Eligible Races - Any, although what race a character is affects the
mechanics of this class more than any other class
The Awakened are members of each race who have learned to surpass societal
and mental barriers preventing them from achieving their mental potential.
Breaking with tradition, common perceptions, and other ties to their race,
they have learned to apply their will to affect the physical world. This
class is a cousin to Angband's psionicist. Awakened do have different
characteristics by race that can make a substantial difference in gameplay.
- +1 Intuition
- +2 Willpower
- -1 Learning
- -1 Health
- -2 Charisma
Base char/powers: Awakened use mental powers, which they gain a choice of as
they grow in level. Even at the highest levels, Awakened won't have all
powers (as there is a large selection), and to some degree, their powers
are designed as they gain levels (e.g. range, power usage, damage, and
other characteristics all relate to each other, and are chosen when the
power is learned). The Awakened may also maintain, at additional cost,
multiple powers with duration at a time.
Weapons summary: Awakened may only use slashing or missle weapons, as bludgeoning
and piercing weapons tend to create sensations in the attacked that are quite
disturbing to the mental state of the Awakened.
Armour summary: Awakened can wear only light armour well, as heavier armour tends to
be too inflexible and distracting for proper use of mental powers
Item usage: Awakened tend to be fairly poor at magical devices, as the bindings of such
devices to magical power tends to be quite distracting for the Awakened, and the mind of
the Awakened is easily distracted into trying to analyze the illogical rules of magic.
- Biclops - Biclops tend to lack the concentration to maintain powers with
duration, with their powers tending to be more forceful but short-lived.
Biclops are thus best advised to focus on direct attack powers where their
forceful psychology can be channeled into effects that are instantaneous.
- Naga - Naga tend to be almost singular of mind, with a significantly heavier
penalty than other enlightened for maintaining multiple powers at once. However,
their strong intent makes their powers tend to fail less often/frequently than
- Spinnet - Spinnet are fairly coordinated in complex movements, and as
such, they can maintain multiple powers with great ease. However, while
doing so, their powers tend to fail more frequently than other races because
actually moving their body distracts them.
- Merfolk - Merfolk are the baseline for Awakened
- Ghost - Ghosts, because of their near immortality, have a unique perspective
on time that extends the length of their powers. However, this perpective makes
it difficult to marshall their powers for forcefulness, making them less
suitable for direct psychic combat.
- Centaur - Centaurs occasionally have their powers cost less or nothing when
used, as they can occasionally draw on hidden reserves of power. However, their
powers occasionally cost them health in addition to mental power, as these
hidden reserves occasionally are not what they seem to be.
- Undead - Undead can supplement their inherent mental powers with power from
their elemental force, reducing the cost of use of their powers. However, their
mental powers are occasionally drained to empty when using a power, due to
interference with the forces sustaining them.
- VirtualsVirtuals occasionally, when using a power, have it increased in
duration or power, as they take can advantage of unpredictable changes in their
environment. However, they regenerate mental power more slowly than
other Awakened because of their unusual minds.