Game Master's Guide
Worlds Awakening
Welcome to the Game Master's Guide for Worlds Awakening! This manual is packed with essential information to help you run your game sessions successfully. Before diving into this guide, make sure you are familiar with the Player's Guide, as these two books are designed to work hand in hand.
What is a Game Master (GM)? The Game Master is the narrator and arbiter of Worlds Awakening. They guide players through epic adventures, interpret the rules, and shape events to create an immersive and cohesive experience. The GM is essential for maintaining the balance between challenge and fun, ensuring that every session is engaging and dynamic for all participants.
You will also find an interactive Codex on our website. A true extension of the Player's Guide and Game Master's Guide, the Codex gathers crucial data such as ancestries, classes, outfits, weapons, equipment, magic items, and creatures that you may encounter or use.
The rules presented in this guide provide a structured framework intended to ensure balance and fluidity in your games. However, as a Game Master, you have the freedom to adapt these mechanics to better suit your group's style and enhance your storytelling. That said, it is advisable to test them thoroughly to make sure they do not disrupt the intended balance.
This guide also provides the tools necessary for Game Masters to create their own content, enriching the game's universe according to their vision. Whether the Codex content is not enough or you simply wish to explore your creativity, you will find here the keys to developing your own adventures, challenges, and characters.
With this guide, you will be perfectly equipped to offer your players memorable adventures.
Good luck and may your sessions be full of creativity and adventure!
Universes
Before you start creating your adventure, it is essential to determine the universe in which it will take place.
The game universe establishes the context, technology, magic, and rules that govern the world in which your characters will evolve. Your choice of universe will have a major impact on the atmosphere and possibilities of your gaming experience.
Game Approach
Regarding universe management, you have the option of adopting two distinct approaches:
- Multiverse: Allows players to explore various universes. This option represents the core vision of the game, where the lore, campaigns, and various scenarios (content coming soon...) of Worlds Awakening unfold.
- Specific Universe: You can opt for a single, specific universe for your own campaign, using only the Worlds Awakening game system.
Whichever approach you choose, communicate clearly with your players so they understand the options available to them while avoiding revealing all the details in order to preserve the mystery and intrigue of the game.
Here are some examples of specific universes with which the Worlds Awakening game system is compatible:
- Medieval Fantasy: A classic universe where you will explore worlds rich in magic, heroic quests, and fantastical creatures, inspired by medieval legends.
- Post-Apocalyptic: Survive and rebuild in a future where civilization has collapsed, and the world is shaped by catastrophes and conflicts.
- Science Fiction: Dive into a futuristic universe, where advanced technology, space travel, and alien worlds are at the heart of the story.
- Contemporary / Urban: Dive into adventures set in modern cities of the real world or similar.
Magic Across Universes
The different universes in which your adventures take place do not necessarily use magic per se. The associated mechanics will be similar across all universes, but you are free to add your own personal touch.
For example, you could use different terms to match the atmosphere of the universe in which your adventures take place:
- Medieval Fantasy: Magic (MAG) and Magic Points (MP)
- Post-Apocalyptic: Radiant Energy (RAD) and Radiant Points (RP)
- Science Fiction: Energy Flux (FLU) and Flux Points (FP)
- Contemporary / Urban: Supernatural Energy (SUR) and Energy Points (EP)
For the sake of simplicity, we will only refer to Magic (MAG) and Magic Points (MP).
Codex and Limitations
The current Codex primarily offers content oriented toward a Medieval Fantasy universe. This orientation reflects the initial preferences and resources available at the game's launch. However, it is important to note that the scope and diversity of the Codex are likely to evolve based on the game's success and reception by the community.
As Worlds Awakening gains in popularity, expansions into other genres and universes could be considered, enriching the options available for game masters and players.
Custom Ancestry
Creating a custom ancestry allows great flexibility in character creation, but it must be done while respecting certain rules.
Stat Modifiers
The sum of stat modifiers for an ancestry must be less than or equal to +3.
- If the sum of stat points is less than +3, the remaining points to reach this value are automatically converted into free stat points.
- Furthermore, the value of a stat modifier for an ancestry must be between -2 and +3.
Adaptability Points
Adaptability points reflect the flexibility and versatility of the ancestry. The creator can assign between 0 and 3 adaptability points based on the overall assessment of the ancestry.
Innate Ability
When designing an innate ability for an ancestry, it is recommended to limit its use to once per day.
This frequency is suitable for abilities that have a significant impact, whether in combat, social interaction, negotiation, or specific tasks such as crafting.
It is essential to evaluate the power of each ability to maintain game balance, taking into account the implications across all aspects of the game.
Custom Class
Creating a custom class offers great freedom in character design and must always be done while respecting certain rules.
Stat Modifiers
The sum of stat modifiers for a class must also be less than or equal to +3, with the same rule as for Ancestries that converts unused points into free stat points.
The value of a stat modifier for a class must be between -2 and +3.
Class and Outfit
When creating a class, you have two options regarding its equipment:
- Create your own outfits specific to the class, a longer and more complex process that requires particular attention to maintain good balance.
- Use existing outfits from other classes, simplifying the design while maintaining consistency.
Creatures
Regardless of the game universe, the characters are never alone. They evolve in worlds populated by wild creatures, fearsome monsters, and dangerous adversaries.
In Worlds Awakening, creatures are designed to be scalable, meaning that some of their base attributes remain constant while others evolve with the creature's level, up to a maximum of level 10. Recall that player characters, on the other hand, cannot exceed level 8.
For example, a creature initially having 8 hit points (HP) at level 1 can see its HP increase up to 24 at level 3.
