Player's Guide
Worlds Awakening
Welcome to Worlds Awakening, a universe where imagination guides your adventures and forges memorable stories. This Player's Guide is the first step toward exploring fantastic worlds where every choice and every dice roll can change the fate of your character. Here is an overview of what awaits you:
You have always had the feeling that you don't truly belong to this universe. Everything around you seems strange, almost artificial. In search of answers, the world revealed itself to be even more absurd. The phenomena that others call urban legends, you call Disharmonies. Alleyways where passersby vanish, creatures that defy the laws of physics, technologies from a distant future... all of this is real, and strangely familiar. But why?
Embark on an exploration of the world, investigate these enigmatic phenomena, and track down Disharmonies alongside other Hunters. Together, unravel the mysteries of these anomalies to ultimately discover your true place in the universe.
What is a tabletop RPG? A tabletop role-playing game is a form of narrative game where you embody a character in a fictional universe. In *Worlds Awakening, chance and strategy are governed by the use of polyhedral dice (d4, d6, d8, d10, d12, d20), which influence the outcomes of actions and decisions made by the players. Each dice roll adds an element of suspense and surprise, enriching the story developed collectively.
Before diving into this guide, know that there is also a Game Master's Guide. Although both works are complementary, the Player's Guide is essential for all participants, including the Game Master (GM), who will find additional resources in their guide to enrich the experience for everyone.
The game system of Worlds Awakening is hybrid: it is generic enough to adapt to almost any adventure, while offering specific elements such as ancestries, classes, outfits, and weapons. This unique blend allows for immediate immersion in predefined universes or complete customization of experiences. We will explore in the Game Master's Guide how to create your own content while preserving the balance of the system.
Furthermore, our website also offers an interactive Codex. The Codex, a complementary resource to the Player's Guide and Game Master's Guide, centralizes essential information about the universes where your adventures take place. It includes details on ancestries, classes, outfits, weapons, equipment, items, and creatures.
The rules are designed to provide a solid framework, but they are flexible: the ultimate goal is the enjoyment and engagement of all players. Feel free to adapt the mechanics to match your group's play style, keeping in mind that the essence of role-playing is collaboration, imagination, and shared fun.
Although it has its own universe, this lore is entirely optional. GMs can rely on these pre-existing elements or build their own world using the system's rules.
Character Creation
Creating 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)
-
Test bonuses in certain situations (Ranged/Melee Atk or Magical);
Quiver +1 Ranged Atk
-
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.
Basic Rules
The basic rules form the pillar of the game, guiding the interactions and actions of your characters, both outside and in the heart of combat. It is essential to note that characters can also undertake Roleplay actions during combat, such as attempting to convince an opponent to surrender.
In Worlds Awakening, dice are the key instrument for determining the results of actions. The types of dice used include:
- The 4-sided die (d4);
- The 6-sided die (d6);
- The 8-sided die (d8);
- The 10-sided die (d10);
- The 12-sided die (d12);
- And the 20-sided die (d20).
Each type of die offers a specific range of probabilities, thus impacting the difficulty and chances of success of the various actions undertaken by players. The 20-sided die (d20) is frequently used to resolve whether an action succeeds or fails, while the other dice often determine the amounts of damage dealt or received.
Character Actions
During your adventures, your characters can perform a multitude of actions to interact with the world around them.
Simple Actions
Here is a non-exhaustive list of standard actions, classified by your characters' key stats:
| Stat | Possible Actions |
|---|---|
| Strength (STR) | Push, lift, break, force open, smash |
| Dexterity (DEX) | Dodge, climb, jump, throw, disarm, hide |
| Constitution (CON) | Endure, resist, recover, run, swim |
| Intelligence (INT) | Analyze, memorize, decipher, investigate, identify |
| Wisdom (WIS) | Perceive, spot, track, meditate, solve |
| Charisma (CHA) | Persuade, intimidate, seduce, negotiate, distract |
Complex Action
Certain situations require more complex actions that need multiple turns to be accomplished successfully. These actions can represent significant challenges for your characters and add depth to your scenarios.
Here are some examples of complex actions:
- Disarming a bomb: Succeeding at this action may require multiple turns to analyze the device, identify the wires to cut, and take precautions to minimize risks.
- Performing a magical ritual: Casting a powerful ritual may involve multiple steps, such as gathering the necessary ingredients, reciting incantations, and maintaining focus for a certain time.
- Building a complex device: Assembling a sophisticated machine or complex mechanism may require multiple actions to gather the parts, adjust them, and test them.
To manage these complex actions smoothly, the Game Master may choose to have dice rolls at each turn to evaluate the characters' progress. The success of these rolls can determine the speed at which the action is accomplished and any obstacles or delays that arise along the way.
Action Resolution
When a character attempts an action, the player rolls a 20-sided die (D20).
The die result is then combined with the appropriate stat modifier of the character to obtain the final result. This mechanic is called a test roll or simply a test.
D20 + Strength (STR) for a physical action, D20 + Intelligence (INT) for an intellectual action.
