? "You're just a kid."
306* JustBetweenYouAndMe: Villains will pause to give a monologue to the heroes detailing their entire plot.
307[[/folder]]
308
309[[folder:K]]
310* KatanasAreJustBetter: I slice you! Hiii-yaa!
311* KeepAway: The game of tossing an object around in a group to keep it away from someone else.
312* KidnappedFromBehind: A sudden kidnapping occurs when the protector has their back turned to the victim for just a minute.
313* KillSteal: Taking a kill someone else was about to make.
314* KindaBusyHere: When a cell phone rings at an inconvenient time, like when you're in a gunfight.
315* KitchenChase: The hero runs though a kitchen to escape the bad guys.
316[[/folder]]
317
318[[folder:L]]
319* LastBreathBullet: The bad guys have been defeated, but one of them pulls off a shot with their last breath, often killing one of the heroes before dying.
320* LastVillainStand: The main bad guy decides to take a one man stand against the heroes when he's got no one left to fight for him.
321* LatexPerfection: A latex mask so perfect that it is impossible to tell the wearer from the person he is impersonating until the moment he pulls off his face.
322* LawEnforcementInc: A self-funded, self-supporting private agency which can act as a legal authority and law enforcement power, or as an official military outfit.
323* LetsDance: A common PreAssKickingOneLiner.
324* LetsFightLikeGentlemen: No matter how much they hate each other, the two opponents will stick by the rules in their fight.
325* LetsGetDangerous: A moment in the story when the quirky, eccentric supporting cast stop being quirky and eccentric and start demonstrating why you should respect your elders.
326* LetsGetOutOfHere: Time to bid a hasty retreat!
327* LetsYouAndHimFight: Where two heroes fight each other under mistaken pretenses.
328* LifeOrLimbDecision: When a person is forced to make a [[SadisticChoice terrible choice]] ? they need to remove one of their appendages in order to escape with their life.
329* LightheartedRematch: Two heroes have fought each other for real stakes. When the story's over, they smile and have a rematch for fun's sake.
330* LineInTheSand: Where a military leader offers his recruits a choice to stay and fight or flee (they usually stay).
331* LittleHeroBigWar: Where the fantasy hero is off having adventures while a war is going on in the background.
332* LittleStowaway: Children secretly following the more serious heroes on their adventure.
333* LiveActionEscortMission: Where the heroes have to get someone (often a spoiled kid) from one place to another, and have to deal with his/her antics along the way.
334* LockingMacGyverInTheStoreCupboard: When good guys get locked in a cell, all of the equipment that they need to escape is in the cell with them.
335* LoserHasYourBack: In an action scene, the last person alive other than the hero is the last person you'd expect.
336* LuckBasedSearchTechnique: The only way to find the secret passage is by sheer luck; leaning against that candle amazingly opens the door!
337[[/folder]]
338
339[[folder:M]]
340* MagneticHero: A hero with such personal magnetism that he is capable of persuading others to [[JustForFun/HowToGatherCharacters join him in his quest]].
341* MakeRoomForTheNewPlot: When one important plot element is abruptly resolved so that the characters can combat a more immediate, dangerous conflict instead.
342* TheManIsKeepingUsDown: The heroes have almost won, but end up failing due to factors outside their control, often societal in nature.
343* ManOnFire: '''Aaaaahhhhh! I'm on fire!'''
344* {{Mangst}}: Quiet, internal [[{{Angst}} angsting]] done by real men and badasses.
345* MarkedBullet: A bullet with special markings or words on it. Often the name of someone a character wants dead.
346* MatchlightDangerRevelation: Two animated characters are in pitch-black darkness; one strikes a match, revealing they are in an incredibly dangerous place or situation.
347* MaximumFunChamber: An unspecified threat so awful that mere mention of it makes the strong go pale and the weak-hearted clutch their chest.