This flexibility allows game masters to select or create creatures perfectly suited to their scenarios, without constraint. They can simply adjust the level and number of creatures facing the players to maintain an appropriate challenge level, based on the characters' level.
In this section, we will explore the different mechanisms involved in creature creation and detail how each stat is calculated based on their level.
The website offers an interactive creation tool that allows you to quickly design your own creatures. This tool automatically calculates the values of the various stats based on the creature's level while offering a printable version that allows you to easily track encounters.
Additionally, once your creatures are created, you have the option of proposing them to the community by sharing them in the community bestiary.
Stats
This section guides you through the base and combat stats, explaining their impact on the game and how to define them effectively to shape your own creatures.
Base Stats
Each creature, just like player characters, is defined by six base stats, each having its particular influence on the game's mechanics.
| Stat | Influence |
|---|---|
| Strength (STR) | Strong impact on Melee Attack Rolls |
| Dexterity (DEX) | Strong impact on Initiative and Ranged Attack Rolls |
| Constitution (CON) | Slight impact on Hit Points (HP) and strong impact on Physical Defense (Phys Def) |
| Intelligence (INT) | Strong impact on Magical Attack Rolls |
| Wisdom (WIS) | Strong impact on Magical Defense (Mag Def) |
| Charisma (CHA) | Strong impact on Critical Hit thresholds |
The value of a stat must be between -4 and +6.
To help you assign stat points to your creatures, use 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 |
Charisma (CHA) and Critical Results
As explained in the Player's Guide, Charisma (CHA) significantly influences critical result thresholds. This rule also applies to creatures, impacting the frequency and effectiveness of critical hits during confrontations.
Negative CHA and Critical Failure
A negative CHA modifier increases the critical failure threshold on a d20 roll.
| 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.
| 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 |
Combat Stats
To determine the creature's Initiative (Init), Physical Defense (Phys Def), and Magical Defense (Mag Def) values, use the following formulas:
Init = 10 + DEX
Phys Def = 10 + (2 x CON) + Creature Level
Mag Def = 10 + (2 x WIS) + Creature Level
The creature's attack modifiers are essential for determining its ability to land its attacks. Use the following formulas to calculate these modifiers based on stats:
Melee Atk = STR + Creature Level
Ranged Atk = DEX + Creature Level
Mag Atk = INT + Creature Level
Power Indicator
A creature's power indicator provides an indication of its strength and challenge level.
It is automatically determined by your choices in the creature's design and will help you evaluate the difficulty of a combat encounter with it.
| Power Indicator | Description |
|---|---|
| Standard | Standard creatures have hit points (HP) and follow the standard damage (DM) curve. They generally do not present major challenges. |
| Mini-Boss | Mini-boss level creatures are more powerful than average. They may have boss-level HP or damage, making them more formidable. It is important to specify if the creature is a mini-boss by indicating in parentheses whether it is HP or damage. For example, "Mini-Boss (HP)" indicates that the creature has HP comparable to a boss, while "Mini-Boss (DM)" means it deals boss-level damage. |
| Boss | Boss level creatures are formidable and powerful adversaries. They have both boss-level HP and damage, making them major challenges for a group of players. Fights against bosses are often epic and require careful preparation from the players. |
Resistances and Weaknesses | Advanced Rule
Creatures may have resistances and/or weaknesses to certain damage types (Fire, Ice, Bludgeoning, etc.) that can be exploited during combat phases.
When a creature attacks an opponent by exploiting its weakness, it gains a +3 bonus added to its attack roll.
Conversely, when a creature attacks an opponent resistant to its attack type, it suffers a -3 penalty to its 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 difference between the attack roll and the opponent's defense must take this bonus or penalty into account.
Creature Size
A creature's size describes its physical footprint. It governs its Base Hit Points range (see the next section), influences its combat behavior, and determines the size of the token to place on the game grid.
| Size | Real Dimensions |
|---|---|
| Tiny | Less than 0.5 m |
| Small | From 0.5 to 1 m |
| Medium | From 1 to 2 m |
| Large | From 2 to 5 m |
| Huge | From 5 to 10 m |
| Titanic | More than 10 m |
Combat Behavior
The creature's size can help you determine its combat behavior:
- Tiny to Medium: Tend to favor magical or ranged attacks.
- Medium to Large: Generally favor ranged or melee attacks.
- Huge to Titanic: Favor melee attacks.
Token Size on the Grid
To represent a creature on a combat grid, use the token diameter matching its size. The reference is the Medium size, which occupies a 1 inch (2.54 cm) diameter square.
| Size | Token Diameter (inches) | Token Diameter (cm) | 1-inch Squares |
|---|---|---|---|
| Tiny | 0.5″ | 1.27 cm | ½ square |
| Small | 0.75″ | ≈ 1.9 cm | ¾ square |
| Medium | 1″ | 2.54 cm | 1 square |
| Large | 1.5″ | ≈ 3.8 cm | 1½ × 1½ squares |
| Huge | 2″ | 5.08 cm | 2×2 squares |
| Titanic | 2.5″ | ≈ 6.35 cm | 2½ × 2½ squares |
Hit Points (HP)
The definition of a creature's Hit Points (HP) follows a structured process that begins with establishing the Base Hit Points (Base HP) allowing the final calculation of maximum HP at each specific level.
Base Hit Points (Base HP)
Base HP are set between 1 and 30, and to simplify their assignment, they are categorized by creature type:
- Standard Creature: Between 1 and 14 Base HP;
- Boss or Mini-Boss: Between 15 and 30 Base HP.
Each of these categories is then subdivided by creature size, with a corresponding Base HP scale, allowing better adaptation of HP to the creature's nature.
