Character Creation
Full versionCreating your character is the first step of your adventure in Worlds Awakening. This process allows you to define not only the skills and abilities of your hero, but also their identity and personal story.
At the heart of this process, you will select an ancestry, a class, and an outfit for your character. These choices will influence their base stats, combat abilities, and starting equipment, thus defining their style and gameplay strategy.
To facilitate your entry into the game, our website offers an interactive character creation tool. This tool guides you through these choices and allows you to quickly start your adventure.
Think carefully about each choice, as the way you combine these elements will determine the effectiveness and destiny of your character in the vast universe of Worlds Awakening.
Base Stats
At the core of each character are six key stats that influence different aspects of the game. These stats are crucial for determining the success or failure of actions your character attempts to undertake, known as tests.
| Stat | Influence |
|---|---|
| Strength (STR) | Impacts tests with weapons using STR and parry tests. |
| Dexterity (DEX) | Impacts initiative, tests with weapons using DEX, and dodge tests. |
| Constitution (CON) | Impacts Physical Defense (Phys Def) and minimum Hit Points (HP) gained per level. |
| Intelligence (INT) | Impacts tests with weapons using INT and maximum Magic Points (MP). |
| Wisdom (WIS) | Impacts Magical Defense (Mag Def) and tests with weapons using WIS. |
| Charisma (CHA) | Impacts critical hit thresholds. |
Each stat reflects an essential facet of your character and influences their skills and abilities.
Stats are expressed as modifiers, which range from -4 to +6 and determine your chances of succeeding at various actions. The value of each stat results from the choice of your ancestry as well as your class.
A portion of stat points can be freely assigned through free points and adaptability points granted by the ancestry and class chosen. To guide you in assigning stat points to your characters, refer to the table below.
| Stat Value | Interpretation |
|---|---|
| -4 | Very low |
| -3 to -2 | Low |
| -1 to +1 | Average |
| +2 to +3 | Good |
| +4 | Very good |
| +5 | Exceptional |
| +6 | Superhuman |
Ancestry and Class
Selecting an ancestry (or cultural cradle) and a class establishes the foundations of your character, by adding specific modifiers to the stats.
Some ancestries or classes may grant free stat points as well as adaptability points, usable once the class and ancestry choices are finalized and the initial modifier calculations have been completed:
- Free points allow you to freely assign these points to any stat.
- Adaptability points allow you to swap stat points. For example, with 2 adaptability points you could remove 1 point from CHA and 1 point from INT to add 2 points to STR. The use of these adaptability points is optional, however any remaining points are lost once character creation is complete.
Be aware however, the base modifiers for stats must be between -4 and +6 and default to +0 (when not specified by the ancestry and class).
For example, the Elf ancestry grants the following modifiers:
STR -1 DEX +2 CON -1 INT +2 (Free points: +1, Adaptability points: 1)The Mystic class in turn grants the following modifiers:
STR -1 CON -2 INT +2 WIS +2 CHA +1 (Free points: +1)By summing these modifiers, the Elf Mystic character will have the following stats:
STR -2, DEX +2, CON -3, INT +4, WIS +2, CHA +1You will have 2 free points and 1 adaptability point remaining to assign to obtain your final base stats.
Additionally, when you choose an ancestry, you are assigned a special innate ability that reflects the particularities of your ancestry. This ability can offer unique advantages in certain situations.
The class indicates which stat is associated with magic (by default, INT) and unlocks access to specific outfits linked to that class, which we will cover in an upcoming section.
Innate Ability
An Innate Ability is an exceptional natural talent, specific to a character's ancestry. It is an instinctive aptitude, capable of turning around a difficult situation.
Innate Abilities can be used at any time, as long as circumstances do not prevent it (for example if the character is immobilized, neutralized, or deprived of their means).
They require no particular action to be used: you do not need to wait for a specific turn or sacrifice a movement or attack. They simply activate when the player chooses to trigger them, as soon as the narrative or events lend themselves to it, for example when their turn comes.
In exchange for their power, an Innate Ability can generally only be used once per day.