348* TheMeddlingKidsAreUseless: The heroes get into a lot of danger and excitement, but in the end they don't actually stop the villain or accomplish anything directly.
349* MenacingStroll: The lithe, athletic walk of the perennial badass.
350* MexicanStandoff: A stalemate where everyone has a weapon pointed at them.
351* MidairRepair: Where a malfunctioning, falling aircraft can be fixed by the mechanic in midair, before it hits the ground.
352* MinionMaracas: When somebody who would not otherwise be expected to raise somebody else off the ground, does so under the influence of a strong emotion, and shakes them in mid-air to mark their point.
353* MisfitMobilizationMoment: When a dysfunctional group of losers transforms into a well-oiled machine.
354* MissionBriefing: The briefing before a mission, of whatever form.
355* MistakenForBadass: A bumbling, perfectly normal NiceGuy who gets mixed up in something dangerous, and by sheer luck does the sort of things that convinces everyone he must be insanely badass.
356* MistakenForSpies: When the heroes arrive in a town just as something nasty happens, they will inevitably be accused of it and thrown in jail.
357* MonumentalBattle: Somehow, a disproportionate number of fictional fights break out at easily-recognized national monuments and landmarks around the world.
358* MonumentalDamage: Where villains or aliens attack major landmarks.
359* MonumentalDamageResistance: Where the villains or aliens attacking the major landmarks leave some landmarks standing.
360* MostDefinitelyNotAccompanyingUs: Said to any younger or inexperienced members of the group before the older, experienced members head to where the action is
361* MuckingInTheMud: You know that when you see a mudpit or a mud bog, you can go through it. Just be aware that there are only a few safe spots, and there are some swamps in which you can go too deep...
362* MusicalTrigger: A specific musical cue — not in the {{BGM}}, but in actual music being played by someone or something InUniverse — serves as the trigger for some event.
363* MustStateIfYoureACop: [[ExactlyWhatItSaysOnTheTin When asked]] by a character being interrogated for whatever reason.
364* MyCountryRightOrWrong: A person who may not like the policies of their country but will fight for it regardless.
365* MyNameIsInigoMontoya: The character announces who they are, unprompted.
366* MyopicArchitecture: The way past the door is easier than it looks.
367[[/folder]]
368
369[[folder:N]]
370* NebulousEvilOrganisation: A vast, deep-pocketed ''machine'' with one apparent goal: The proliferation of evil across the globe, maybe with some personal profit on the side.
371* NerfArm: Any logically less-than-lethal weapon which ends up being otherwise just as effective as its "real" equivalent.
372* NeutralFemale: When the hero and villain are fighting, the DamselInDistress will just sit there and watch, or be ineffectual in what she tries to do.
373* NiceJobBreakingItHero: Where a hero's actions unwittingly make the situation worse rather than better.
374* NiceJobFixingItVillain: Where a villain's actions unwittingly make the situation better rather than worse.
375* NightVisionGoggles: [[PowerPerversionPotential What would you use them to look at?]]
376* NitroExpress: Hauling unstable explosives over dangerous terrain. What could possibly go wrong?
377* NoEndorHolocaust: When you blow up the giant monster/enemy base/teacup, it should cause untold damage to the places around it, but we never see such damage.
378* NoEscapeButDown: When faced with the choice of getting captured by pursuers or jumping from a great height, chose the latter.
379* NoFEMAResponse: A disaster has struck, but don't expect any incoming aid.
380* NoHelpIsComing: The heroes don't receive the reinforcements they expected.
381* NoMrBondIExpectYouToDine: When the hero is captured and, instead of throwing him in the dungeon, the villain treats him as a guest.
382* NoOneGetsLeftBehind: The hero refuses to leave a wounded or captured comrade behind.
383* NoOneShouldSurviveThat: When a character survives a situation that should by all accounts have been lethal, often through sheer luck or coincidence.