This result is compared to a success threshold determined by the GM, who has the freedom to announce it in advance or not. Unlike tests performed during combat phases, the level is never added to the obtained result. We will return to this concept in the section dedicated to combat.
Success and Failure
To determine the success or failure of an action, the final result is compared to a predefined threshold. If the result equals or exceeds the success threshold, the action is a success. If the result is below the threshold, the action fails.
Thresholds can vary depending on the action's difficulty and circumstances. Some actions may also have critical success or critical failure thresholds, leading to exceptional results.
The table below provides success thresholds to equal or exceed on a D20 roll for different action difficulties. You can adjust these thresholds based on the atmosphere and level of challenge you want for your adventures.
| Difficulty | Success Threshold |
|---|---|
| Very Easy | Between 1 and 4 |
| Easy | Between 5 and 9 |
| Moderate | Between 10 and 14 |
| Hard | Between 15 and 19 |
| Very Hard | 20 or more |
Critical Success
When a player rolls a d20 for an action and gets a natural result of 20, they achieve a critical success. This means that not only do they succeed at the action with success, but they also obtain a significant advantage or an exceptional result.
The consequences of a critical success can vary depending on the situation, but here are some examples:
- Spectacular Success: The character accomplishes the action exceptionally, impressing witnesses and gaining a +2 bonus on their next similar action.
- Unexpected Discovery: While searching for clues in a room, the character discovers a hidden element that could be crucial to the plot.
- Time Saved: The character completes a task faster than expected, leaving them time to rest or undertake another action.
Critical Failure
When a player rolls a d20 for an action and gets a natural result of 1, they suffer a critical failure. This means that not only do they fail the action, but they may also encounter additional obstacles or negative consequences.
The consequences of a critical failure can vary depending on the situation, but here are some examples:
- Catastrophic Failure: The character fails the action spectacularly, provoking mocking laughter from witnesses and suffers a -2 penalty on their next similar action.
- Surprise Complication: While trying to disarm a trap, the character may accidentally trigger it, creating an even more dangerous situation.
- Time Lost: The character wastes time by failing, delaying their efforts and allowing other plot elements to develop.
Charisma and Critical Results
The CHA (Charisma) stat has a direct impact on the chances of landing critical hits in combat or triggering critical actions outside of combat.
Critical results can cause advantageous effects in the case of a critical success, and conversely create disastrous situations in the case of a critical failure.
The role of charisma in critical hits can be explained by the fact that charismatic individuals have an innate talent for influencing the course of events. Their self-confidence can generate moments of great success (critical success) or conversely, create disastrous situations (critical failure).
Negative CHA and Critical Failure
A negative CHA modifier increases the critical failure threshold on a d20 roll. Here is the corresponding table:
| CHA Value | Critical Failure on d20 |
|---|---|
| -4 | 3 or less |
| -3 or -2 | 2 or less |
| -1 or +0 | 1 |
Positive CHA and Critical Success
With a positive CHA modifier, the critical success threshold on a d20 roll is reduced. Here is the corresponding table:
| CHA Value | Critical Success on d20 |
|---|---|
| +0 or +1 | 20 |
| +2 or +3 | 19 or more |
| +4 or +5 | 18 or more |
| +6 | 17 or more |
However, in combat, the total attack test result must imperatively be greater than or equal to the enemy's defense to benefit from the bonus damage.
If thanks to your CHA bonus you land a critical hit but the total value of your test is lower than the enemy's defense, although your action will be considered successful, you will only deal normal damage.
Combat
When characters find themselves facing challenges and adversaries, the combat rules come into play to determine the outcome of confrontations. This section details the rules and mechanics.
Turn by Turn
Combats are organized into sequential turns. Each participant, whether a player character or an enemy, acts according to an order determined by their initiative score, from highest to lowest.
Recall that initiative is calculated as follows:
Initiative = 10 + DEX
If opponents have the same initiative as a character, the character generally acts first.
After each player and each opponent have performed their actions, the cycle restarts for a new round.
Each character or opponent turn represents approximately 10 seconds of time in the game.
Actions
During combat, characters and creatures have the option to perform different specific actions during their turn, thus allowing for an orderly and dynamic progression of confrontations.
On their turn, each player character (PC) has several options:
- Perform a Movement (M), followed by an Attack (A);
- Perform an Attack (A), followed by a Movement (M);
- Perform two Movements (MM);
- Execute a Dual Action (MA).
Additionally, the player can use a Free Action (F) at any point during their turn.
Let us now explore each action type to better understand the options available during combat.
Movement (M)
Each character or creature can cover a distance of up to 10 meters (or 10 squares) per movement action. This distance can be altered by certain abilities.
A character wishing to move 8 meters (8 squares) consumes 1 movement action (M).
A character wishing to move 15 meters (15 squares) consumes 2 movement actions (MM).
The movement action can be used to move, but it can also be used for other actions that consume the movement action, such as climbing a wall or performing an acrobatic maneuver.
Certain special movements may require a stat test (STR, DEX, or CON) whose difficulty will be determined by the GM.
