====== Tropes ======
As the **Plucky Heroine** drew her Grandmother's Ancestral Broadsword, her **Small but Trusty Hound** at her side, the **Supreme Arch-Dark-Lord** sneered. "I suppose you think to stop me, Viola? This is the **Hour of Destiny** - even now, the sun falls into **A Total Eclipse**, and there is //nothing// you can do to stop me. My **Hour of Ascension** is at hand! **The Stars Are Right**! I have slain your **Wise Mentor**, and married into your friend's **Down-At-Heel Noble Family** to secure my claim to the **Old Family Estate**! You could never **Strike Me Down!**" "That's what you think, demon - but think again. Who you thought was your **Slavering Cultist** was **Working For Me All Along**, and I have studied the **Mouldering Tome** of your rituals. Oh, and I know now that you were **My Long Lost Twin Brother** this whole time, so don't even //try// to use that against me! By my **Heroic Will** - I swear I will strike you down, Sebastian!" "Then so be it! I will destroy you, Vi!" Record of a confrontation between two Muses, identities unknown. This conflict is known to be the highest concentration of Tropes per scene (T/s) on record.Tropes are small shards of pure narrative, hewn from dream and shaped by unclear processes into physical forms - iconic tools or weapons, stock characters, even well-established plot arcs. They are archetypes that transcend particular stories, recurring over and over in different forms across different stories, imbued with distinctive meanings and significance. Typically, such artefacts are very powerful: while [[Muses]] can use their natural [[Skills]] and gifts to change Dream around them, and the narratives of [[jo|Jo's]] mind set the base conditions of reality, Tropes allow their wielders to directly shift and disrupt the flow of story around them. Tropology does not replace Skills, [[Ideals]] or ordinary objects, but provides an additional boost to their power, versatility, or control of the narrative. You may own a sword, keep a pet cat, come close to dying - but to wield Tropes is something more. Your sword will never be **The Ancestral Blade**, fated to strike down **The Dark Lord**; your cat, adorable though she may be, will never be **The Hapless Kitten**, capable of scampering through the greatest chaos only to be found, licking her paws, atop the rubble; your brushes with mortality will never be **A Near Escape**, where bullet after bullet whistles past you, tousling your hair in a dramatic and picturesque manner as you laugh at danger. Many - but not all - Muses have access to a Trope or two, as do a number of [[vignettes#impressions|Impressions]]; they are treasured heirlooms, valued tools of the trade or perilous investments against danger. Some wealthy Muses are known to stockpile large numbers of Tropes, using them to store value and barter for other goods and services. The [[syndicate|Sell-Out Syndicate]] efficiently [[dreamscape#trope_mining|mine]] even the most mundane Tropes for all they're worth, while [[NFWS]] exploration missions discover previously unknown, innovative Tropes in highly experimental [[Vignettes]]. That is not to say that Muses must be either rich or very brave (read: stupid) to get hold of Tropes - but acquiring them does require some degree of skill. Acting out a particularly moving romance in a Vignette might result in **The Honourable Proposal**, while defeating your sworn enemy could land you **There Can Only Be One**. What these Tropes //do// is often not set in stone, though used either alone or alongside your Skills they will tend to work to your advantage. Used poorly, though, and you may find that your **Hapless Minion** has betrayed you to your **Highschool Rival**. ===== Mechanics ===== In rules terms, Tropes are a cross between an inventory in a video game and prompts in Improv comedy - they provide one-use power-ups, and ways of asserting direct control around the user used either with or without a Skill. Here are some rules that you should remember when using them: * Tropes may only be used within Vignettes. * Each Trope is one-use (although certain rare Trope Cards are rumoured to exist that can persist for longer). * Tropes are archetypal, and can adjust to fit circumstances. They are often written as very malleable, mutable objects, but quickly resolve into a specific form once used. * Tropes take the form of cards when not in use. They cannot be used in session, but can be traded (though [[uptime_and_sessions#theft|not stolen]]). We encourage that you brandish them dramatically when discussing them! ===== Suits ===== Though Tropes are wide and varied, there are - it is broadly agreed - four different suits, which are signified by a small symbol in the upper left of the card. The types of Trope Card are: ==== Archetype ==== {{ archetype.png?nolink&118|The Archetype suit.}} Whether we're talking about an **Elf** or **The Retired Badass**, these are the archetypal versions of characters. When played, they will take on whatever form makes most sense in their Vignette - though if they're sentient, don't expect them to be too happy if they're completely out of context. These cards are