384* NoOSHACompliance: Bases and complexes have all kinds of insanely dangerous walkways and areas, [[RuleOfCool because they're cool]] and make for nail-biting suspense sequences.
385* NoPlansNoPrototypeNoBackup: Any dangerous device or technology owned by a villain is one-of-a-kind; there are no design notes, no prototypes, and no backup copies.
386* NonFatalExplosions: Explosions don't cause concussion damage from the shockwave or rip you up with shrapnel... they just give you a little push.
387* NonViolentInitialConfrontation: Sometimes you really do want to ask questions first.
388* NormallyIWouldBeDeadNow: Where somebody survives a blow or wound that, even by Hollywood standards, should have killed them, and keeps fighting.
389* NotInThisForYourRevolution: A character is on a quest that could save the world, but he doesn't care about that; he's only in it for personal reasons.
390* NotWorthKilling: The averagely-skilled friends of the highly-skilled hero survive their encounter with the BigBad or [[TheDragon Dragon]] because the bad guy couldn't be bothered to finish them off.
391* NowItsMyTurn: Where one character survives what has been built up as a nasty attack, grins, and unleashes a counterattack.
392* ANuclearError: Where a work takes creative liberties regarding nuclear weapons and nuclear weapons policy.
393[[/folder]]
394
395[[folder:O]]
396* ObstacleExposition: After having outlined the goal for the episode, MrExposition will describe a list of all the insurmountable obstacles that stand in the way of that goal.
397* AnOfferYouCantRefuse: Where the bad guy forces the good guy into doing something via threats, kidnapping or blackmail.
398* OminousWalk: A villain, or AntiHero, will have an enemy at their mercy and instead of immediately shooting them, they'll slowly walk towards them.
399* OneRiotOneRanger: Where the government sends in only one man to do a job that rightfully a whole squad or [[OneManArmy army]] should do.
400* OneTrueSequence: Where there is a set of objects or objectives to obtain, the good and bad guys will always end up fighting over the same one at the same time.
401* OnlyICanKillHim: Only the main character can kill the BigBad. Anyone else who tries will be [[CurbStompBattle curb stomped]].
402* TheOnlyOneAllowedToDefeatYou: Contriving to make it all about these two guys, the good guy and the bad guy.
403* OpenSaysMe: When met with an unyielding door lock, one of the heroes will just blast it off or break down the door.
404* OptOut: Where a character decides not to take part in the climactic final battle and leaves.
405* OutOfCharacterAlert: The villain has captured someone and sends a message in their name to their family or friends. However, something in the message is obviously something that the capturee would never have written.
406* OutOfSightOutOfMind: Where something is "destroyed" by just throwing it off-screen.
407* OutrunTheFireball: Warning: Not recommended for those of us actually occupying real life.
408* OutsideRide: Where somebody hops on the top or side of a car as it's moving.
409[[/folder]]
410
411[[folder:P]]
412* PackedHero: A ConveyorBeltODoom run results in the hero passing out the other end as a package.
413* PaperThinDisguise: An extremely transparent disguise that anybody in their right mind could see through, yet the on-screen characters can't.
414* LeParkour: A discipline which emphasizes getting from point A to point B in a straight line, even if that line goes around, under, or over obstacles. It's also [[RuleOfCool really cool]].
415* PassingTheTorch: The Hero formally hands over his heroing business to a new guy.
416* PayingForTheActionScene: A character gets into a fight in a private establishment and pays for the mess he/she left behind.
417* PercussivePrevention: Stopping someone from doing something stupid by knocking them out and then doing it yourself.
418* PGExplosives: When something explodes, the violence remains but all the blood and gore is removed.
419* PinPullingTeeth: Few things are more badass than using your teeth to yank the pin from a grenade before tossing.
420* PitTrap: A hole in the ground that's somehow covered up so as to blend in with the surrounding terrain.