Base HP Distribution Table by Size
| Size | Standard Creature Base HP | Boss and Mini-Boss Base HP |
|---|---|---|
| Tiny | 1 to 2 | N/A |
| Small | 3 to 5 | N/A |
| Medium | 6 to 9 | 15 to 18 |
| Large | 10 to 14 | 19 to 22 |
| Huge | N/A | 23 to 26 |
| Titanic | N/A | 27 to 30 |
Max HP Calculation
To determine a creature's HP at a specific level, simply multiply the Base HP value by the desired level and then add its Constitution (CON) modifier.
Max HP = (Base HP x Level) + CON
For example, a Goblin with 4 Base HP (Standard, Small) and -2 CON.
Max HP at level 5 = (4 x 5) + (-2) = 18.
At level 5, the Goblin will therefore have 18 HP.Now let's take a Dragon with 20 Base HP (Boss or Mini-Boss, Large) and +4 CON.
Max HP at level 5 = (20 x 5) + 4 = 104.
At level 5, the Dragon will therefore have 104 HP.
Adversity Ratio (AR)
The Adversity Ratio (AR) determines the number of creatures that can face one or more player characters (PCs) of the same level during an encounter and is expressed as follows:
AR = number of PCs / number of creatures
A Dragon with an adversity ratio of 4/1 indicates that it takes 4 PCs of the same level as the Dragon to fight just 1.
Base Ratio
The Base Ratio is defined according to the creature's size and power indicator.
| Size | Standard Creatures | Boss or Mini-Boss (HP) |
|---|---|---|
| Tiny | 1 PC for 3 creatures (1/3) | N/A |
| Small | 1 PC for 2 creatures (1/2) | N/A |
| Medium | 1 PC for 1 creature (1/1) | 2 PCs for 1 creature (2/1) |
| Large | 2 PCs for 1 creature (2/1) | 3 PCs for 1 creature (3/1) |
| Huge | N/A | 4 PCs for 1 creature (4/1) |
| Titanic | N/A | 5 PCs for 1 creature (5/1) |
A Mini-Boss (DM) creature, which deals boss-level damage but keeps standard creature HP, uses the Standard Creatures column. The Adversity Ratio reflects how much punishment the creature can take from the party, not how hard it hits.
Ratio Adjustment
The Base Ratio can be adjusted based on the sum of the creature's base stats.
| Power | Sum of Stats | Ratio Modification |
|---|---|---|
| Low | Less than or equal to 2 | Add 1 creature or remove 1 PC |
| Balanced | Between 3 and 9 | Ratio unchanged |
| High | Greater than or equal to 10 | Remove 1 creature or add 1 PC |
If a group of PCs faces a Medium-sized Boss, the base ratio would be 2/1 (2 PCs for 1 creature).
However, since the sum of its base stats is 12, the ratio is adjusted to 3/1 (3 PCs for 1 creature), making the combat more balanced.
Impact on Abilities
When a creature has an Adversity Ratio (AR) of 2/1 or higher, it is recommended that this creature have special abilities to attack or control multiple adversaries simultaneously.
The higher the Adversity Ratio (AR), the more significant the area effect should be.
For example, a Dragon (AR 3/1) should have a Fire Breath ability capable of targeting 3 characters facing it.
However, make sure to balance these powers with clear usage limitations or exploitable weak points, thus preserving the encounter's balance.
Frost Aura | C - MA - 5m: The creature emits a glacial aura that halves the speed of opponents in range during their next action turn and deals 1d4 cold damage at the start of the creature's turn to those who fail a Constitution (CON) check of difficulty 12. This effect persists for 2 turns.
Limitation: 3 / Encounter
Abilities and Attacks
In this section, we will explore the offensive actions of creatures, classified into two categories:
- Abilities: These actions allow the execution of complex maneuvers, following the same rules as those applied to player character abilities.
- Simple attacks: These offensive actions consume a simple attack action (A) and can include gestures such as a sword strike or a bite.
Ability
Each creature can have up to 4 abilities maximum. Abilities can have various effects, such as increased damage, resistance to certain attacks, or even unique special skills.
The abilities defined for a creature are all usable from level 1 and can offer specific upgrades at certain level thresholds.
Since creatures do not have Magic Points (MP), you may need to limit the number of uses of magical abilities per combat.
Simple Attack (A)
When defining a simple attack, it is essential to choose the attack type, which will determine not only the attack bonus based on a specific stat but also the type of die used for damage.
The creature's level must also be added to the attack roll.
Attack Types and Associated Damage Die
At the start of creating a simple attack, it is essential to choose the attack type. This choice will influence the stat used for the attack bonus and the die type for damage.
The following table summarizes these elements to facilitate your configuration.
| Attack Type | Stat | Die used for damage | Description |
|---|---|---|---|
| Melee | Strength (STR) | D6 | Close-range physical attacks such as sword strikes or bites. Range is not specified as it is generally at direct contact. |
| Ranged | Dexterity (DEX) | D8 | Ranged physical attacks. Maximum range is often specified in the attack name. Example: Short bow (15 m). |
| Magical | Intelligence (INT) | D4 | Magical attacks, using spells or special powers. Range may also be specified if relevant. |
Determining Base Damage
After defining the attack type, refer to the following tables to determine base damage based on the creature's level, distinguishing damage for standard creatures from bosses (or mini-bosses).
In some cases, the result of the damage calculation may be less than or equal to zero. In that case, damage is considered to be 1.