Combat Stats
Combat stats play a crucial role in a character's ability to launch attacks, defend themselves, and determine the order of actions during confrontations.
Hit Dice and Hit Points (HP)
Each class assigns 1 or more Hit Dice (d4, d6, d8, d10, or d12) to your character. For example, 2d4 for the Believer class.
Hit Dice are key to calculating your Hit Points (HP). At level 1, you receive the sum of the maximum of the hit dice.
A Believer with 2d4 hit dice will have max HP at level 1 of 8 HP.
A Mystic with 1d6 will have 6 HP at level 1.
At each level up of your character, a roll of your hit dice will be required to calculate your new max HP; we will return to this concept in the section dedicated to leveling up.
Magic Stat (MAG)
The Magic Stat (MAG) is an essential stat for spellcasters and users of magical abilities. It is none other than the total value of the stat (STR, DEX, CON, INT, WIS, CHA) specifically designated as the magic stat for the character's class.
By default, Intelligence (INT) is designated as the Magic Stat (MAG) but this stat can vary depending on the character's class.
Magic Points (MP)
Magic points fuel your magical skills and special abilities.
Magic points are calculated by adding the value of the Magic Stat (MAG) to the character's level then doubling the result obtained.
Here is the formula to apply to determine the number of MP:
Max MP = 2 x (MAG + Level)
Let's calculate at level 1 the max MP of a Mystic character with INT at +4.
Max MP = (4+1) x 2 = 10.
If the total MP is less than zero, then the PC has 0 MP.
Initiative (Init)
Initiative is of paramount importance as it influences the order in which characters act during combat.
Its starting value is equal to 10, to which is added the character's total Dexterity (DEX) modifier.
Initiative = 10 + DEX
Defenses (Def)
Defense scores represent a character's ability to absorb or resist enemy attacks.
They are compared against the opponent's attack rolls (opposed rolls) to determine whether enemy attacks have an effect.
Each character has two types of defenses; the Outfit you choose will grant bonuses or penalties that are added to these defense scores.
-
Physical Defense (Phys Def) used to resist physical melee and ranged attacks:
Phys Def = 10 + CON + Level + Outfit Bonus/Penalty -
Magical Defense (Mag Def) used to resist magical attacks:
Mag Def = 10 + WIS + Level + Outfit Bonus/Penalty
Attacks (Atk)
During combat, an attack performed by a PC is carried out in 2 steps: an attack roll followed by a damage calculation.
Attack Roll
The attack roll is used to determine whether the attack fails or succeeds when the PC performs an unarmed attack, an attack with a weapon, or an offensive ability.
This attack roll is determined by a roll of a 20-sided die (d20) to which a stat modifier and the PC's level are added.
The stat modifier and the type of attack to consider are indicated by the weapon or ability being used.
The score obtained is then compared to the opponent's Physical Defense (Phys Def) or Magical Defense (Mag Def) depending on the type of attack performed: physical (Phys Atk) or magical (Mag Atk).
Physical attacks (Phys Atk) encompass melee attacks (Melee Atk) and ranged attacks (Ranged Atk).
Additional bonuses can be added to the result of the attack roll, specified by the weapon used or by certain abilities (or both).
Atk Roll = D20 + Level + (Weapon Stat + Weapon Bonus)
Sword STR+1 DM 1d6+1
When making the attack roll with this weapon you must add your Strength (STR) plus the value 1.
Atk Roll = D20 + PC Level + (STR+1)
Damage
If the attack roll succeeds, the PC can then calculate the damage dealt to their opponent. This damage is determined by the weapon or ability used (or both).
Sword STR+1 DM 1d6+1
To calculate the damage you must roll 1d6 and add 1 to the result obtained.
Progressive Damage Bonus | Advanced Rule
You can grant an additional damage bonus by calculating the difference between the Attack Roll result and the opponent's Defense. For every 5-point increment of difference, add a +2 damage bonus.
If your Attack Roll results in a total of 22 (bonuses included) and the opponent's defense is 9, the difference is 13 points. This grants you a +4 damage bonus (2 increments of 5 points, so +2 x 2).
