Awoken is a fantasy RPG system for 4-7 Players that homages its classic predecessors while bringing new life to the genre with modern mechanics.
Awoken focuses on deep storytelling through the fluidity of its story arcs. This is achieved through Class specific adventures and solo quests when a character levels up. Awoken's "Open Play System" also allows for deep character personalization as Players choose weapons and increase through that weapon/magic's specific Skill Tree.
Players also collect Item Cards along their journey, filling up their physical Inventory Boards and purchasing backpacks that can be jigsaw connected to gain more space.
Awoken plays like a classic RPG with dice rolling, character attributes, and unique class abilities. One player becomes the Game Master, the all knowing and all powerful overseer of the game. This player will play as all the Non-Playable Characters (NPCs) that the other players encounter, including enemies. The other players will be given a list of 10 Classes to choose from, at which point they will create their first character. Skip to [Character Creation] for more details.
Influenced by classic RPGs, Awoken takes a modern approach to the genre with an overhaul to mechanics, more streamlined gameplay, and a stronger focus on character customisation.
One of the major attractions for players to RPBG is the freedom of choice when making a move or action. The only thing a player is stopped by is their creativity...or the physics of the world (at the game Master's discretion). When making an action, players must be aware of their 5 Attribute Scores:
Strength (Ability to lift and resist physical power)
Dexterity (Ability to move, jump, throw)
Intelligence (Ability to think, reason, and understand)
Charisma (Ability to converse and charm)
Will (Ability and potential with magic, also personal Will Power)
Player's Attribute Scores range up to 20; the higher the Attribute Score, the Stronger or more Intelligent a character is. A scaling system is used to determine the modifiers offered to each Attribute Score.
2 - 3: -4
4 - 5: -3
6 - 7: -2
8 - 9: -1
11 - 12: +1
13 - 14: +2
15 - 16: +3
17 - 18: +4
The basic idea of Awoken's D20 rolling system is to get equal to or above a specified number; be it enemy armour levels, skill checks, or reflex saves. The modifiers listed above will be used - occasionally along side other modifiers - to determine if a player's D20 role is high enough. Game Masters will set "Checks" to determine the difficulty of an action.
Awoken has a host of new and unique mechanics not seen in classic RPBGs. These mechanics make gameplay more fluid and allows players more freedom with character personalisation.
Replaces classic Alignment with a fluid "karma" score that rewards and punishes players for their gameplay. These rewards in no way push players towards a certain style on play.
Replacing Weight Management in a fun and artistic way, Awoken has introduced a physical card and inventory system to help players keep track of their equipment.
Three card sizes are used to illustrate item size and are to be placed in players’ inventories.
Tarot Card - Large (Great-Sword, Bows…)
Poker Card - Medium (Swords, Chest Pieces…)
Mini Card- Small (Boots, Helmets…)
These cards contain a unique illustration of the item, item value, item stat modifiers, a small amount of lore, damage (weapons), protection (armour), and companion scores.
Awoken’s combat system feels similar in base mechanics to classic RPGs; rolling a D20 then adding modifiers to get a score equal to or over an enemy’s Armour Level. But, an overhaul to dealing and receiving damage alongside Awoken’s magic system allows players to breeze through low level combat, feel more powerful in fights, and still be challenged by equal and high level encounters.
Scaling Damage Table:
Awoken has introduced a Table that scales Damage depending on how high over an enemy’s Armour Level a player rolls. This mechanic removes player disappointment when getting a D20 roll much higher than an enemy's Armour Level and only dealing 1 damage on their damage die.
Each player has a set number of actions they can make each turn during combat. Players can unlock more Action Points through class levels, special quests, and Tomes of Knowledge. There are 12 actions that can be made during a turn, Normal Attack, Heavy Attack, Finesse Attack, Cast Spell, Flare Spell, Disengage, Guard Stance, Move, Sprint, Use Ability, Free Action, Hold for Reflex.
Awoken has 3 types of physical attacks; Normal, Heavy, and Finesse. Each attack has its advantages and disadvantages.
Only costs 1 action, uses proficiency and attribute modifiers
Standard weapon damage
Player deals double damage, rolling damage dice twice.
Costs 2 actions, player is left flat footed and open to attacks from behind
Player can do specialised attacks; chopping hand off, blinding one eye
Costs 2 actions, only use Finesse Skill for modifier, if the player misses enemy automatically gets a free attack.
Awoken has a video-game-styled magic system with a Magic Pool that lowers with each cast spell and regenerates each new turn. This allows for dynamic Magical combat and doesn't restrain players with a set number of daily spells.
Takes as many actions as required to cast (1 to 8) and lowers Magic Pool by the stated amount.
Damage and Touch spells require attack rolls to complete. Some spells require Reflex Check fails from enemies to complete, while others are automatically complete when cast.
Spells can be cast at higher levels to deal more damage, last longer, or encompass more targets but have a higher Magic Pool cost.
Adds 2 actions on top of Spell’s action count.
Flaring a spell either doubles damage, makes it easier to cast, makes it harder to resist, or lasts longer.
Players do not “roll for initiative” in Awoken, instead they must have personal initiative and decide to make an attack. If players are too slow to decide on what to do then enemies will interject and attack. The order that is set during the first round stays this way for the remainder of the fight.
If, by way of the narrative, players are not ambushed or surprised then enemies will have their attacks last.
Using a more video-game geared approach, Awoken’s Armour system is a combination of the Armour Pieces a player is wearing -- Helmet, Chest Piece, Gauntlets, Boots. Awoken’s twist is the addition of two extra modifiers, the Agility Skill and a player’s weapon/magic proficiency.
The addition of the armour pieces illustrate the armour thickness, the Agility Skill illustrates a player’s ability to dodge, and the proficiencies illustrate a player’s ability to parry or block with the weapon they are using. Armour levels constantly change due to Proficiencies, as a player may have +2 proficiency with swords, but only +1 with axes. Therefore the player’s Armour Level will go down by 1 when they pick up an Axe.
Weapon and Magic Skill Trees are used to track player progression with their chosen Weapons and Magics. Players do not have to stick to set class proficiencies or a certain set of spells. These Skill Trees allow players to try their hand at ANY weapon or magic. Skill Tree points are gained through rolling a critical 20 on a D20 when attacking (Weapons and Attack Spells) or rolling a D20 every 5th normal spell and getting a 20. When a player gets a 20 they earn a Skill Tree Point which can ONLY be used in the Weapon or Magic tree they were using. Skill Trees have special abilities, moves, and additional proficiency points.
The very first character a play creates isn’t a Dwarven Warrior or an Elven Rogue instead, players create themselves. Through the story arc players are ripped from Earth and teleported to this new world of Magic and Mystery. Players choose one of the 10 classes and slowly become these awesome and powerful characters as themselves. There is a set player creation table to follow when creating yourself so that no overpowered or unreasonable characters are created at the start.
Instead of using Experience Points to level up, classes have specialized quests where players will learn a new ability or skill. These quests will appear after set stretches of in game time, at which point players can complete the quests or keep trying until they do. Each class is connected to a Faction in the world, therefore leveling up is moving up through the ranks of these Factions.
Story Arcs based on classes:
Awoken is an extremely story driven game that offers options and speialised story arcs depending on which classes are being played. Certain quests will only be offered to parties that have certain classes and many quests will change depending on these chosen classes too. Therefore we suggest players choose a variety of characters to experience more of the world and gameplay. This does not mean a party can’t all be Druids or the same class.
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