Standard Creature:
| Level | Ranged (D8) | Melee (D6) | Magical (D4) |
|---|---|---|---|
| 1 | 1d8-3 | 1d6-2 | 1d4-1 |
| 2 | 1d8-1 | 1d6+0 | 1d4+1 |
| 3 | 1d8+1 | 1d6+2 | 2d4+1 |
| 4 | 1d8+3 | 2d6+1 | 2d4+3 |
| 5 | 1d8+5 | 2d6+3 | 2d4+5 |
| 6 | 2d8+3 | 2d6+5 | 3d4+4 |
| 7 | 2d8+5 | 3d6+4 | 3d4+7 |
| 8 | 2d8+8 | 3d6+7 | 3d4+10 |
| 9 | 2d8+11 | 3d6+10 | 4d4+10 |
| 10 | 3d8+10 | 3d6+13 | 4d4+13 |
Boss or Mini-Boss:
| Level | Ranged (D8) | Melee (D6) | Magical (D4) |
|---|---|---|---|
| 1 | 1d8-2 | 1d6-1 | 1d4+0 |
| 2 | 1d8+0 | 1d6+1 | 1d4+2 |
| 3 | 1d8+2 | 1d6+3 | 2d4+2 |
| 4 | 1d8+5 | 2d6+3 | 2d4+5 |
| 5 | 1d8+7 | 2d6+5 | 2d4+7 |
| 6 | 2d8+6 | 2d6+8 | 3d4+7 |
| 7 | 2d8+8 | 3d6+7 | 3d4+10 |
| 8 | 2d8+11 | 3d6+10 | 3d4+13 |
| 9 | 2d8+14 | 3d6+13 | 4d4+13 |
| 10 | 3d8+12 | 3d6+15 | 4d4+15 |
Finalizing the Attack
Now that we have determined the attack roll and base damage for our attack, we can finalize the definition of our attack.
The tool for creating your own creatures on the website will only need the information below to deduce the complete progression of the creature's attack based on its level.
- Give the attack a name (e.g.: Claw Strike);
- Define the attack type (Melee, Ranged, or Magical);
- Define the roll bonuses that will be added to the base rolls associated with this attack type (between -5 and +5);
- Define the damage bonuses that will be added to the base damage associated with this attack type (between -5 and +5);
Claw Strike (Melee) -2/+2
- Claw Strike: name of the Attack.
- (Melee): Melee Attack Roll using STR and the D6 as damage die.
- -2: to subtract from Melee Attack Rolls (STR + Level).
- +2: to add to Base Damage.
Creature Example
Name: Skarnox
STR +3 DEX +2 CON +2 INT -2 WIS +3 CHA -1
| Power: Standard | Resistances: Piercing, Ice |
|---|---|
| Base HP: 8 (Medium) | Weaknesses: Slashing, Fire |
Adversity Ratio: 1/1
Attacks:
Claw Strike (Melee) -2/+2
Makeshift Projectile (Ranged) +1/-1
Abilities:
Savage Charge | C - MA - Melee - 10m: The creature can charge the opponent and perform a melee attack that deals 1d8 damage. The opponent must not be in melee range of the creature.
- Level 3: Damage increases to 2d8
- Level 5: Damage increases to 3d8
Thick Skin | P: The creature gains a +1 bonus to its Phys Def.
- Level 5: The bonus increases to +3.
Hypnotic Gaze | C - MA - Magical - 10m: The target is hypnotized for 1 turn and can no longer act.
Cooldown: 2 Turns
Level 1
Calculated Stats
| HP | Init | Phys Def | Mag Def |
|---|---|---|---|
| 10 8(Base HP) x 1(Lvl) + 2(CON) |
12 10 + 2(DEX) |
15 10 + 2x2(CON) + 1(Lvl) |
17 10 + 2x3(WIS) + 1(Lvl) |
Base Roll and Damage
| Attack Type | Base Roll | Base Damage |
|---|---|---|
| Ranged (D8) | +3 +2(DEX) + 1(Lvl) |
1d8-3 |
| Melee (D6) | +4 +3(STR) + 1(Lvl) |
1d6-2 |
| Magical (D4) | -1 -2(INT) + 1(Lvl) |
1d4-1 |
Attacks
| Name | Roll | Damage |
|---|---|---|
| Claw Strike (Melee) -2/+2 | +2 +4(Melee Atk) -2(Bonus) |
1d6 1d6-2(Base dmg) +2(Bonus) |
| Makeshift Projectile (Ranged) +1/-1 | +4 +3(Ranged Atk) +1(Bonus) |
1d8-4 1d8-3(Base dmg) -1(Bonus) |
Level 4
Calculated Stats
| HP | Init | Phys Def | Mag Def |
|---|---|---|---|
| 34 8(Base HP) x 4(Lvl) + 2(CON) |
12 10 + 2(DEX) |
18 10 + 2x2(CON) + 4(Lvl) |
20 10 + 2x3(WIS) + 4(Lvl) |
Base Roll and Damage
| Attack Type | Base Roll | Base Damage |
|---|---|---|
| Ranged (D8) | +6 +2(DEX) + 4(Lvl) |
1d8+3 |
| Melee (D6) | +7 +3(STR) + 4(Lvl) |
2d6+1 |
| Magical (D4) | +2 -2(INT) + 4(Lvl) |
2d4+3 |
Attacks
| Name | Roll | Damage |
|---|---|---|
| Claw Strike (Melee) -2/+2 | +5 +7(Melee Atk) -2(Bonus) |
2d6+3 2d6+1(Base dmg) +2(Bonus) |
| Makeshift Projectile (Ranged) +1/-1 | +7 +6(Ranged Atk) +1(Bonus) |
1d8+2 1d8+3(Base dmg) -1(Bonus) |
Full Progression
| Level | Init | HP | Phys Def | Mag Def | Attack 1: Claw Strike | Attack 2: Makeshift Projectile |
|---|---|---|---|---|---|---|
| 1 | 12 | 10 | 15 | 17 | +2 DM 1d6+0 | +4 DM 1d8-4 |
| 2 | 12 | 18 | 16 | 18 | +3 DM 1d6+2 | +5 DM 1d8-2 |
| 3 | 12 | 26 | 17 | 19 | +4 DM 1d6+4 | +6 DM 1d8+0 |
| 4 | 12 | 34 | 18 | 20 | +5 DM 2d6+3 | +7 DM 1d8+2 |
| 5 | 12 | 42 | 19 | 21 | +6 DM 2d6+5 | +8 DM 1d8+4 |
| 6 | 12 | 50 | 20 | 22 | +7 DM 2d6+7 | +9 DM 2d8+2 |
| 7 | 12 | 58 | 21 | 23 | +8 DM 3d6+6 | +10 DM 2d8+4 |
| 8 | 12 | 66 | 22 | 24 | +9 DM 3d6+9 | +11 DM 2d8+7 |
| 9 | 12 | 74 | 23 | 25 | +10 DM 3d6+12 | +12 DM 2d8+10 |
| 10 | 12 | 82 | 24 | 26 | +11 DM 3d6+15 | +13 DM 3d8+9 |
Mastering the Game
Mastering a game of Worlds Awakening involves considering several parameters to offer an appropriate challenge to the players. It is essential to remember that a successful game is one where the players enjoy playing. This enjoyment results from the balance between frustration and reward, which, when well-adjusted, create an engaging and satisfying gaming experience.