The movement action (M) can be consumed by certain abilities:
Teleportation | PC - M - Support: The character can instantly teleport to a visible location within a 5-meter radius.
This ability uses 1 movement action to be used.
Attack (A)
The attack (A) represents a simple offensive action by a character or an opponent controlled by the Game Master (GM).
Attacks can be melee, ranged, or magical, performed through a weapon or an ability (or both).
A weapon attack (not combined with ability usage) is systematically a simple attack action (A).
In the case of abilities, this information is specified in their Meta-Information:
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.
This ability uses 1 attack action.
Dual Action (MA)
Certain abilities can consume both the movement action (M) and the attack action (A).
In such cases, the character or creature must forgo their usual movement action and attack to use the ability. These abilities are often powerful and have a significant impact on combat.
Heretic's Judgment | C - MA - MAG(WIS) - 15m: The character deals 1d4+1 holy damage for a cost of 3 MP. If the target is a demonic or undead creature, the damage is doubled.
This ability consumes 1 dual action (MA), meaning both a movement action (M) and an attack action (A).
Free Action (F)
Free actions are simple actions that can be performed in addition to the regular movement action and attack.
The free action can be used at any point during the character's action turn: at the beginning, middle, or end of the turn.
- Convince/Speak: Use your charisma (CHA) to attempt to reason with an opponent or give strategic information to your companions.
- Drink a Potion or Elixir: A character can drink a potion or use an equivalent item as a free action.
Certain abilities consume the free action (F).
Taunt | C - F: The character can taunt 1 enemy, drawing its attention and forcing it to attack the character on the next turn.
Attack Resolution
Attacks by weapon or ability usage are resolved using an attack roll (Atk).
- If the attack is physical (Phys Atk), whether melee (Melee Atk) or ranged (Ranged Atk), the test result is compared to the opponent's Physical Defense (Phys Def).
- For magical attacks (Mag Atk), the test result is compared to the opponent's Magical Defense (Mag Def).
- Recall that Support actions are not subject to combat tests, and are therefore automatically successful.
Whether in the case of a weapon or an ability, the stat to use during the attack roll is always specified. Additionally, you must always add the character's level to this result.
Dagger DEX+1 DM 1d4
The test to perform for an attack with this weapon is therefore: D20 + DEX+1 (+ Level).
Abilities have no base bonus in the attack roll but can benefit from bonuses granted by certain equipment.
Magic Missile | C - A - MAG(INT) - 50m: The character can launch a Magic Missile, dealing 1d6+1 magical damage.
The attack roll to perform for this ability is therefore: D20 + INT (+ Level).
If the player is equipped with a Grimoire offering +1 Mag Atk, they must add this additional bonus to their attack roll.
If your attack roll succeeds, you can apply the damage stated by the weapon or ability.
The Dagger deals 1d4 damage.
The Magic Missile ability deals 1d6+1 damage.
Critical Success
When a character or creature obtains a critical result during combat, the damage dealt by their attack is automatically the maximum possible according to the damage dice of the weapon or ability used.
Example 1: Attack with an Upgraded Short Sword
If a character equipped with an upgraded short sword, dealing 2d6+1 damage, obtains a critical result on their attack roll, they deal 13 damage: 12 for the dice at their maximum, plus 1 from the fixed bonus.
Example 2: Attack with an Upgraded Dagger using the Lightning Strike ability
Consider a character who has acquired and unlocked level 3 of the Lightning Strike ability, and equipped with an upgraded dagger dealing 2d4 damage:
Lightning Strike | C - A - PHY(DEX): The character can perform a quick and precise attack, targeting the enemy's weak points to deal additional damage.
- Level 3: Additional damage increases to 2d4.
- Level 5: Additional damage increases to 2d6.
- Level 7: Additional damage increases to 2d8.
In case of a critical result, the character deals not only 8 damage (2d4 at their maximum) for the dagger, but also 8 additional damage for Lightning Strike at level 3 (2d4 at their maximum), totaling 16 damage.
Critical Failure
When you obtain a natural result of 1 during a combat action, it is a critical failure. Your action has simply failed.
But the opponent can seize the opportunity and gain a tactical advantage, such as disarming you, unbalancing you, or putting you in a vulnerable position. The GM should decide the opponent's precise advantage.
Recall that the critical failure threshold can be increased depending on the value of your Charisma (CHA).
Defending
When an attacker performs an attack against a target, the attacker rolls their attack roll as indicated by the weapon used or the ability employed.
If the target does not wish to or cannot perform a dodge or parry, the attack roll result is then compared to their Physical Defense (Phys Def) for a physical melee or ranged attack, or to their Magical Defense (Mag Def) in the case of a magical attack.
If the attack roll result is greater than or equal to their Phys Def or Mag Def depending on context, then the attack succeeds and the target takes the damage indicated by the weapon or ability.
Defensive Stance
The defensive stance is a strategy allowing players and creatures to improve their resilience against physical and magical attacks by temporarily sacrificing their offensive capability.