421* PluckyMiddie: A protagonist in a story set aboard a [[WoodenShipsAndIronMen sailing ship]] who's a young, brave teenager sailing into adventure.
422* PlummetPerspective: It's a long way down if the hero falls.
423* PowderTrail: A trail of gunpowder left on the ground as a makeshift fuse to blow up stuff.
424* ThePrecariousLedge: A character moves along a very high ledge to get from point A to point B.
425* ThePreciousPreciousCar: A jerk has a car which he loves and absolutely refuses to let anyone touch. It will either be stolen, destroyed, or both.
426* ProtectThisHouse: The hero's home comes under attack.
427* ProtectedByAChild: Where the hero can't get to the villain to administer smackdown because a child is in the way, protecting him.
428* {{Protectorate}}: A specific person, place, or thing, or set thereof, which our hero is responsible for defending.
429* PunchPunchPunchUhOh: In a fistfight, one character delivers a set of rapid-fire punches into the other one's gut, only to have him smile and start delivering serious violence.
430* PunchedAcrossTheRoom: In movies and videogames, punches and kicks send you flying, [[KungShui usually in the direction of something breakable]].
431* ThePurge: When a villain takes over a big company or government, the first thing he does is start ordering the deaths of quite a lot of people.
432[[/folder]]
433
434[[folder:Q]]
435* QuicksandSucks: Dip a toe into quicksand, and suddenly you get sucked down to the bowels of the earth!
436[[/folder]]
437
438[[folder:R]]
439* TheRadioDiesFirst: A two-way radio is put out of commission to allow the plot to proceed.
440* RailroadTracksOfDoom: Any time you see railroad tracks, a train will appear, usually giving a character a near-death, suspenseful miss.
441* RansackedRoom: You can tell it's been ransacked because the underwear is strewn over the chair instead of strewn over the floor.
442* RapePillageAndBurn: A group of bandits, pirates, or even mooks working for a BigBad sack a town - looting, damaging property, and sometimes even murdering and kidnapping innocent townsfolk. Then they burn it down.
443* RatedMForManly: Something soaked to the brim with testosterone and badassery. Made by men for men.
444* RedemptionDemotion: When a bad guy becomes a good guy, his power potential goes down significantly.
445* RedemptionPromotion: When a bad guy becomes a good guy, his power potential goes up significantly.
446* RedundantRescue: Where a character is "saved" when, as it turns out, he didn't really need to be.
447* ReedSnorkel: Plucking a hollow reed and using it to breathe while underwater.
448* RemovingTheEarpiece: When an agent or operative removes their communication earpiece, they're going to disobey an order, go rogue, or say something "off the record."
449* ResignationsNotAccepted: The only way to leave an evil organization is death.
450* TheRestShallPass: When the heroic team is split up by the sudden arrival of a series of villains.
451* RevolversAreJustBetter: They're just [[RuleOfCool COOL]], dammit!
452* RightUnderTheirNoses: The safest way to avoid detection in stories is always right under the enemy's nose. It's the last place they'll think to look.
453* RisingWaterRisingTension: Slowly (or rapidly) rising flood waters create new hazards and a sense of urgency.
454* RiverOfInsanity: Any river voyage or wilderness journey is a doomed expedition in which the characters alternately die, go mad, get lost, go native, or otherwise barely live to tell the tale.
455* RoadSignReversal: A villain or prankster mucks things up by flipping road signs so they point in the wrong direction.
456* RooftopConfrontation: A fight on a rooftop. It will often end with someone falling off.
457* RopeBridge: If you see one, you ''know'' one side is going to have the ropes cut, or the planks are going to fall down.
458* TheRuinsICaused: After a big, property-damage-causing event, the main characters are seen on a cliff or plateau overlooking the ruins that resulted.
459[[/folder]]
460
461[[folder:S]]
462* SalvagePirates: The heroes are rescued! Okay, not really; they're pirates who only want to loot their stuff.
463* SaveTheVillain: You're gonna regret it...
