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Auxiliary Chapter - Archetypes, Aspects, and Character

!!! May Contain Spoilers !!!

<[Credits]>

[Author: Lost_rambler

Editor: Husband]

<[Player Stats]>

[Riley: Plot Armor: 24/2 | Mettle: 3 | Moxie: 7 | Hustle: 4 | Savvy: 7 | Grit: 3

Antoine: Plot Armor: 22 | Mettle: 6 | Moxie: 4 | Hustle: 5 | Savvy: 1 | Grit: 6

Kimberly: Plot Armor: 19 | Mettle: 3 | Moxie: 6 | Hustle: 4 | Savvy: 1 | Grit: 5

Dina: Plot Armor: 19 | Mettle: 2 | Moxie: 3 | Hustle: 4 | Savvy: 3 | Grit: 7

Bobby: Plot Armor: 18 | Mettle: 3 | Moxie: 4 | Hustle: 4 | Savvy: 3 | Grit: 4

Isaac: Plot Armor: 11 | Mettle: 1 | Moxie: 4 | Hustle: 3 | Savvy: 3 | Grit: 0

Cassie: Plot Armor: 11 | Mettle: 0 | Moxie: 5 | Hustle: 3 | Savvy: 3 | Grit: 0]

<[Cast of Characters & Equipped Tropes]>

{Player Profiles}

[Riley Lawrence — The Film Buff Narrator of the series.

: Grants him the ability to perceive enemy tropes, but at the cost of sacrificing half of his Plot Armor.

: Buffs the Savvy and Grit of his allies when they hear him predict cinematic and impactful plot elements.

: Remains untargeted by enemies as he convincingly acts oblivious to their presence.

: Buffs his Hustle to help enact plausible escape plans.

: Makes allies aware of an object the player chooses. The object will be shown to the audience and its use will be buffed in the Finale.

: Allows him to watch the rest of the storyline after his demise via Deathwatch.

: Allows him to communicate with allies from Deathwatch through flashbacks to his past dialogue.

: Gives him a summary of his team's roles in the storyline.

: A background trope that gives Riley's character some ambiguous connection to "The Gift" through his heritage.

Unequipped: , , , , , , .]

[Kimberly Madison — The Eye Candy Dating Antoine.

: Allows her to believably change her backstory to assist with the current task, buffing the relevant stat.

: Allows her to see the Moxie stat of all enemies and NPCs.

: Boosts the odds of important discoveries when exploring with a love interest during the party.

: Forces the captor to explicitly deny her release when she asks to be released.

: Buffs her Grit when she pretends that she is pregnant and buffs the father's Mettle if she dies.

: Buffs her Grit until Rebirth if her performance matches the tone of the movie.

: Allows her to shift Moxie's points into another stat by putting her hair up.

: She will be targeted for First Blood, but the longer she survives, the weaker the enemies get.

Unequipped: , , , .]

[Antoine Stone — The Athlete Dating Kimberly. He was trapped in the Straggler Forest, causing trauma he relies on a powerful mental health trope to suppress.

: Allows him to repress or heal mental trauma (he is not strong enough to use its plot-resetting powers yet).

: Buffs Mettle and Hustle by revealing athletic backstory.

: Gives him higher Mettle when attacking with sports equipment.

: Heals the Hobbled status by walking.

: Buffs his Mettle and Grit when defending a love interest.

: Brandishing a weapon buffs his Grit and soothes his and his allies' fear.

: Swinging a weapon will temporarily halt an enemy's attack.

Unequipped: , , , , , .]

[Dina Cano — The Outsider Invited to Carousel to revive her deceased son.

: Resists all insight abilities.

: Alerts her to new, out-of-place, or unusual information.

: Buffs Mettle and Hustle if she waits until the Finale to assist allies On-Screen against the enemy.

: A background trope that gives her character some past trauma that haunts her and gives her access to various tropes.

: Soothes her when stressed, scared, or in pain and may provide useful information.

: Grants her the ability to discern ideal spots to linger and observe events without actively participating in the narrative.

: Allows her to quickly get out of handcuffs and similar restraints.