Sacrificing the Attack (A)
At the start of their turn, the player or creature can choose to forgo their attack action to adopt a defensive stance. In doing so, they gain an immediate +1 bonus to Physical Defense (Phys Def) and +1 to Magical Defense (Mag Def) until their next turn. This bonus also applies to the result of their dodge and parry tests made during this period.
Simple Defensive Stance = Phys Def +1, Mag Def +1, Dodge and Parry +1
Sacrificing the Attack (A) and Movement (M)
For increased protection, the player or creature can also choose to sacrifice both their attack action and their movement action. By opting for this reinforced defensive stance, they receive an increased +2 bonus to Physical Defense (Phys Def) and +2 to Magical Defense (Mag Def), thus offering a better ability to resist enemy assaults until their next turn. This bonus also applies to the result of their dodge and parry tests made during this period.
Double Defensive Stance = Phys Def +2, Mag Def +2, Dodge and Parry +2
Restrictions
It is not possible to adopt a defensive stance by sacrificing only the movement action (M). Establishing a defensive stance requires the sacrifice of the attack action as an initial condition, with the option to expand this protection through the additional sacrifice of the movement action.
As a reminder, the stance bonus is added to the result of dodge and parry tests; like any modifier, it does not change the natural d20 critical thresholds (see Critical Success and Failure). On a critical success of a dodge or parry, a character in a defensive stance retains the right to their riposte: it takes place outside their turn and is therefore not affected by the sacrifice of their attack action.
Dodge and Parry
Before suffering a targeted attack (as opposed to area attacks), a creature or character can attempt a dodge or a parry. They must announce it before the attacker makes their attack roll, then roll 1d20 adding their level and their DEX for a dodge, or their STR for a parry, while the attacker performs their attack roll normally.
For dodge:
Dodge Test = 1d20 + Level + DEX
For parry:
Parry Test = 1d20 + Level + STR
If the result obtained is greater than or equal to the attacker's attack roll, the dodge or parry succeeds and the target takes no damage. Otherwise, the dodge or parry fails and the target takes the attack's damage.
An attack whose roll is a critical success can be neither dodged nor parried: the blow is too perfect to be foiled. Since the reaction was announced before the attack roll, it automatically fails (see Failure and Bonus Damage for the resulting damage).
Suppose Elara, an agile warrior, is attacked by an orc armed with an axe. The orc rolls an attack roll and gets a total of 15. Elara decides to parry and rolls her parry test: she gets a 17 on her die (1d20) plus her level (2) and her STR (4), giving her a total of 23. Since her result is higher than the orc's attack, she succeeds her parry and avoids the damage.
Magic Attacks and Area Attacks
Parrying is impossible against magic attacks: steel cannot block the energy of a spell. Dodging a targeted magic attack is possible, however, but reading the trajectory of a spell is harder than that of a blade: the test suffers a -3 penalty.
Dodge Test against magic = 1d20 + Level + DEX - 3
Finally, neither dodge nor parry is possible against area attacks, whether physical or magical.
Suppose Lyra, an archer, is targeted by the fire bolt of a goblin mage, who gets an attack roll of 16. A parry is impossible against magic, but Lyra attempts a dodge: she gets a 15 on her die (1d20), plus her level (2) and her DEX (4), minus the 3-point penalty, for a total of 18. Her result exceeds the mage's attack: she dives under the fire bolt and takes no damage.
Failure and Bonus Damage
In the case of a failure, if you are using the Progressive Damage Bonus advanced rule or the opponent's attack roll is a critical success against your parry or your dodge, the damage bonus is always calculated based on the defense matching the attack type: Phys Def for a physical attack, Mag Def for a magic attack.
Suppose Alice attempts to parry the attack of a goblin, who lands a critical hit with a total attack roll of 23. Her parry fails, and her Phys Def is 18: she takes the attack's normal damage plus a bonus equal to the difference, that is 23 - 18 = 5 additional damage points.
Conversely, if the opposed attack roll is successful but lower than the defense (Mag Def or Phys Def depending on context), no bonus damage is granted.
Kael, a thief, attacks a knight in armor and succeeds his attack roll with a critical result, for a total of 23 including all bonuses. The knight fails his parry with a total of 17, but his Phys Def is 24: Kael's attack deals its normal damage, with no bonus, because his total does not surpass the knight's full defense.
Critical Success and Failure
The critical success and failure thresholds depend solely on the natural d20 roll: bonuses and penalties (defensive stance, dodging magic…) apply to the test result, never to these thresholds.
In case of a critical success on the dodge or parry test, the target avoids the attack and additionally gains an immediate riposte against their attacker. The riposte takes place outside the target's turn and consumes none of their actions. Its effect depends on the reaction used.
Parry riposte: if the attacker is in melee range, the target immediately deals the damage of their equipped weapon, without making an attack roll. The damage dice are rolled normally, including the weapon's fixed bonuses, but with no maximized damage and no bonus damage: the weapon already in position strikes in the same motion as the parry — the hit is certain, but its impact remains ordinary.