Outfit
The Outfit system is at the heart of character creation, influencing your abilities and providing additional defense bonuses.
When you select an Outfit, it becomes exclusive to your character, meaning that you will not be able to change it later.
Starting Weapons
Starting weapons and off-hand equipment are determined by your Outfit.
Afterwards, you will have the opportunity to acquire new weapons to replace them and/or upgrade them to make them more powerful. The weapon purchase and upgrade mechanics are detailed in the Game Master's Guide.
Outfit Abilities
Outfit Abilities enrich the actions your character can undertake. Some abilities are specific to the combat phase, others are intended for roleplay, and some are versatile, usable in both contexts.
The Ability system being common to Creatures and Outfits, we will return to their structure in detail in a later section.
Each Outfit offers 8 Abilities that you can unlock. To unlock an Ability and its evolutions, you must use Ability Points (AP) accumulated during your adventures during a long rest phase.
Acquiring an Ability or an Ability evolution costs 3 AP. It is important to note that evolutions require a minimum level to be unlocked.
Here is an example to illustrate unlocking ability evolutions.
Surprise Action
If the character is stealthy or behind the opponent, they can perform a surprise action. The character gains a +2 bonus to their action test.
- Level 3: The bonus increases to +3.
- Level 5: The bonus increases to +4.
- Level 7: The bonus increases to +5.
Your character has acquired the "Surprise Action" ability. At level 1, this bonus is +2. Upon reaching level 3, they spend 3 AP to unlock the first evolution, increasing their bonus to +3. This evolution is only accessible because your character has reached the required level.
When creating your character (level 1), you freely choose 2 Abilities among the 8 offered by your Outfit: they are granted for free, without spending any AP. Evolutions of these abilities remain subject to the level and cost rules described above.
Defense Bonuses/Penalties
Outfits offer defense bonuses or penalties that directly impact the character's defense stats.
Physical Defense (Phys Def) or Magical Defense (Mag Def) bonuses/penalties range from -4 to +4.
For example, an Outfit could add +1 to Physical Defense (Phys Def) and +3 to Magical Defense (Mag Def), improving resistance to physical and magical attacks.
Durability | Advanced Rule
Each Outfit has an initial durability that ranges from 5 to 10 points. The outfit's condition deteriorates when it has been exposed to damage during combat.
The impact on durability is determined at the end of combat and depends on the level of damage sustained by the character.
- No damage sustained: The outfit's durability remains unchanged.
- Damage sustained without reaching 0 HP: The outfit loses 1 durability point.
- Damage sustained with 0 HP: The outfit loses 2 durability points.
When an outfit's durability reaches 0, it is broken. The character can no longer use the abilities associated with that outfit and no longer benefits from its defense bonuses.
The character must then repurchase the same outfit but can repair it before it comes to that.
Repair
An outfit can be repaired for a cost based on lost durability points. Here is the formula to apply to calculate the cost of a repair:
Repair Cost = 10 x Lost Durability Points
Purchase
If your Outfit's durability points reach 0, you will need to purchase a new one. Here is the formula to apply to calculate the price of an outfit:
Outfit Price = 10 x (Max Durability + Phys Def + Mag Def)
Only the defense bonuses/penalties provided by the Outfit are to be taken into account. Note that it will be financially more advantageous to repair your Outfit before its complete deterioration.
Resistances and Weaknesses | Advanced Rule
Outfits as well as Creatures can have resistances and/or weaknesses to certain damage types (Fire, Ice, Bludgeoning, etc.) exploitable during combat phases.
When a character attacks an opponent by exploiting their weakness, they gain an additional +3 bonus to their attack roll.
Conversely, when a character attacks an opponent resistant to their attack type, they suffer a -3 penalty to their attack roll.
In the case of a critical success or the use of the Progressive Damage Bonus advanced rule, the damage bonus granted by the gap between the attack roll and the opponent's defense must take this bonus or penalty into account.
The handling of critical successes and critical failures will be explained in detail in an upcoming section.
Damage Types
Damage types are essential for applying the Resistances and Weaknesses advanced rule.