It is important to understand that a lack of challenge can give players a sense of omnipotence, harming the atmosphere and stakes of the game. Conversely, overly difficult challenges can generate excessive frustration, causing players to lose interest in the game.
Of course, it is sometimes wise to offer exceptionally easy or difficult challenges for narrative reasons, whether to influence the course of your story or reveal an unexpected outcome for the players.
Thus, this chapter provides essential tools for balancing encounters (or combats) and awarding appropriate rewards to your players, whether after an encounter or upon completing a quest. You will also find guidelines for managing various physical degradations such as falls, fatigue, poisoning, or other lasting effects.
Balancing Encounters
In this section, we will provide you with tools to precisely adjust the challenges of encounters between characters and various creatures.
Calibration
Calibration allows you to adjust the difficulty of an encounter and is calculated using Adversity Ratios (AR). To do this, calculate the difference between the sum of the ARs of the creatures present and the number of player characters.
As a reminder, a creature's adversity ratio gives an indication of the number of creatures it is recommended to pit against one or more player characters.
Calibration = (Sum of creature ARs) - Number of PCs
Here is a table that allows you to evaluate the challenge level of an encounter based on the calibration value:
| Easy | Manageable | Demanding | Intense | Impossible |
|---|---|---|---|---|
| -2 or less | -1 | 0 | 1 | 2 or more |
ARs are generally added as fractions. Using multiple tiny creatures (AR 1/3) or small creatures (AR 1/2) will allow you to adjust and simplify this calculation.
When the calibration lands on an in-between value, always round toward the lower challenge level. A calibration of -0.5 is therefore considered manageable (-1) rather than demanding (0).
For example, let's take an encounter involving 1 Dragon (AR 3/1) accompanied by its 2 Baby Dragons (AR 1/2).
Sum AR = 3/1 (dragon) + 2 x 1/2 (babies) = 3 + 1 = 4.Assuming the encounter involves 4 PCs, here is the calibration value.
Calibration = 4 (sum of AR) - 4 (PCs) = 0.The encounter will therefore be demanding for 4 PCs.
Remove the 2 Baby Dragons or keep only one, and the encounter will become manageable without too much difficulty.
Number of Opponents
The number of opponents present in a combat greatly influences the outcome of encounters as well as their duration. It is therefore essential to find a balance so that each session is dynamic and engaging for the players.
It is recommended that the maximum number of creatures does not stray too far from the number of player characters (PCs).
Number of Creatures ≤ Number of PCs + 1
This promotes a balanced game dynamic without any player feeling overwhelmed.
Level Gap
To simplify encounter organization, it is common to calibrate the creature level to match the average (or majority) level of the player characters (PCs). This ensures consistency and an overall balance of challenge.
However, it is possible to modulate encounter difficulty by slightly adjusting the level of one or more creatures. This approach creates a dynamic where certain creatures may seem more threatening.
Creature Level = Average PC Level ± 1
For more personalized encounters, you could align each creature's level as closely as possible with that of the different PCs while taking into account the Adversity Ratio (AR). This method ensures that each player has a directly comparable opponent in terms of power, which is particularly relevant in the case of teams with disparate levels.
For example, for a team composed of characters at levels 3, 5, 5, and 7, we can propose this distribution:
- The level 3 player faces a level 3 creature with an AR of 1/1.
- The two level 5 players fight a robust level 5 creature with an AR of 2/1.
- And the level 7 player, a level 7 creature with an AR of 1/1.
Note that the printable creature sheets in the community bestiary offer a summary table of stats, allowing you to easily manage multiple identical creatures at different levels.
Gains and Rewards
Throughout your characters' adventures, you will be responsible for awarding them rewards. This section offers practical advice not only for adjusting rewards according to existing scenario guidelines, but also for creating your own scenarios and defining rewards suited to the challenges designed for your players.
You will find guidance for distributing experience points, ability points, and monetary rewards fairly and effectively.
Reward Types
Let's revisit the different types of rewards and their uses, which will help you better understand their purposes and implications.
Experience Points (XP)
Experience Points (XP) are essential for leveling up player characters (PCs). They earn XP by completing quests and winning combats.
Next Level XP Cost = 2 x Current Level
XP can also be used to significantly improve test results, by adding +10 to a test performed, before or after rolling it.