Dodge riposte: if the attacker is within range of the target's equipped weapon, the target immediately makes an attack roll against them with that weapon. This roll is resolved normally against the attacker's Phys Def and can itself result in a critical success, with maximized damage and bonus damage as for any attack.
Magic weapons: a weapon that performs magic attacks (Mag Atk) cannot be used to riposte. The target instead ripostes unarmed, which is only possible if the attacker is in melee range: the parry riposte automatically deals 1d4 + STR damage points, and the dodge riposte is made with a normal unarmed attack roll (see Fighting Unarmed).
If the attacker is out of the required range, the critical success avoids the attack, nothing more. In all cases, a riposte can never be dodged or parried.
Let's return to Elara facing the axe-wielding orc. On her parry test, she rolls a natural 20: critical success. Not only does she deflect the axe, but her blade strikes the orc in the same motion. Her longsword deals 1d8+1 damage: she rolls the die, gets a 6, and the orc takes 7 damage points, with no roll required.
Let's return to Lyra, this time targeted by a goblin hurling a javelin from 8 squares away. She attempts a dodge and scores a critical success: the javelin misses her, and the goblin is within range of her shortbow. She immediately makes an attack roll with her bow against the goblin's Phys Def: if the roll succeeds, she deals her weapon's damage, and a critical success on this roll would even grant her maximized damage. The goblin can neither dodge nor parry this riposte.
Finally, let's replay the same situation with Orin, a mage whose staff performs magic attacks (Mag Atk). Facing the same javelin hurled from 8 squares away, Orin scores a critical dodge. Unlike Lyra, he cannot riposte with his weapon: his riposte would have to be unarmed, and the goblin is out of reach. His critical dodge spares him the javelin, nothing more.
In case of a critical failure, the target loses their ability to dodge or parry on the following turn.
Summary
The possible reactions depending on the attack suffered:
| Attack suffered | Dodge (DEX) | Parry (STR) |
|---|---|---|
| Physical (melee or ranged) | 1d20 + Level + DEX | 1d20 + Level + STR |
| Targeted magic | 1d20 + Level + DEX - 3 | Impossible |
| Area (physical or magical) | Impossible | Impossible |
The effects of a natural critical result on the reaction test:
| Result | Effect |
|---|---|
| Critical success on a parry | Riposte: weapon damage without a roll (attacker in melee range) |
| Critical success on a dodge | Riposte: attack roll with the equipped weapon (attacker within weapon range) |
| Critical success with a magic weapon equipped | Unarmed riposte (attacker in melee range) |
| Critical failure | No dodge or parry on the following turn |
Combat Options
The rules detailed in this section guide you through the various tactical options available during combat. These options, ranging from unarmed combat to managing opportunity attacks, enrich the possible strategies and increase the dynamics of confrontations.
Understand and master these techniques to optimize your chances of success on the battlefield.
Fighting Unarmed
When a character attempts to strike unarmed, they must perform a physical attack roll (Phys Atk) using their Dexterity bonus. This test is compared to the opponent's Physical Defense (Phys Def) to determine whether they hit their target.
Here is the formula to apply for the unarmed attack roll:
Unarmed Test = D20 + DEX + Level
Damage dealt during an unarmed attack is calculated according to the following formula:
Unarmed Damage = 1d4 + STR
Fighting with Two Weapons
When a character decides to wield two weapons at the same time, they must follow certain specific rules. The use of abilities such as Ambidexterity can make this combat technique much more effective.
Advantages
- Double Attack: The PC can perform two separate attacks (A) instead of one by sacrificing their movement action (M) during their turn. Each attack is performed with a different weapon.
- Damage Diversification: The damage is distributed between the two weapons, which can be useful for bypassing certain creatures' resistance.
For example, if a creature is resistant to slashing damage but vulnerable to bludgeoning damage, the PC can equip a slashing weapon and a bludgeoning weapon to maximize effectiveness on at least one of their 2 attacks.
Disadvantages
- Difficulty of Mastery: Fighting with two weapons requires a certain mastery. The PC suffers a -2 penalty on attack rolls with each weapon due to the complexity of the action.
- Secondary Weapon: During a double attack, the weapon held in the off-hand suffers a -2 penalty to damage.
Opportunity Attack
An opportunity attack occurs when an opponent attempts to leave a melee engagement without taking the necessary precautions to disengage. This situation offers their opponent the chance to launch a quick reflex attack.
To exploit this opportunity, the attacker must have a direct line of sight to the fleeing opponent, excluding the three squares directly behind them.
They must then succeed on an attack roll. If the test succeeds, they can perform an attack with their weapon, dealing the appropriate damage.
The victim of the opportunity attack can neither parry nor dodge this unexpected blow, reflecting the vulnerability created by their hasty retreat.
Disengaging
A combatant can opt to disengage from combat, canceling the possibility for their opponents to make an opportunity attack.
This action requires the full attention and agility of the combatant, consuming 1 attack action and allowing them to withdraw safely using their movement action.
This tactical maneuver allows the combatant to reposition on the battlefield safely, ready to continue the fight or support their allies from a new strategic location.