Weapons and certain abilities deal specific damage types, which must be compared to the resistances or weaknesses of target creatures. This comparison determines whether bonuses or penalties are applied to your attack rolls.
For example, a creature vulnerable to ice damage grants a +3 bonus to players during their attack rolls against it with that damage type.
Conversely, if the creature is resistant to fire damage, players suffer a -3 penalty during their attack rolls using that damage type.
This interaction is also applicable to creatures when they perform offensive actions.
It is important to note that damage types are generally explicitly specified for weapons (refer to the Codex) while they are often implicit for abilities.
Incendiary Nova
The character unleashes an explosion of flames in a 5-meter radius around them.When the character uses the Incendiary Nova ability, the damage type dealt, although not explicitly mentioned, is Fire type.
Physical Damage
| Type | Description |
|---|---|
| Bludgeoning | Bludgeoning damage is associated with physical attacks that crush, strike, or slam. Weapons such as maces or hammers generally deal this type of damage. |
| Slashing | Slashing damage is caused by sharpened weapons such as swords or knives. |
| Piercing | Piercing damage is associated with weapons that pierce or impale, such as arrows, spears, or darts. |
Magical Damage
| Type | Description |
|---|---|
| Elemental | Elemental damage is caused by spells, magical attacks, or magical weapons. It is associated with a specific element from the following list: Fire, Ice, Lightning, Earth, Wind, Holy, Dark. |
| Non-Elemental | Non-elemental damage is caused by magical attacks that are not linked to any element. This particular attack type is subject to neither Resistances nor Weaknesses of opponents. |
Weapons and Equipment
Over the course of your adventure, you will encounter various enemies. To face them, you will have a wide range of weapons and equipment at your disposal.
- Weapons will help you effectively defeat your adversaries.
- Equipment, on the other hand, will offer various advantages, such as increased defense, better precision in combat, or the ability to recover Magic Points (MP).
Starting weapon and equipment are determined by the Outfit you choose.
Usage Constraint
Weapons and equipment are subject to specific usage constraints:
- Main Hand: The weapon or equipment must be held in the character's main hand. This type of constraint is typical for swords, or other weapons or equipment that require precise control and are used as primary tools in combat.
- Off-Hand: The weapon or equipment is intended to be used in the non-dominant hand. These items can include shields, daggers, or accessories that provide additional support or defense but are not the primary offensive tools.
- Versatile: The weapon or equipment can be used interchangeably in the main hand or off-hand. This category offers flexibility for equipment that can be used with either hand, such as certain light swords or magical items.
- Two-Handed: The weapon or equipment requires the use of both hands to be wielded effectively. This often includes items such as bows, halberds, or certain longswords that require two-handed handling for optimal use.
For example, a Short Sword must be held in the Main Hand and a Shield in the Off-Hand.
Exceptionally and for simplicity reasons, certain two-handed weapons may sometimes be paired with an off-hand equipment item.
Although not technically held in hand, a quiver is classified as off-hand equipment when used with a bow.
Weapon Types and Test Stat
Weapons are divided into 3 categories, each associated with a specific attack type:
- Melee: Melee weapons are designed for close-quarters combat. They include swords, axes, hammers, etc.
- Ranged: Ranged weapons are used to attack targets from a distance. They include bows, crossbows, rifles, etc.
- Magical: Magical weapons allow users to perform magical attacks. They include magical staves, scepters, wands, etc.
When your character attempts an attack, whether melee, ranged, or magical, an attack roll is necessary to determine whether the attack hits its target. Each weapon uses a specific stat for this test, which defines the bonus to add to the attack.
Short Sword STR+1 DM 1d6+1
Here, STR+1 indicates that when attacking with this weapon, you roll a 20-sided die (D20) and add your character's Strength (STR) bonus plus an additional bonus of +1.
Remember that your level must also be included in the calculation of the total attack score: STR+1 + Level.
The weapon type also determines the attack type during the attack roll, which then defines the defense type against which the result of this test is compared.
-
Melee or Ranged Weapon: When using this type of weapon, you perform a Physical Attack (Phys Atk). You must succeed on a physical attack roll then compare it to the opponent's Physical Defense (Phys Def).