1 XP spent = +10 to the roll
Ability Points (AP)
Ability Points (AP) are earned at the end of an encounter or upon leveling up, with each level-up granting 3 AP.
These points allow PCs to acquire new abilities or upgrade them during a long rest in a relaxed setting. To unlock an ability evolution, the character must have reached the minimum level required for it.
3 AP spent = Acquisition or upgrade of an ability
AP can also be used to reduce the cooldown of abilities.
| AP Spent | Effect |
|---|---|
| 1 AP | Reduces an ability's cooldown by 1 turn for each AP spent. Can be combined with Magic Points (MP) consumption for additional reduction. |
| 2 AP | Allows immediate reuse of an ability whose per-encounter usage limit has been reached. |
| 3 AP | Allows immediate reuse of an ability whose daily usage limit has been reached. |
It is important to note that these reuse options are not applicable to Innate Abilities.
Nexus Shards (NX)
Nexus Shards (NX) are the game's currency and can be used in various contexts:
- Purchases: Use NX to acquire items, weapons, or equipment.
- Upgrades: Invest NX to upgrade your weapons and equipment.
- Adventure expenses: Cover regular expenses, such as inn fees.
- Bribery: Use NX to influence other characters and facilitate your interactions.
NX also allow maintaining the soul connection of a character who has fallen in combat, which is essential for a potential resurrection (refer to the Player's Guide for more details).
Determining Rewards
Let's now look at some guidelines and tips that will help you more easily determine the rewards to award your players.
Quests and Missions
Quests and missions represent one of the main ways for PCs to earn XP. The importance of the quest determines the amount of XP that can be earned.
| Importance | Description | Gains per PC |
|---|---|---|
| Insignificant | Minor tasks with no major challenge, often compensated by a monetary reward. | 0 XP |
| Notable | Quests with modest challenges or narrative importance. | 1 XP |
| Significant | Major quests requiring significant skills and effort. | 2 XP |
| Exceptional | Epic and rare quests with a considerable impact on the game world. | 3 XP |
Combats and Encounters
PCs earn XP and AP by facing opponents. Here is how to determine the XP/AP rewards per PC per combat.
| Encounter Type | Description | Gains per PC |
|---|---|---|
| Random | Encounters not planned by the scenario, with no narrative impact. | 0 XP and 0 AP |
| Standard | Combats with basic creatures or weak adversaries. | 1 XP and 1 AP |
| Mini-Boss | Encounters with at least one creature having HP or dealing damage comparable to a boss. | 2 XP and 2 AP |
| Boss | Epic confrontations with creatures acting as bosses. | 3 XP and 3 AP |
It is strongly advised against rewarding player characters who engage in farming, i.e., excessive repetition of combats to accumulate gains, unless this approach is specifically planned by your scenario.
Monetary Rewards
To determine the monetary reward amount for a scenario, you must consider the following parameters:
- Reward base: 100 NX
- Minimum number of sessions to complete your scenario (considering that a session lasts between 1h30 and 2h30).
Here is the formula to apply to determine the minimum recommended monetary reward amount for each PC:
Min. reward per PC = 100 x Number of sessions
Distributing Rewards
When the rewards for your scenario are set, adjust the amounts of Experience Points (XP) and Ability Points (AP) to offer various rewards depending on the methods used by the players to resolve quests or missions.
It is advisable to maintain an overall equivalence between the XP and AP distributed, regardless of the path chosen by the players.
Let's take the example of a scenario featuring a final combat against a mini-boss, rewarding each player character (PC) with 2 XP and 2 AP. If the players opt to capture the villain alive, you could adjust the rewards to 3 XP and 1 AP, thus valuing a more strategic or diplomatic approach.
Regarding monetary rewards, you have the flexibility to distribute them either at the end of the scenario or each session, or progressively as combats and quests are resolved.
It is recommended to distribute monetary rewards regularly to allow players to cover at minimum their adventure expenses.
Lasting Effects
When a PC or creature triggers a lasting effect through an ability or a poison, the duration of this effect is generally specified in its description.
A "Persistent Fire" ability may indicate a duration of 3 full turns.
Non-Cumulative Effects
When multiple abilities, elixirs, or poisons affect the same attribute of a target, only the effect of the last application is taken into account.
Therefore, if a new effect is applied to an already affected target, this effect cancels and replaces any previous effect of the same type, thus ensuring that similar effects do not stack.
For example, if two different abilities attempt to reduce the physical defense (Phys Def) of an opponent, only the penalty from the most recent ability will be considered.
Effect durations are also adjusted only based on the last application, without accumulation of previous durations.
Tracking Responsibility
The player (PC) or the Game Master (GM) who activates a lasting effect must track and apply it each turn:
- The PC must remember the positive effects they benefit from and the negative effects they have applied to their opponents.
- The GM must remember the positive effects their creatures benefit from and the negative effects they have applied to the PCs.
If the PC or GM forgets to reapply the effect on a given turn, that turn is simply lost, and the effect's duration continues to decrease normally.
Physical Degradations
This section addresses the various physical and mental effects related to fatigue, hunger, thirst, and accidents such as falls. You will find guidelines on managing progressive penalties due to sleep or food deprivation, as well as the potentially fatal consequences of falls from different heights.
Fatigue
Here is how the impact of sleep deprivation and lack of food is determined.
| Fatigue Condition | Initial Effect | Penalty increase per day |
|---|---|---|
| Sleep deprivation | -1 penalty to all test rolls after one day without sleep. | The penalty increases by -1 for each additional day without sleep. |
| Hunger and thirst | -1 penalty to all test rolls after one day without eating or drinking. | The penalty increases by -1 for each additional day without food or water. |
It is important to note that these penalties are cumulative.