Surprise and Ambush
Before combat begins, the Game Master (GM) determines whether one of the groups (characters or enemies) has managed to surprise the other. This can depend on factors such as stealth, vigilance, or tactics put in place.
If group A surprises group B, the characters in group B are considered "surprised" at the start of combat. This means that they cannot act during the first turn of combat, while group A can act normally.
After the first turn of combat, the surprise ends, and the characters in group B can act normally in subsequent turns.
The characters in group B can still react with defensive actions (dodge/parry) during the first turn of combat, but they cannot initiate offensive actions or spells.
Poisons
Poisons offer a range of diverse and potentially devastating effects, accessible to all characters. However, their use is restricted to slashing or piercing weapons.
Preparation and Application
Applying a poison requires not only dexterity but also thorough knowledge of toxic ingredients. To coat a weapon or projectile with poison, the player must succeed on two consecutive tests:
- Intelligence (INT) Test - Difficulty 10: This test reflects the character's ability to correctly identify the appropriate poison vial and understand the chemical composition necessary to guarantee optimal effectiveness without damaging the weapon. A failure may mean the use of a less effective or inappropriate poison.
- Dexterity (DEX) Test - Difficulty 10: This test determines the character's skill in carefully applying the poison to the weapon without injuring themselves or wasting the substance.
Once applied, the poison remains active on the weapon for the next three attacks or until an attack succeeds, dissipating the poison.
Poison Types and Effects
Poison effects on targets last only a single turn. Furthermore, poisons only deal additional damage to mini-bosses and bosses, without reproducing their usual harmful effects.
Certain abilities can modify this rule, improving either the duration or the impact of applied poisons.
| Poison Type | Cost (NX) | Effect |
|---|---|---|
| Slowing Poison | 60 | Reduces the target to a single action per turn. Boss and Mini-boss: 1d6 damage. |
| Weakening Poison | 120 | Forces the target to use a d12 instead of a d20 for its rolls. Boss and Mini-boss: 2d6 damage. |
| Paralyzing Poison | 180 | Prevents any action from the target and makes attacks against it automatically successful. Boss and Mini-boss: 3d6 damage. |
Transport
Although characters can carry as many poison vials as they wish, accumulating a large quantity can prove risky, particularly in perilous situations.
For example, following a critical failure, an adventurer attempting to sneak discreetly behind an enemy slips and falls. The impact causes the rupture of several poison vials they were carrying. The adventurer must immediately succeed on a Constitution test (difficulty 15) to avoid suffering the harmful effects of the released poisons.
The consequences of such an accident, as well as the use of poisons outside of combat, are left to the Game Master's discretion.
Rest
When your characters take the time to rest and recover, they can restore their Hit Points (HP) and their Magic Points (MP). Respite and rest are essential for maintaining the health and vitality of your heroes, and they can take place in different ways depending on the situation and the context of the game.
Short Rest
A short rest lasts approximately 2 hours and allows characters to catch their breath, tend to their minor wounds, and regain a bit of energy.
There is no limit to the number of short rests a character can take per day. However, it is important to note that the choice of rest location can lead to unforeseen events...
Additionally, the PC must choose between recovering their HP or their MP, but cannot do both.
HP Recovery
During a short rest, characters can recover a number of HP equal to their level added to a roll of their hit die.
HP Recovered = Level + Hit Die
MP Recovery
Characters can also recover a number of MP equal to their Wisdom (WIS) modifier including all bonuses, plus their level.
MP Recovered = Level + WIS
If the value of recovered MP is less than or equal to zero, then the character recovers 1 MP.
Long Rest
A long rest generally lasts a full night of sleep.
Relaxed Setting
During a long rest in a relaxed setting, characters recover their maximum HP and their maximum MP.
A relaxed setting can be an inn, a host's home, or any other stress-free location offering comfortable beds and a good meal.
Stressful Setting
In a stressful or uncomfortable setting, the night's rest corresponds to 3 successive short rests.
It is always appropriate to choose which stat (HP or MP) will be recovered during each short rest phase throughout the night.
Unconsciousness and Death
When a character's Hit Points (HP) drop to 0, they fall unconscious and can no longer act when their turn comes. Furthermore, gradually their HP deteriorate, potentially leading to death if nothing is done!
Hit Point Deterioration
Each turn the character is unconscious (and has not yet been stabilized), they must roll their hit die (or dice) (indicated by their class) to determine the deterioration of their hit points.
The roll result is subtracted from their total hit points, and this total is recorded as hit points below zero.
If the total HP below zero is strictly greater than (and not equal to) double the maximum value of the character's Hit Dice, they die.
Death = HP below 0 > 2 x Max Value of Hit Dice
For example, a priest with 2d4 hit dice finds themselves in a state of hit point deterioration.
On their turn, if no other player has stabilized them, they must roll 2d4 and add this amount to the HP below zero.
If the total HP below zero is greater than 16 (2 x 2d4), they die.