Phys Atk Roll => Compare to Phys Def -
Magical Weapon: When using this type of weapon, you perform a Magical Attack (Mag Atk). A magical attack roll is required which you then compare to the opponent's Magical Defense (Mag Def).
Mag Atk Roll => Compare to Mag Def
Test Bonus, Damage Calculation, and Special Effects
As we have seen, each weapon benefits from a specific bonus for attack rolls associated with a Test Stat, reflecting the quality and precision of the weapon you are using.
Short Sword STR+1 DM 1d6+1
When your attack roll succeeds, the damage dealt by your weapon is determined by a specific damage roll associated with the weapon, indicated by the abbreviation DM (for "Damage").
Short Sword STR+1 DM 1d6+1
Here 1d6+1 means you must roll 1 six-sided die (1d6) and add +1 to the result to get the total damage.
In addition to attack roll bonuses and damage calculations, some weapons and equipment have Special Effects. These effects can include:
-
Elemental damage (Fire, Ice, etc.) additional;
Flaming Sword STR+1 DM 1d6+1 (+1d4 Fire)
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Test bonuses in certain situations (Ranged/Melee Atk or Magical);
Quiver +1 Ranged Atk
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Defense bonuses (Phys Def or Mag Def);
Shield +1 Phys Def
-
MP regeneration as a free action (F).
Sacred Censer (F) +1 MP Regeneration
The mechanisms for improving the test bonus, damage, or impact of special effects of weapons and equipment are detailed in the Game Master's Guide.
Weapon Sets
You have the ability to equip and master 2 weapon sets. Each weapon set can be configured in one of the following ways:
- Hybrid Equipment: A set can consist of a one-handed weapon in the main hand (sword, dagger, axe, etc.) accompanied by either a second one-handed weapon or defensive equipment (such as a shield or grimoire) in the off-hand.
- Two-Handed Weapon: The other option allows equipping an imposing weapon requiring two hands to wield (such as a greatsword or a halberd).
In the heat of combat, characters have the option to switch weapon sets, consuming a movement action (M). We will return to the different action types in an upcoming section dedicated to Combat.
Abilities
The Ability system is common to characters and creatures, granting access to powerful actions in the game usable either during combat phases or during Roleplay (out-of-combat) phases.
It may happen that certain abilities designed for combat are also relevant in roleplay, even if this is not always explicitly stated. As a player, you are encouraged to explore these possibilities and to justify their use to the Game Master, who will decide on their validity.
For example, a character with the "Incendiary Nova" ability could use their mastery of fire to illuminate a path for their companions.
The abilities available depend on the character's Outfit, each offering up to 8 unlockable abilities for 3 AP (Ability Points) each. Each ability can be improved through multiple evolutions, also requiring an investment of 3 AP for each advancement.
We will return to this point in the section dedicated to character progression.
Meta-Information
Meta-information, or simply Meta, provides details on ability usage. It is indicated near the ability name to facilitate understanding and application.
Here are the different possible Meta-information items, illustrated by progressively detailed examples.
Ability Type
Abilities are grouped into three distinct categories:
- Passive Ability (P): An ability whose effect is permanently active.
- Combat Ability (C): An ability intended to be used during combat phases.
- Mixed Ability (PC): An ability usable in combat that also grants a passive bonus or utility during Roleplay phases.
Do not confuse them: in the Meta-Information, PC stands for the ability type (Passive + Combat) and never for a player character.
Precise Shot | C: The character performs a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They gain a +2 bonus to the ranged attack roll and deal 1d4 additional damage.
This ability is usable only during combat phases.
Action Type
Type of action required to use this ability:
- M - Movement Action
- A - Attack Action
- MA - Dual Action (Movement + Attack)
- F - Free Action
Precise Shot | C - MA: The character performs a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They gain a +2 bonus to the ranged attack roll and deal 1d4 additional damage.
This ability consumes a Dual Action (MA) when used.