A character going two days without sleeping and without eating suffers a total penalty of -4 to all test rolls (-2 for sleep deprivation and -2 for hunger and thirst).
Exhaustion and Recovery
Fatigue has serious consequences. When cumulative penalties reach a total value of -10, the character is exhausted and falls unconscious; they can no longer act but do not suffer HP Deterioration.
After 3 days of unconsciousness without care or sustenance, the character dies from fatigue or dehydration.
After a meal and a night's rest in a relaxed setting, all fatigue penalties disappear.
Fall Damage
Fall damage amounts to 1d6 for every 2-meter increment, but only applies from a height of 2 meters.
For example, if a character falls from a height of 7 meters, they suffer 3d6 damage.
Between 10 and 12 meters, the character's HP drops to zero and they are unconscious. They do not suffer HP deterioration but must still be saved by their companions. Beyond 12 meters, the character dies.
| Fall Height | Fall Damage |
|---|---|
| Less than 2 m | No damage. |
| From 2 m to less than 4 m | 1d6 damage. |
| From 4 m to less than 6 m | 2d6 damage. |
| From 6 m to less than 8 m | 3d6 damage. |
| From 8 m to less than 10 m | 4d6 damage. |
| From 10 m to less than 12 m | HP drops to zero. The character is unconscious and must be saved by their companions. |
| 12 m or more | Death. |
Commerce
Commerce is a key element in character progression in Worlds Awakening. Whether it involves acquiring new weapons, upgrading equipment, or negotiating prices, interactions with merchants directly influence character development.
In this section, we will cover the rules and mechanics related to buying, selling, and upgrading arsenal, as well as negotiation techniques for getting the best deals.
Buying and Selling Arsenal
When characters wish to acquire a new weapon, several factors influence its price.
Weapon Roll Bonus
The cost of the roll bonus depends on the value of the bonus that the weapon grants to the attack roll. This cost is calculated by multiplying the bonus value by 20.
The weapon's roll bonus value must be between -3 (penalty) and +3.
If this bonus is negative (penalty), the cost becomes a discount.
Roll Bonus Cost = Roll bonus x 20
For example, a sword granting a +3 bonus to its attack roll using strength (STR+3) will cost 60 NX (3 x 20). We still need to determine the cost of its damage and its potential special effect.
If another sword gives a -1 penalty to its attack roll, it will receive a 20 NX reduction on its final price.
Equipment Bonus
Equipment is generally used in the off-hand and does not have an attack but can grant various bonuses such as defense bonuses (Phys Def or Mag Def) or attack bonuses (Melee Atk/Ranged Atk/Mag Atk).
The value of an equipment bonus must be between -3 (penalty) and +3. If this bonus is negative (penalty), the cost becomes a discount.
Bonus Cost = Bonus Value x 20
For example, a grimoire granting +2 to Mag Atk would cost 40 NX (2 x 20).
Some equipment may have other effects, such as Magic Points (MP) regeneration at the cost of a free action (F). This particular effect is then considered a special effect and not an equipment bonus.
Weapon Damage
The damage cost is defined by adding two elements:
- The number of dice rolled multiplied by the die value;
- The damage bonus multiplied by 20.
The number of damage dice must not exceed 3 (4 for two-handed weapons). The damage bonus value must be between -5 and +5. If this bonus is negative (penalty), the damage bonus cost consequently becomes a reduction.
Here is a table listing each die and their associated value:
| Die | D4 | D6 | D8 | D10 | D12 |
|---|---|---|---|---|---|
| Value | 40 | 60 | 80 | 100 | 120 |
Damage Cost = (Number of dice x Die Value) + (Damage Bonus Value x 20)
Special Effect
Each weapon or piece of equipment can have a special effect that may vary in power and utility.
For example, equipment offering other types of bonuses such as Magic Points (MP) Regeneration in exchange for a simple attack (A) are considered special effects.
A flaming sword adding 1d4 Fire damage in addition to its normal damage is also a special effect.
A weapon or piece of equipment can only have one special effect.
The value assigned to a special effect is left to the GM's discretion, based on the relevance and power of the effect.
This value can be negative if the special effect acts as a penalty or constraint (for example, to offset high damage).
Special Effect Value = At the GM's discretion
Final Price
The total cost of a weapon or piece of equipment is obtained by summing all the parameters we just covered.
In the case of a weapon:
Total = Roll Bonus Cost + Damage Cost + Special Effect Value
Suppose you want to offer the following weapon for sale: Longsword STR+2 DM 1d8+2 (no special effect).
- Roll Bonus Cost (+2): 2 x 20 = 40 NX
- Damage Cost (1d8+2): (1 x 80) + (2 x 20) = 120 NX
- Special Effect Value: 0 NX (no special effect)
Total Cost = 40 + 120 + 0 = 160 NX
In the case of equipment:
Total = Equipment Bonus Cost + Special Effect Value
Suppose you want to offer the following equipment for sale: Arm Guard +2 Melee Atk.
- Bonus Cost (+2): 2 x 20 = 40 NX
- Special Effect Value: 0 NX (no special effect)
Total Cost = 40 + 0 = 40 NX
Resale Price
The resale price of a weapon or piece of equipment is set at 50% of its value rounded in the merchant's favor.
Arsenal Upgrades
It is possible to upgrade a weapon, whether in terms of attack roll, damage, or bonuses in the case of equipment (Shield, Grimoire, etc.).
Weapon Roll Bonus
Increasing a weapon's precision translates to a better attack roll bonus.
Each additional point added to the roll bonus costs 20 NX. The maximum value of the weapon's roll bonus is +3 and its minimum value is -3. We will see a bit later that this value decreases when you increase the number of damage dice.
