Arts and Archetypes - eskerthebreton/thrum GitHub Wiki

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Character Archetypes

The THRUM: Remains does not have character classes; instead characters mix and match traits and abilities by selecting two Archetype Traits, one capturing their broad playstyle in combat and one capturing their broad narrative archetype, and Training and selecting Abilities from among nine Utility Arts and nine Combat Arts.

Training and Specialization

The special actions characters take during play are organized into Combat Arts for use during violent conflict, and Utility Arts, used the rest of the time.

Each Utility Art lists a Proactive and Reactive attribute, both of which combine with the character's Training Level in the Art to determine the modifier added to rolls using that Art. In addition, special abilities are selected within each Art over the course of a character's career. These are unlocked by Training in the Art.

Combat Arts are linked to a Primary Attribute, which is one of the three offensive attributes. The Primary Attribute, alongside the Training Level in the Art, influences rolls using abilities with that Art. Each Combat Art also lists a Main Defense, corresponding to one of the three defensive attributes. This designation is a guideline intended to capture the prototypical playstyle of a character focusing primarily on that art, though unlike with the Reactive Attributes for Utility Arts, there is not a specific mechanical effect of the correspondence between Art and Main Defense (instead, the defense attributes provide general benefits for staying on one's feet).

Utility Arts

Like Combat Arts, the Utility Arts also have a primary and secondary Specific Attribute associated with them. These are listed here.

Art Proactive Attribute Reactive Attribute Function
Struction POW END Creation, repair and destruction of static structures such as buildings and fortifications
Craft FIN END Creation, repair, and use of portable items; fine motor control
Research REA END Obtaining archival information and synthesizing new knowledge
Athletics POW REF Feats of physical prowess such jumping long distances, maintaining poise; gross motor control
Stealth FIN REF Moving without being detected, blending in to a crowd
Problem-Solving REA REF Piecing together evidence, solving puzzles
Leadership POW FOC Rallying groups to a cause or intimidating them into submission
Influence FIN FOC Persuading or deceiving individuals by argument and/or performance
Reconnaissance REA FOC Gathering information through direct observation

Combat Arts

The nine combat arts are listed here along with their primary and secondary associated Specific Attributes power profiles, and signature mechanics.

Art Primary Main Defense Damage Defense Flexibility Control Signature
Brawling POW END Moderate High Low Moderate Movement Restriction, Resisting Damage and Physical Statuses
Dueling FIN END High Moderate Low Low Counterattacks, Debuffs to Enemy Defense
Infusion REA END Moderate Moderate High Moderate Inflicting Statuses, Adaptability
Archery POW REF Mid-High Moderate High Low Range
Ninjutsu FIN REF Mid-High Moderate Moderate Moderate Mobility, Damage Build Up
Kineticism REA REF Low Low High High Terrain Effects, Triggered Movement Manipulation
Animism POW FOC Low High Moderate Moderate Buffs, Healing, Summoning
Mesmerism FIN FOC Low-Mid Moderate Moderate Mid-High Targeted Movement Manipulation, Redirection
Elementalism REA FOC High Low Moderate Moderate Terrain Effects, Area of Effect Damage

Determining the Modifier for an Art

The modifier used when making a roll associated with a Combat or Utility Art is determined by three terms: the modifier for the Art's Primary Attribute, which contributes its full value, the modifier for the Art's Secondary Attribute, which contributes half its value rounded down, and the character's Training Level in the Art, which contributes half its value rounded down.

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