464* SawItInAMovieOnce: Where a character pulls off something crazy and unexpected, and says he saw it in a movie once.
465* ScalingTheSummit: A difficult, treacherous climb up a tall, steep mountain.
466* ScarySurpriseParty: Something nasty happens to a character (kidnapped, in danger) but it turns out to be a surprise party.
467* ScrewThisImOuttaHere: Where a member of either the good guys or bad guys gets sick of it, throws his hands in the air and walks away.
468* TheScrounger: The guy TheCaptain turns to when he needs supplies.
469* SecretPath: When characters use a secret route to get somewhere, often to get around obstacles or avoid being seen.
470* SecretPolice: You never saw them, they didn't arrest you, and that isn't your tongue they just cut off.
471* SecretRoom: A hidden room in a building.
472* SecretUndergroundPassage: A hidden path often located under old houses, or in bad guy lairs.
473* SeeTheWhitesOfTheirEyes: In fiction, if you can't see them, you can't target them.
474* SentientCosmicForce: A sentient Background Magic Field of universal scale.
475* SeparatedFromTheAdults: An easy, convenient way to let a KidHero go on an adventure while still being fairly believable.
476* SharkPool: A body of water filled with any variety of unpleasant creatures, such as alligators, killer jellyfish, piranha, or [[ThreateningShark sharks]].
477* SheepInWolfsClothing: Someone who's part-way transforming into a monster/zombie/robot/whatever will resist being on their side, and will help their human friends.
478* ShiftingSituationDuel: A fast-paced fight scene where the combatants are battling across different settings and scenarios.
479* ShipShapeShipwreck: No matter how ancient the shipwreck, it'll be mostly intact on the ocean floor.
480* ShootTheFuelTank: In fiction, shooting a fuel tank makes it explode.
481* ShootTheRope: When a character is about to be hanged, the cavalry will come to the rescue and shoot the rope.
482* ShootYourMate: The hero is pretending to be on the bad guys' side, and his love interest or friend is held captive. The bad guy hands him a gun and tells him to shoot her.
483* ShootingGallery: You have to shoot the dummies. But if you shoot the civilians, you lose 100 points.
484* ShortLivedAerialEscape: A group, usually the bad guys, try to escape the scene on an aircraft, only for the enemy to take it down before it gets far.
485* ShutUpAndSaveMe:With the heroine in danger, the hero stops for a moment to start giving a speech or haranguing her.
486* SicEm: After a minor victory, we are treated to a scene of the BigBad sending more minions after the hero.
487* SilentRunningMode: The crew of a ship have to be as quiet as possible so enemy radar won't pick them up.
488* SingleMaltVision: If you have been drinking and your foe seems to have undergone some sort of cloning effect, so that it seems there are now many of him, shoot the one in the middle.
489* SkeletonKey: A key that will open any door or lock; often shaped like a skeleton.
490* SkeletonKeyCard: You can open any locked door by taking out a credit card and jiggling it in the lock.
491* SkyHeist: Using a flying aircraft to steal something on the ground.
492* SlaveGalley: The hero is enslaved and forced to work as a galley rower.
493* SlaveLiberation: The hero is on a mission to rescue slaves.
494* SleightOfTongue: The hero, stuck in captivity, is kissed by a sympathetic woman, who passes some item to him in his mouth.
495* SlippedTheRopes: A tied up character reveals that he or she slipped their bonds ages ago.
496* SmokeOut: Drop a smoke bomb and slip away while everybody's coughing.
497* SnowyScreenOfDeath: You can tell when video cameras or visual feeds are destroyed because they get replaced with static.
498* SoftGlass: When you throw yourself through a pane of glass, shattering it, you can get right up and keep going.
499* SoleSurvivor: The only person who survived a terrible tragedy or massacre.
500* SoloMissionBecomesGroupMission
501* SomethingWeForgot: The adventure's over, everything's been taken care of...except the most important thing! D'OH!
