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Rules that All Action Heroes Must Remember
I wrote this awhile ago, and I hope to make a new list. I just added that little Incredibles allusion when I posted this. Note the Incredibles colors.
1. You have to have a personal weapon (Indy's whip, etc.) This allows you to kick ass and save the world looking cool and unique.
2. If you have a trademark hat, do not lose it. If you do, it will probably come back to you, somehow, but don't take the risk.
3. Spandex and underwear worn on the outside will always look cool.
4. Guns are a good thing.
5. So are swords.
6. So are any other weapons.
7. Always have an arch-enemy. If he/she/it killed someone close to you, that's even better. This allows repetitive battles, without being too repetitive, and a deeper meaning to your quest.
8. Don't always trust a pretty smile and nice body. As a matter of fact, they betray you about 76% of the time.
9. Looks can be deceiving. This rule doesn't only apply to girls.
10. Guys are usually jerks. It is a law of nature. To be a good male action hero, you have to be slightly annoying, or people will think you're faking.
11. Capes are cool. No argument. Except when practicality destroys them. Ask Edna (and see the Incredibles!)
12. Take the advice of the random, wizened old man/woman/thing standing on the side of the path.
13. You must know how to hot wire a car.
14. You should probably know how to drive a car, too. Being over the legal driving age (or at least looking it) helps avoid unwanted tickets and interruptions by police officers.
15. You need a cool theme. Brass is good, unless you're more Byronic than anything. Then, stick with strings and low, mellow cello stuff.
16. Sidekicks don't have to be funny, but it helps relieve tension.
17. Never trust the squirrels at Crossroads.
18. Grappling hooks and hookshots help get you out of tight situations.
19. Be nice to animals, it always comes back in the end.
20. Turning to the side of evil for awhile and then redeeming yourself always makes people appreciate you more. Try to limit this turning to about once a decade, or at least change D/W/U/etc.s, or people will begin to suspect.
21. Don't bother asking to be paid.
22. They won't pay you, no matter what you do.
23. Make sure you have a plan B.
24. If you don't have a plan B, you better reconsider your line of work. If you live, that is.
25. Underground contacts always help.
26. Nicknames are fun.
27. Just don't call him Junior.
28. Action heroes never have to use the restroom. Surgery or a spell may be required. (just kidding, folks)
29. Staring moodily into the distance as the wind whips your hair (if you have any) while music swells is occasionally required.
30. Learn a lot of different languages. Now only does it avoid misunderstandings, it cuts down on the cost of hiring a translator (who may end up betraying you anyway.)
31. Knowing how to fly planes and other types of air transportation is pretty important.
32. Boots are cool, too.
33. Name your sword. It sounds better.
34. Have about three hundred and eight aliases.
35. Large arsenals always help.
36. Make sure you have a hidden dagger or gun in case you get captured and need a way out.
37. Talk grandly when it is needed, but always say "ain't" or other expressions, just to show you aren't some random, stuffy bore.
38. Flashlights help you find your way in the dark, but so does nightsight and other different-points-on-the-spectrum sight.
39. Swear occasionally, just to keep the tension and pressure obvious.
40. Contacts in the government usually provide good intelligence.
41. Be able to move silently.
42. Don't wear bright colors when trying to blend in with the environment, unless, of course, the environment is bright.
43. Always know what time of day it is. It's never fun to start a mission that needs to be very secret and hush-hush and realize it's almost dawn.
44. Always know what the weather will be like. Sneaking up the sides of buildings in the rain isn't very enjoyable, nor is searching for things out at sea in a motorboat in a storm.
45.Charisma gets you help and friends. So does money. If you're not exactly a people person, make sure you're at least rich.
47. Personal phrases are either annoying or amusing. Make sure it's the latter.
48. Knowledge of the terrain and natives always gives you the upperhand.
49. Set the timer so you have enough time to get out of the building.
50. If you have a habit of flirting, make sure you're a nice guy/gal so others will cheer you on and not think you're just a jerk. Try to cut down on the flirting, though.
51. Brain over brawn. But not always.
52. Know all pressure points on various types of beings. In this case, diversity is good.
53. Know how to read maps.
54. Actually carry the map you plan on reading. It doesn't help being able to read a map without having one.
55. Take breaks. Or you'll go insane.
56. Read lists like these.
57. If you can't fly, make sure you have a ride.
58. Make a point to kill half of the bad guys, but don't kill the other half. You have to imprison them/let them escape/whatever in order to appear a little imperfect and a little merciful.
59. Try not to develop a reputation as "goofy." Nobody will ever take you seriously, and it will get really annoying.
60. Try to have a nice costume. No one needs to see a random guy walking around in gym clothes saving the world.
61. If you have a kid(s), make sure she/he/it isn't a huge brat. It could ruin your reputation.
62. Don't trust people that look like bad guys.
63. Don't trust people that don't look like bad guys.
64. Don't trust anybody.
65. Especially not the person who is writing this.
Take me back!

Posted: Nov 26, 2004