Attack Type and Test Stat
Attack type associated with this ability. From this attack type, the defense type against which to compare the test result against an opponent can be deduced:
- PHY: Physical Attack (Phys Atk) vs Physical Defense (Phys Def)
- MAG: Magical Attack (Mag Atk) vs Magical Defense (Mag Def)
- SUPPORT: Automatically succeeds, no test (e.g.: Heal, Buff, etc.)
Offensive abilities generally have a specific test stat, determining the stat bonus to use during the attack roll of this ability (STR, DEX, CON, INT, WIS, CHA). Remember that you must also add the character's level to your attack roll.
Precise Shot | C - MA - PHY(DEX): The character performs a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They gain a +2 bonus to the ranged attack roll and deal 1d4 additional damage.
This ability requires a physical attack roll using DEX as the test bonus (as well as the character's level).
If this information is not specified, then no test is required to use this ability. This is generally the case for passive (P) abilities.
Range
Indicates the ability's range in meters, when relevant. Note that 1 meter generally corresponds to 1 square on the game board.
Precise Shot | C - MA - PHY(DEX) - 15m: The character performs a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They gain a +2 bonus to the ranged attack roll and deal 1d4 additional damage.
This ability has a maximum range of 15 meters.
Ability Description
The ability description provides all the information necessary for the player to use it effectively and apply its effects. It may also include details on various aspects:
- Effect duration: For abilities generating a lasting effect, the duration is indicated in number of full turns around the table.
- Magic Points (MP) cost: For magical abilities, the MP cost is generally specified and ranges from 1 to 5.
These parameters are likely to change with the different ability evolutions.
Arcane Shield | C - MA - Support: The character can create an Arcane Shield for a cost of 1 MP, reducing all damage taken by 1d12 for 3 turns. Only the character casting the ability can benefit from the Arcane Shield.
Note that creatures are not affected by MP costs. To compensate, it is necessary to limit the number of uses of abilities per combat or to indicate cooldowns.
Cooldown
Abilities may require a cooldown before they can be used again.
The cooldown is a waiting period that must elapse after using the ability before it can be activated again. The cooldown is expressed in game turns with the countdown beginning on the character's next turn.
Lightning Strike | C - A - PHY(DEX): The character can perform a quick and precise attack, targeting the enemy's weak points to deal 1d4 additional damage.
Cooldown: 3 Turns
The character must wait 3 Turns before being able to use this ability again.
Shortening the Cooldown
It is possible to shorten the cooldown of an ability by using Ability Points (AP). Each AP spent reduces the cooldown by 1 turn.
Only abilities that consume Magic Points (MP) can shorten their cooldown using MP.
In this case, the MP cost of the ability is increased by 1 MP per missing turn to recharge the ability (combinable with the use of AP).
Limitation
Certain abilities have limitations on their usage. These limitations determine at what frequency an ability can be used. An ability's usage limitation is generally incompatible with cooldowns. For example:
- 1 / Day: The ability can be used only once during a game day, generally reset after a long rest period.
- 1 / Encounter: The ability can be used only once during a combat.
Pain Resistance | C - F: The character can reduce damage taken from all attacks by 1d4 for 2 turns. After this ability's duration, the character takes 1d6 damage.
Limitation: 1 / Encounter
This ability is usable only once per combat.
Ability Evolutions
Abilities offer improvements at specific level thresholds such as test bonuses, additional effects, or damage.
Characters can unlock evolutions by spending Ability Points (AP), if they have reached the required level. Each evolution costs 3 AP and can be acquired during a long rest phase.
Pain Resistance | C - F: The character can reduce damage taken from all attacks by 1d4 for 2 turns. After this ability's duration, the character takes 1d6 damage.
Limitation: 1 / Encounter
- Level 3: Reduces damage taken by 1d6 and takes 1d8 damage after pain resistance ends.
- Level 5: Reduces damage taken by 1d8 and takes 1d10 damage after pain resistance ends.
- Level 7: Reduces damage taken by 1d10 and takes 1d12 damage after pain resistance ends.
A character at level 5 can unlock the evolutions for levels 3 and 5 for 6 AP (3 + 3), but cannot unlock level 7.
It should be noted that in the case of creature abilities, these evolutions are entirely optional.