: She can leave physical or mental messages in the story that her allies can detect when in the location she left them.

Unequipped: .]

[Bobby Gill — The Wallflower His wife was killed by the axe murderer early in the series.

: Allows him to get background information from NPCs when Off-Screen.

: Buffs his Mettle and Grit for helping allies in a crisis if they have not met On-Screen and are strangers.

: Can source plans and information from a crowd of NPCs privy to the situation at hand. The crowd will give him this information, but he will have to sort out the good from the bad.

: Recasts him as an NPC that is moderately involved in the plot. The selection is seemingly random. He will get some limited background information for the character and some access to the NPC script.

: Debuffs the player's stats 30% in the Party, then buffs them 15% in Rebirth, the Finale, and the Final Battle resulting in a net 15% buff by the end of the story.

: Ensures that there is edible food and water on set somewhere during the storyline.

: Gives him some useful information to be relayed On-Screen but takes it away if he starts to bore the audience.

: Extends the amount of time between scenes and gives the player a timer for when their next scene is.

Unequipped:

[Cassie Hughes — The Psychic Arrived with her brother Isaac at the beginning of Arc II, triggering the Centennial Celebration (The Tutorial).

: Lets her see her allies' health stats from anywhere and lets her take some of their pain by feeling it herself. This can reduce their overall injuries.

: Can keep her allies' spirits high by weaving a narrative of some higher power in control. When done well, this trope can heal Incapacitation, certain forms of spiritual Infection, and even buff Grit.

Isaac Hughes — The Comedian Arrived with his sister Cassie at the beginning of Arc II, triggering the Centennial Celebration (The Tutorial).

: Allows the player to reduce or eliminate injuries by using humor the next time he is On-Screen before the audience knows how injured he is. Works on allies situationally.

: Using humorous weapons buffs his Mettle and Hustle. The buff extends to weapons that are used if the original weapon fails.]

[??? — The Stranger

: Allows him to activate an Omen early from a distance by acting as the Omen himself. This guarantees that whatever events are required to trigger the Omen will transpire, but gives the player and his allies more time to look around the setting before the storyline begins. This period is treated as the Party Phase.

: Gives him insight into the enemy, but also makes his character canonically complicit in some way. Upon revealing the secret, the player's Plot Armor drops to zero until he and his allies have played out the shock (at the dark secret) and reconciliation beats of his character arc and resolve to work against the common enemy.]

[Constance Barlow — The Researcher (Scholar)

: Allows her to spend the majority of the storyline in a separate setting where she can do research for her allies. Her allies can call her for information she can look up, but she has a delay in how quickly she can provide the information. Her Plot Armor lowers for each piece of information she shares. Warning: if she is made aware of the reality of the danger and tries to help in any way other than providing research, the enemy will target her next if possible.

: Allows her to locate desired information within a body of text at an accelerated rate.

: Allows her to use props, like books, newspapers, or even the internet, as a cover to receive information on a subject matter when she had no real sources. She must pretend to remember reading something about the subject and then shuffle through props to find the text, which will appear on the red wallpaper. This takes time depending on how important the information is and may fail if the player asks for information that is too useful.]

Deceased Players

Anna Reed: Final Girl () — Dead. Grew up next door to Riley. She and Camden were forced into a strong storyline to avoid the Black Snow Apocalypse which arrived months earlier than it should have.

Camden Tran: Scholar — Dead. Riley's best friend from childhood. They only recently reconnected. Hatched a plan along with Anna to smuggle a (mostly) intact copy of the Carousel Atlas to his teammates before being killed in a powerful storyline.]

<[Aspects]>

{System Mechanics}

[The components that make up an Archetype, similar to a subclass. Players specialize at Plot Armor 21 after performing specific feats. This gives them access to compatible tropes for pulling off Aspect-specific strategies to help them succeed at the lower and middle levels. At higher levels, they will gain full access and be able to mix and match abilities.]

<[Eye Candy]>

{Archetype}

[Characters known for their allure, charisma, and social prowess.

: Renowned for their charm and social skills, they distract and win allies with their high Hustle and Moxie.