Stabilization
If a character is unconscious but has not yet reached the death threshold, the other group members can attempt to stabilize them.
Each turn, a character can perform an action to attempt to stabilize the unconscious character by succeeding on a Healing test (WIS) with a success threshold set by the Game Master (GM).
Stabilization Success
- Simple success: The character stabilizes the injured party and stops the hit point deterioration. The character then has 1 HP and can act again.
- Critical success: The character recovers half of their HP.
Stabilization Failure
- Simple failure: The character's HP continue to deteriorate when their action turn comes.
- Critical failure: The dying PC immediately loses HP equal to the level of the PC who administered the care, thus adding this amount to their HP deterioration.
Death and Recall
When a character perishes, their soul leaves the plane of existence of the current universe for an ethereal universe. However, they continue to observe their team, allowing them to see and hear each of their members but without being able to interact with them.
Preserving the Soul
A deceased's soul remains connected to their last universe for a maximum of 3 days.
This connection is naturally preserved for 24 hours, however it will be necessary to sacrifice 40 NX on the second and third day to maintain this connection. The NX spent belong primarily to the deceased player but can be supplemented by other players.
If it is no longer possible to maintain the connection due to lack of NX or after the 3 days expire, the character's soul permanently loses its connection with the current universe and is no longer playable.
Hero Recall
If the connection with the universe is maintained, the character can be reincorporated or rematerialized through a Recall Ritual, which can be performed during a long rest.
To do so, a living companion must devote themselves and sacrifice 1 XP to carry out the ritual. As for the recalled character's XP and AP, they are reduced to 0 and their HP to 1. However, the recalled character's level and acquired abilities remain preserved.
Characters then regain their strength during rest in the conventional manner (see Long Rest).
Rematerialization is only possible if the body has been entirely destroyed; otherwise the soul returns to its original body wherever it may be...
In the case of death of all characters in the group, no ritual can be performed and their death will be permanent.
Progression
Over the course of your adventures, your hero will accumulate experience and grow in power through a variety of mechanisms.
By exploring and overcoming challenges, you will collect precious resources that contribute to your character's evolution:
- Weapon and equipment upgrades: Use Nexus Shards (NX), the game's currency obtained through quests, to strengthen your equipment.
- Ability development: Invest Ability Points (AP), acquired by completing quests or leveling up, to acquire or improve your Outfit Abilities.
- Level progression: Increase your level through Experience Points (XP) earned by completing quests and triumphing in battles.
- Over-Outfits: Starting at level 8, equip Over-Outfits to access additional abilities.
Upgrading your Arsenal
It is possible to upgrade a weapon or equipment (shield, grimoire, etc.) by spending Nexus Shards (NX) with qualified artisans. These upgrades can concern various aspects, such as the attack roll, damage, or reinforcement of certain bonuses.
The calculation of the cost of these additions or modifications as well as the acquisition conditions are detailed in the Game Master's Guide.
Upgrading a Weapon
You can upgrade a weapon, whether by increasing the precision of its attacks or reinforcing its damage.
Test Bonus
You can increase the precision of your weapon's attacks by improving the test bonus, which improves your chances of hitting your target.
The maximum test bonus value for the weapon is limited to +3.
Short Sword STR +0 DM 1d6 can be upgraded to Short Sword STR +1 DM 1d6
Damage Bonus
It is also possible to increase the damage bonus of your weapon, with a maximum value of +5.
Short Sword STR+1 DM 1d6(+0) can be upgraded to Short Sword STR+1 DM 1d6 +1
Number of Damage Dice
Although it is impossible to change the damage die type (a weapon using a d4 can never use a d6), you can however increase the number of dice rolled.
However, each addition reduces the attack roll bonus and the damage bonus by 1. The maximum number of dice for a two-handed weapon (such as a bow or a two-handed sword) is 4, and 3 for all other weapons.
Short Sword STR +1 DM 1d6 +1 can be upgraded to Short Sword STR +0 DM 2d6 +0
It will then be possible to again increase the test and damage bonuses of the weapon up to their maximum value.
Upgrading Equipment
Equipment offering bonuses (defense, attack, etc.) can be upgraded to increase the value of the bonuses they grant. The value of an equipment bonus must be between -3 (penalty) and +3.
Arm Guard +1 Melee Atk can be upgraded to Arm Guard +2 Melee Atk
Adding or Upgrading a Special Effect
Weapons and equipment can be customized with unique special effects, such as adding fire damage to a sword.
Short Sword STR+0 DM 2d6+0 no special effect can be upgraded to Short Sword STR+0 DM 2d6+0 +1d4 Fire
This option is rare as it depends on the skills of generally exceptionally qualified artisans and may also require the collection of specific components.
Ability Mastery
During a long rest in a relaxed setting (for example at an inn), you have the option to acquire new abilities or unlock ability evolutions by spending Ability Points (AP).
You will also have the option to make strategic use of your AP during combat.
Acquiring a New Ability
You must spend 3 AP to acquire a new ability.
For example, you wish to acquire the following ability:
Surprise Action | P: 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.
