THAUMWORLD

archetype-table

a list of available archetypes to be chosen at random within 3 buckets


START ARCHETYPE TABLE

these are the available STORY BEATS that can start a STORY. these add an entry point for the ACTORS in low stakes environments

fetch-quest

may be triggered by asking an ALLY or CHARACTER if they need help an ALLY asks the ACTORS to retrieve an ITEM or INFORMATION from a LOCATION

a-call-for-help

an ALLY needs assistance with a GOAL ACTORS can overcome a large BARRIER, ENEMY, or HIDDEN-ACTION-EVENT that they cannot do alone the ALLY will provide INFORMATION about the BARRIER, ENEMY, or HIDDEN-ACTION-EVENT the ALLY cannot / will not come with the ACTORS on this STORY

hunted

an ENEMY finds you and triggers a TIMED-EVENT to escape or fight the ENEMY has a GOAL related to the ACTORS that makes them want to hunt the ACTORS the ENEMY has premeditated this attack the ACTORS can find INFORMATION about why the ENEMY is hunting them

hunter

an ALLY is requesting help to track down an ENEMY who is impeding their GOAL the ALLY will not come with the ACTORS on this STORY the ACTORS have to pacify an ENEMY the ENEMY is at a LOCATION the ENEMY has a GOAL irrelevant to the ALLYs GOAL the ALLY has INFORMATION about the ENEMY but not their GOAL the second to last STORY BEAT must contain the ENEMY

escort

an ALLY needs to be escorted to a LOCATION either permanently or temporarily the ALLY has a GOAL related to reaching the LOCATION the ALLY may have a payload of LOOT to bring to the LOCATION the ALLY is not equipped to deal with BARRIERs or ENEMYs on their own


BREATHING ARCHETYPE TABLE

these are the available STORY BEATS that happen between the STARTING and the ENDING STORY BEATS

protected-loot

LOOT is seen protected by an ENEMY who has a GOAL related to the LOOT a BARRIER may be present to reach the LOOT the ENEMY may be pacified in some way to get the LOOT INFORMATION about why the ENEMY is protecting the LOOT is present

third-party-conflict

an ALLY or ENEMY is having a conflict with another ALLY or ENEMY the ACTORS can choose what to do an ALLY will remember if the ACTORS helped or hindered them, and it could lead to the loss of the ALLY the ENEMY will remember if the ACTORS helped or hindered them, and it could lead to a future attack or a new ALLY if you helped them either one or both sides may have a GOAL related to the conflict INFORMATION may be found for why the conflict is happening from an ALLY

stuck-for-a-moment

A LOCATION traps the ACTORS for 4 EXTENDED ACTION INFORMATION is revealed about the LOCATION or why the ACTORS are stuck A BARRIER prevents travel an ALLY or an ENEMY may be stuck here as well DISSONANCE can be spent to increase the time by 1 EXTENDED ACTION per point spent HARMONY can be spent to decrease the time by 1 EXTENDED ACTION per point spent

possible-departure

an ALLY changes their GOALS slightly based on recent events. the ACTORS can help the ALLY with this change, or let them go on their own path. if the ACTORS help the ALLY they keep them, but have become distracted from the main QUEST. if the ACTORS let the ALLY go, they lose them as an ALLY, and the ALLY becomes is no longer marked as an ALLY

stray

the LOCATION that the ACTORS are in has an ENEMY, ALLY, LOOT or INFORMATION. this doesnt fit the STORY the ACTORS are on and is unrelated to their main GOAL.

THE ZELDA BOSS

a +4 MAG ENEMY lives at a LOCATION the ACTORS are traveling through the LOCATION has LOOT hidden at a MAG4 sense and not related to the STORY the LOCATION has an additional LOOT in plain sight not related to the STORY a HIDDEN-ACTION-EVENT is tied to the ENEMY, which gives a situational advantage. INFORMATION is present about the ENEMY, the LOOT, or both the link between them.

abandoned-place

the ACTORS find a LOCATION that has been abandoned for some time LOOT is in the LOCATION hidden at a MAG4 sense and not related to the STORY INFORMATION about why the LOCATION was abandoned is present an ALLY or ENEMY may be present in the LOCATION if an ALLY or ENEMY is present, they have a GOAL related to the LOCATION


ENDING ARCHETYPE TABLE

these are the available STORY BEATS that end a STORY with a return. this is after the big climax

return-to-ally

if there was not an ALLY in the STORY START, find another ENDING ARCHETYPE the ACTORS return to an ALLY from the STORY START and claim LOOT or INFORMATION as a reward if the ALLY is with them, they want to be accompanied back to their home the ACTORS need to have proof of completing the ALLYs GOAL

a-days-rest

the ACTORS find a safe LOCATION to rest for a day that has to do with the ALLY or ENEMY from the STORY START there is INFORMATION about the LOCATION LOOT is in the LOCATION hidden at a MAG4 sense and not related to the STORY an ALLY or ENEMY may be present in the LOCATION

an-impression

the ACTORS leave an impression either at the LOCATION START or the LOCATION END if there is an ALLY or ENEMY from that LOCATION, they will hear of this and may remember it. LOOT is in the LOCATION in plain sight and related to the STORY LOOT is the only CONTENT TYPE that will scale with MAG in this ARCHETYPE

in-the-wake

a LOCATION the ACTORS passed through has been affected by the ACTORS actions forever. the ENEMIES or ALLIES from that LOCATION may remember the ACTORS for this. there are lasting imprints ofthe ACTORS actions in the LOCATION

if there was not an ALLY in the STORY START, find another ENDING ARCHETYPE the ACTORS must speak to the ALLY related to the GOAL from the STORY START they will give the ACTORS an entry to a new STORY building off this one. the ALLY will need 6 EXTENDED ACTIONs to prepare before giving you this story. the ALLY should retain memory of what the ACTORS did in the previous STORY