502* SpaceMarine: Standard [[FirstPersonShooter FPS]] hero: A military man (often in bulky armour), who wields lots of big guns and kills lots of aliens.
503* SpySatellites: The omnipresent "eye in the sky".
504* SpyVersusSpy: Two opposing spy organizations with Film/JamesBond-like agents.
505* StabTheScorpion: A lethal attack that we think is meant for the hero is instead meant for something that was trying to kill him instead.
506* StateSec: A sprawling government agent complete with SecretPolice, a paramilitary wing, a propaganda division, and more!
507* StealthHiBye: When a character either suddenly appears or disappears close to someone when they weren't looking.
508* StormingTheCastle: It's time to [[LockAndLoadMontage gear up]] and assault the bad guy's [[SupervillainLair home base]]!
509* StrengthEqualsWorthiness: If you want someone or something to join your side, you have to best it in physical combat first.
510* SuddenlyAlwaysKnewThat: A character suddenly has a skill they need with little or no explanation.
511* SuicideMission: When the situation is ''that'' desperate...
512* SuperMultiPurposeRoom; A mundane living room, bedroom, or small apartment that can be instantly transformed into a fully-functional Super Hero lair.
513* SuperWindowJump: To get to or from the scene in a hurry, just jump through a window.
514* SupernaturalMartialArts: If you train hard enough, you can channel mystic energies and blow up airplanes.
515* SurveillanceAsThePlotDemands: The bad guys [[SinisterSurveillance have cameras everywhere]], even though nobody ever sees them.
516* SwampsAreEvil: About the horrors of certain swamplands...
517* SwissCheeseSecurity: Characters can enter the premises whenever the plot necessitates it, despite presumably locked doors or obvious obstacles.
518* SwordAndGun: A character simultaneously wielding a gun in one hand and a sword in another, or another combination of projectile and melee weapon.
519* SwordOverHead: The good guy has the bad guy where he wants him, raises his sword over his head... and can't go through with it.
520[[/folder]]
521
522[[folder:T]]
523* TakeAMomentToCatchYourDeath: The hero has just avoided a narrow scrape with death. [[WhewThatWasBOOM Whew, that was... BOOM!]]
524* TakeItToTheBridge: Bridges, like [[AtTheCrossroads crossroads]], are imbued with plot significance.
525* TakeUpMySword: The hero dies, and a new hero takes up the old hero's mission.
526* TakingOverTheTown: Villains cut a town off the outside world so they can use it for their own nefarious purposes.
527* TelecomTree: Telecommunicating with allies (who spread the word) to help with a situation.
528* ThereWasADoor: A character makes a dramatic entrance... by going through the wall.
529* TheyHaveTheScent: When animals pick up the trail of someone they're pursuing, leading to a chase.
530* ThirdPartyStopsAttack: A character not in a fight physically stops it or an attack on another character.
531* ThisPageWillSelfDestruct: When a message is designed to destroy itself after reading to keep it out of the wrong hands.
532* ThisWayToCertainDeath: A dangerous area is marked by the corpses or bones of those who previously went through it.
533* ThoseWereOnlyTheirScouts: An initial victory over the enemy followed by the chilling realization that those were only the harbingers of doom.
534* ThreePointLanding: Landing in a crouch with your feet wide apart and one hand on the ground.
535* ThrowAwayCountry: When other countries are treated as one-shot disaster zones to show what could happen to the heroes' beloved home and are never touched upon afterward.
536* ThrownFromTheZeppelin: When the BigBad calls investors in to finance his EvilPlan, those who object are often killed.
537* TimeBomb: A character must succeed within a time limit, or bad things will happen.
538* TimeForPlanB: Our original plan failed. Time to blow stuff up or get the hell out of here!
539* TiredOfRunning: I've had it with being pursued. It's time to kick some ass!