During your long rest phase in a relaxed setting, you spend 3 AP and can check off this ability on your Outfit sheet as now acquired.
Unlocking an Ability Evolution
To unlock an evolution of an ability, your character must have the level required by the evolution and spend 3 AP.
For example, you wish to unlock the first evolution of the following ability:
Surprise Action | P: 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.To unlock this evolution, your character must have already reached level 3 (or higher) and spend 3 AP during a long rest phase in a relaxed setting.
Strategic Use of Ability Points (AP)
AP can also be consumed to influence the cooldown of certain abilities:
- 1 AP: Reduces the cooldown by 1 for an ability. Each additional AP spent will further reduce the cooldown accordingly.
- 2 AP: Allows reuse of an ability whose per-encounter usage limit has been reached.
- 3 AP: Allows reuse of an ability whose per-day usage limit has been reached.
Be careful however, as this rule does not apply to Innate Abilities (racial).
Spending AP during combat does not consume any action.
You have just used the following ability:
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: 2 Turn(s)
On the following turn, you must spend 2 AP if you wish to use this ability again without waiting for it to recharge.
Recall that magical abilities (consuming MP) can also reduce their cooldown by increasing their MP cost. Refer to the Abilities section in Character Creation for more information.
Leveling Up and XP
With each adventure, your character will gain experience (XP) whether by completing quests or triumphing over your adversaries.
Leveling Up
When you have accumulated enough XP, you can spend them to advance to the next level.
However, you must complete a long rest in a relaxed setting to be able to level up. Additionally, your character can only advance 1 level per long rest phase.
When the character reaches level 8, they have reached their maximum level.
Spending Experience Points (XP)
The cost to advance to the next level is twice the value of the current level in XP.
Next Level XP Cost = 2 x Current Level
To advance from level 3 to level 4, you need 6 XP (2 x Level 3).
HP Increase
When you level up, roll your hit die (or dice) (HD) to determine your new hit point (HP) total.
Next Level HP = Current Level HP + Best Result of HD Rolls
Constitution (CON) directly influences your character's vitality, which is reflected in the number of hit die rolls you can make when increasing HP at each level. The higher your CON, the better your chances of maximizing your HP.
| CON Modifier | Number of HD Rolls |
|---|---|
| +1 or less | 1 roll |
| +2 or +3 | 2 rolls, keep the best result |
| +4 or +5 | 3 rolls, keep the best result |
| +6 | 4 rolls, keep the best result |
Suppose a character levels up and has a constitution (CON) of +3. When they level up, they must roll their hit die, which is a d10.
The player rolls 2d10 thanks to their CON of +3.
The results of the two rolls are 4 and 8.
The best result is 8.
Thus, the HP increase for this level will be 8 points.
Ability Point (AP) Gain
Leveling up also allows you to gain 3 Ability Points (AP).
Level Up => 3 AP gained
Impact on Combat Stats
Here are the combat stats impacted by the level change.
Total MP = 2 x (MAG + Level)
Physical Defense (Phys Def) = 10 + CON + Level
Magical Defense (Mag Def) = 10 + WIS + Level
But also the Physical Attack (Phys Atk) or Magical Attack (Mag Atk) rolls to which your level is systematically added to the result.
Strategic Use of Experience Points (XP)
Experience Points (XP) can also be used to influence destiny. They are usable only in the context of test rolls whether during or outside of combat.
Before or after a dice roll, you can spend 1 XP to add 10 to the value of your roll.
Over-Outfit
Starting at level 8, you will have the option to acquire an Over-Outfit for a fixed cost of 100 NX.
In Worlds Awakening, an Over-Outfit is an additional clothing element that overlays the main Outfit. It allows you to use only the abilities specific to the Outfit from which the Over-Outfit originates, without conferring its defense bonuses, nor its resistances and/or weaknesses.
For example, if your character is a Fighter equipped with a Swordsman Outfit and you choose to wear an Elementalist Over-Outfit from the Mystic class, this Over-Outfit could manifest as a necklace and a pair of bracelets.
You can wear any Outfit as an Over-Outfit, whether it is from your class or not.
Acquiring a new ability or an evolution also requires 3 Experience Points (XP) in addition to the usual 3 AP.
Over-Outfits are not subject to the Durability advanced rule. However, if your main Outfit is broken (durability reduced to 0), you will also lose access to your Over-Outfit's abilities. To restore these functionalities when purchasing a new main Outfit, an additional cost of 100 NX will be required.
Over-Outfit and Magic Stat
If the Over-Outfit belongs to a class that uses magic and the character's class also uses magic, the Magic Stat (MAG) used to determine the character's max MP remains the one from the character's class.
If the Over-Outfit belongs to a class that uses magic but the character's main class does not use it, then the Magic Stat is determined by the class from which the Over-Outfit originates.
Magical abilities requiring a test to be triggered continue to use the stat indicated in their Meta-Information.
Purifying Light | PC - MA - MAG(WIS)
The player using this ability must use their WIS (plus their level and any other bonuses) during the attack roll even if their magic stat is INT.