: Privileged figures known for influence and/or connections in-story, they navigate situations with their high Savvy and Moxie.

: As opposed to characters who are celebrities, these characters are portrayed by celebrities whose box office draw leads to them being treated differently in movies.]

<[Athlete]>

{Archetype}

[Characters celebrated for their physical prowess, social standing, and competitive spirit.

: Professional athletes known for their Mettle and Hustle derived from rigorous training.

: Cool figures, they leverage their charisma and Moxie to lead and charm others.

: Committed to overall well-being, their Savvy in health and wellness promotes resilience and inner strength.]

<[Scholar]>

{Archetype}

[Intellectuals driven by knowledge and investigation.

: Knowledge seekers with high Savvy, adept at understanding technology, magic, and lore.

: Investigators with a keen sense of Moxie and Hustle, skilled at uncovering secrets.

: Master planners with Moxie and Mettle, always thinking several steps ahead.]

<[Final Girl]>

{Archetype}

[Resilient characters often left standing at the end.

: Inspiring figures adept at guiding others through terrifying situations.

: Relatable and trustworthy individuals who maintain group harmony in the face of horror.

: Fear-resistant individuals who persevere in the most terrifying situations.]

<[Wallflower]>

{Archetype}

[Often overlooked characters whose work is mostly done in the background.

: Initially underestimated, they eventually find their inner strength and worth.

: Background figures that assist allies from behind the scenes.

: Characters with the unique ability to replace NPCs and access exclusive information and plot opportunities at the cost of their individual agency.]

<[Comedian]>

{Archetype}

[Characters who use humor as their main weapon.

: Spirit-lifters with high Moxie, diffusing tension with humor.

: Sharp-witted observers with high Savvy, critiquing situations with insightful humor.

: Resilient jesters known for their Grit, often the butt of jokes.]

<[Bruiser]>

{Archetype}

[Physically intimidating figures who use their strength to their advantage.

: Focuses on brute strength, often at the expense of other stats.

: Dominating figures who use taunts to create sympathy for their targets and manipulate social situations with Moxie and Savvy.

: Strong but kindhearted individuals who assist allies with their strength and compassion.]

<[Psychic]>

{Archetype}

[Characters connected to the supernatural.

: Intuitive figures with abilities ranging from foresight to psychic warfare.

: Knowledgeable about the supernatural, they combat cursed items and harness magic.

: Specialists against supernatural and spiritual entities, though they might struggle elsewhere at lower levels.]

<[Film Buff]>

{Archetype}

[Movie aficionados with unique abilities derived from cinematic knowledge.

: Superfans with high Mettle driven by adrenaline when in movie-like scenarios.

: Skilled manipulators of the movie environment using their filmmaking meta-knowledge.

: Analytical minds with high Savvy, gleaning insights from film mechanics.]

<[Hysteric]>

{Archetype}

[Highly emotional individuals who react intensely to situations.

: Channels chaotic energy derived from fear and emotion in various ways.

: Overwhelmingly fearful, yet their reactions can inadvertently benefit allies.

: Paranoid figures who may manipulate stories to allies' advantage, often at their own peril, becoming antagonistic themselves.]

<[Soldier]>

{Archetype}

[Disciplined and combat-ready individuals.

: Covert operatives with high Savvy and Moxie skilled in espionage and bureaucracy.

: Versatile soldiers with high Mettle, representing the everyman of the military.

: Combat specialists with high Mettle, ready to charge into battle.]

<[Doctor]>

{Archetype}

[Medical professionals with diverse expertise.

: First responders with high Hustle, adept at treating injuries on the spot and staying out of the way.

: Experts in investigating cause of death, showcasing their vast medical Savvy. They have useful law enforcement connections.

: Mind experts with high Moxie, aiding others in navigating emotional challenges.]

<[Outsider]>

{Archetype}

[Enigmatic figures often on the fringes of society.

: Skillful lawbreakers with a balance of Hustle, Mettle, and Moxie based on their illicit approach.

: Newbies with high Moxie and Grit, on a journey to adapt and integrate.

: Mysterious individuals with high Savvy and Hustle, keeping intentions hidden and adding intrigue.]

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