540* ToCatchHeroesHireVillains: Heroes on the run for a major crime (that they may or may not have committed)? Send in the bad guys!
541* ToTheBatpole: The heroes get to their base via a sequence of cool maneuvers before swinging into action.
542* TorchesAndPitchforks: When the people get together in an angry mob to BurnTheWitch or kill the beast. Usually misguided.
543* TrainEscape: A train is used to end a chase, either by crossing the tracks ahead of it just in time or by hopping aboard.
544* TraintopBattle: Battle atop a moving train. Common in Westerns and modern action flicks alike.
545* TrashLanding: A character's fall is broken by landing in a dumpster.
546* TrespassingToTalk: Waiting in a character's home or office to confront them.
547* TrialOfTheMysticalJury: The hero is put on trial.
548* TribalCarry: Tribesmen who capture characters will often carry them to their village like game on a pole.
549* TrickAndFollowPloy: Where you find out the location of the enemy's secret base by tricking an ally of his to go there and deliver some kind of communication.
550* TrojanHorse: Beware of Greeks bearing gifts.
551* TrojanPrisoner: The heroes pose as guards transporting a prisoner.
552* TrollBridge: The heroes must outwit someone guarding a bridge in order to cross.
553* TuckAndCover: Saving someone else from an explosion by leaping on them and taking the blast for them.
554[[/folder]]
555
556[[folder:U]]
557* UncertainDoom: It isn't stated whether the character escapes a dangerous situation.
558* UnderestimatingBadassery: When the bad guys have no clue who they are messing with.
559* UndersideRide: A character hitches a ride underneath a vehicle.
560* UnflinchingFaithInTheBrakes: A character standing in the path of something dangerous will unflinchingly stand there, knowing whatever it is will stop just inches from them.
561* UnguidedLabTour: A top-secret workplace is introduced by having a character explore it unnoticed.
562* UniversalDriversLicense: The hero will know how to drive or operate any vehicle, regardless of its general control scheme.
563* UnstoppableRage: When the hero gets utterly furious and uses that rage to completely own the bad guys.
564* UnwillingSuspension: A character is tied up and suspended from the ceiling.
565[[/folder]]
566
567[[folder:V]]
568* VaporTrail: A hero uses the gas spilling out of a vehicle's gas-tank to ignite a trail back to the vehicle and destroy it.
569* VerticalKidnapping: A character is kidnapped by someone from above.
570* VillainousRescue: The heroes have been rescued by the villain.
571* VillainousValour: When a hero is unstoppable, sometimes the bad guys will show otherwise heroic traits in taking him on.
572* ViolenceIsDisturbing: When violence stops being cool and start being disturbing.
573* ViolenceIsTheOnlyOption: In the action genre, the only solution that works is kicking the bad guy's ass. Negotiation is useless or a trap.
574[[/folder]]
575
576[[folder:W]]
577* WalkIntoMordor: To enter the forbidden realm, you are only allowed to use the most grueling methods available.
578* WalkThePlank: Pirate punishment of preference.
579* WasntThatFun: A common utterance after surviving yet another escape.
580* WaterWakeup: You know it's not going to be a fun trip when you get a bucket of water thrown into your face after getting captured.
581* WaxOnWaxOff: Martial arts instruction disguised as menial chores.
582* WeaponizedCar: When a CoolCar has built in hidden weapons that can help the hero or villain out.
583* WeaponizedLandmark: A powerful weapon is built inside a famous landmark or monument.
584* WeaponsUnderstudies: Only have the weapons and vehicles for one side available to you? Have both sides in your movie use them.
585* WildWilderness: The woods nearby are very quiet on the outside but when you go in big adventures happen but no one outside notices.
586* WireDilemma: The TimeBomb is ticking down. Which wire do you cut to disarm it and not blow yourself up?
587* WorldTour: When traveling the world ''is'' the adventure.
588[[/folder]]

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