Roll Upgrade = Number of additional Bonus Points x 20
For example, if you upgrade a roll bonus from +1 to +3, it will cost 40 NX (20 x 2).
Equipment Bonus
Equipment is used in the off-hand and does not allow attacking, but it grants a bonus that can be upgraded.
Adding +1 to your equipment's Defense (Def) or Attack (Atk) costs 20 NX. The maximum value of an equipment bonus is +3 and its minimum value is -3.
Bonus Upgrade = Number of additional Bonus Points x 20
It is however not possible to add new bonuses to your equipment; you can only upgrade existing bonuses.
For example, if a shield only has a +2 Phys Def bonus, it is not possible to upgrade the shield by adding +1 Mag Def.
If you wish to add another type of bonus to equipment, consider this other bonus as a Special Effect.
Weapon Damage
To make a weapon more deadly, it is possible to upgrade its damage. However, there are some rules to follow.
Increasing Damage Bonuses
You can also increase damage by adding a damage bonus.
Each additional damage point costs 20 NX. The maximum value of damage bonuses is +5 and its minimum is -5. Increasing the number of damage dice will decrease this value.
If a player wishes to add +2 to their weapon's damage, it will cost 40 NX.
Increasing the Number of Dice
You cannot change the weapon's initial damage die type.
If the weapon uses 1d6 as its damage die, you cannot upgrade it to 1d8.
However, you can increase the number of dice rolled for damage.
The maximum number of dice is:
- 3 dice for a one-handed weapon.
- 4 dice for a two-handed weapon.
Furthermore, increasing the number of dice will reduce the damage bonus as well as the attack roll bonus by 1 per die added.
Each additional die has a different cost based on its max value:
| Die | D4 | D6 | D8 | D10 | D12 |
|---|---|---|---|---|---|
| Value | 40 | 60 | 80 | 100 | 120 |
Suppose a player has a Longsword STR+2 DM 1d8+2.
They wish to upgrade this weapon by adding an additional damage die while keeping the existing roll and damage bonuses: Longsword STR +2 DM 2d8+2.Here is what it would cost:
- Adding a damage die (from 1d8 to 2d8): 80 NX
- Adding a damage die reduces the roll bonus and damage bonus by 1:
Roll Bonus +1 (+2 -1), Damage 2d8 +1 (2d8+2 -1)- Roll Bonus Cost (from +1 to +2): 20 NX
- Damage Bonus Cost (from +1 to +2): 20 NX
Total Upgrade Cost = 80 + 20 + 20 = 120 NX
Special Effect
Weapons and equipment can be upgraded with special effects. You have the option of adding a new effect to a weapon or piece of equipment that does not have one or modifying an existing effect.
It is important to emphasize that adding or modifying special effects should remain exceptional, often requiring the collection of rare components. The Game Master (GM) is free to determine these components as well as the cost associated with these operations.
In the case of a negative special effect on a weapon or piece of equipment, the player will need to pay to remove this effect before being able to replace it with another. The cost of this removal is also determined by the GM.
Negotiating Prices
Negotiation is a delicate art, but it can prove essential for player characters (PCs) wishing to obtain discounts on their purchases or increase the value of their sales.
The Art of Negotiation
Each time a character wishes to negotiate a price, a Charisma (CHA) test is performed. This test determines whether the PC manages to reduce the price of an item when buying or increase its value when selling.
The Game Master (GM) sets the test difficulty based on several factors, such as the relationship between the character and the merchant, the rarity of the item, and the group's reputation in the region.
This test is unique for each item or service and can only be attempted once per item. The resale price of an item is set at 50% (half) of its value.
Price Reductions and Increases
If the Charisma test is successful, the PC benefits from a price reduction or an increase, depending on whether it is a purchase or a sale.
To simplify the calculation, a 25% reduction (one quarter) of the base price is granted on a successful purchase, and a 25% increase is applied for sales. Results are systematically rounded in the merchant's favor.
In the case of a critical success, the reduction or increase is doubled. Thus, a PC who succeeds on a critical purchase test will see the item's price reduced by half, and on resale, they can obtain up to 100% of its initial purchase value.
Purchase:
Reduced price = Purchase price - (Purchase price x 25%) i.e. Purchase price x 0.75
Critical reduced price = Purchase price ÷ 2
Resale:
Resale price = Purchase price x 50% of its value
Increased price = Resale price + (Resale price x 25%) i.e. Resale price x 1.25
Critical increased price = Purchase price without loss
Consequences of Failure
If the negotiation test fails, no reduction or increase in price can be applied. The character must accept the merchant's standard price, and the transaction will conclude without any further negotiation possible for that item.
Conversely, a critical failure ends not only the current negotiation, but also any future negotiation attempt with that merchant for the rest of the day.
Application Example
Imagine a PC wants to buy a weapon worth 200 NX. The GM sets the Charisma test difficulty at 14, taking into account the group's reputation and the PC's relationship with the merchant.
- Scenario 1: The PC passes the test with a score of 16. They therefore get a 25% discount on the purchase. The weapon's price is thus reduced from 200 NX to 150 NX (rounded in the merchant's favor).
- Scenario 2: The PC rolls a natural 20 on the test. They succeed with a critical negotiation, and the price is reduced by 50%. The player can therefore buy the weapon for 100 NX.
- Scenario 3: The PC fails the test with a score of 11, below the difficulty set by the GM. The negotiation fails, and the weapon must be purchased at 200 NX without any discount.
- Scenario 4: The PC rolls a natural 1, which constitutes a critical failure. Not only does the price stay at 200 NX, but the merchant refuses any further negotiation attempt for the day.