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Searchable Utopia TTRPG v0.5 Illustrated

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Antonis Mpekris
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0% found this document useful (0 votes)
2K views247 pages

Searchable Utopia TTRPG v0.5 Illustrated

Uploaded by

Antonis Mpekris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UTOPIA

COPYRIGHT
THIS IS A PROTOTYPE COPY OF UTOPIA
TTRPG. COPYRIGHT MYRAMYTH 2024.

Though this is predominately how the


final publication will look, several
illustrations are not finalized and/or are
not owned by the creator. These
temporary illustrations are used purely
for blocking, and will be stamped with a
"TA” logo, as shown on this page.

Typos and balance issues may persist in


this copy of the game. Feel free to critique
and inform about things that you find.

WAYSTO SUPPORT
If you would like to support this project
and its development, please consider
supporting Oridont on Patreon or funding
Utopia TTRPG on Kickstarter (given you’re
reading this prior to November of 2024).

More information can be found at


www.myramyth.com, as well as other
SHARE YOUR EXPERIENCE
If you're interested in sharing your
Oridont platforms.
experience online, please consider
tagging me:
If you’re interesting in this project's
development as well as other projects
Twitter/X
made by the same creator, please
@ActuallyOridont
consider joining the Discord server:
discord.gg/oridont.
Instagram
@ActuallyOridont

YouTube
@Oridont

Discord
Oridont - discord.gg/oridont

TikTok
@ActuallyOridont
'Temporary Art” Stamp
CREDITS THANK YOU
I want to thank anybody and everybody
who support Utopia in its development,
I want to thank many amazing people for
financial or otherwise.
helping me in different areas on this
project.
This has been a project stuck in my head
for nearly half a decade, and it's like
nothing I can explain to see it on real
ILLUSTRATIONS paper with real bindings and real people
playing it.
Lead Illustrator
■ Moonchi Pasquier This experience is like nothing else I’ve
ever felt, and I’m so appreciative of those
Species Art Illustrators who supported me every step of the way,
Marian Amatista pushing me to finally get it completed.
Madison English - Lunie
KICKSTARTER CREDITS
GRAPHIC DESIGN In the finalized copy of Utopia, there will
be a listed section in the credits for
Page Layout Assistance Kickstarter backers.
Rayne Onyx - Rain.is.falling
In some copies there will be two total
Character Sheet Design lists, while in most copies there will be
Keith Toivanen - Havix only. Certain backing rewards will grant a
name in the published copy of Utopia
TTRPG, whereas other options will only
BALANCE AND TESTING grant a name in the Kickstarter exclusive
edition.
Lead Testing and Balancing
■ Marcus Parry - Battlecrow
TABLE OF CONTENTS
The World of Utopia 2 Innovation 59
Pia and Uto 2 Magecraft 60
What’s Utopia TTRPG 4 Influence 61
The Game Master 4 Prowess 62
The Players 4 Specialist Talents 63
Your Fate and the Dice 5 Basic Spec. Talents 64
Dice Nomenclature 5 Skill Spec. Talents 65
Who Are You, Game Master? 6 Species Spec. Talents 67
Who Are You, Player? 8 Fabrication Spec. Talents 68
Creating a Character 10 Arcane Spec. Talents 69
Setting Up Stats 10 Ultimate Spec. Talents 70
Talents 10 Playing the Game 72
Specialist Talents 11 Leveling Up 72
Updating Stats 11 Trait and Subtrait Usage 73
Calculating Modifiers 12 Turn Actions and Interrupt Actions 74
Languages 12 Rolls and Tests 75
Travel Speeds 12 Standard Actions 76
Human 15 Armor and Equipment 79
Automaton 17 Concentration and Focus 80
Dwarf 19 Resting 81
Copper Dwarf 21 Ailments 81
Iron Dwarf 23 Environmental Harm 81
Cyborg 25 Levels of Fatigue 82
Biotech Cyborg 27 Travel 83
Cybernetic Cyborg 29 Carry Capacity 83
Oxtus 31 Size Categories 84
Regal Oxtus 33 Language and Communications 85
Brazen Oxtus 35 Dying (Not Recommended) 87
Astute Oxtus 37 Spells 89
Elf 39 Combat Spells 90
Solar Elf 41 Aid Spells 94
Lunar Elf 43 Utility Spells 98
Twilight Elf 45 Debilitation Spells 101
Cambion 47 Ascertainment Spells 103
Angelic Cambion 49 Animation Spells 104
Demonic Cambion 51 Items 105
Fldritrh Camhinn 53 Impromptu Weapons 106
A Talented Champion 56 Basic Attire 107
Core Talents 56 Martial Gear 109
Warfare 57 Valiant Equipment 114
Tactics 58 Grand Impliments 118
TABLE OF CONTENTS
Ammunitions 123
Spell Gear 124
Trinkets 129
Storage Containers 132
Expendables 133
Components 137
Foraging 137
Material Components 139
Refinement Components 139
Power Components 140
Creatures 141
Advanced Rules 156
Individual Artifice 157
Fast Weapons 159
Moderate Weapons 162
Slow Weapons 165
Shields 169
Chest Armor 170
Head Armor 172
Hand Armor 174
Foot Armor 176
Consumables 178
Artifacts 181
Tailored Incantations 185
Evocation 187
Enchantment 189
Illusion 191
Array 193
Necromancy 194
Divination 196
Wake 199
Alteration 200
THE WORLD OF conquered. Each piece of land is broken
into territories, and chunks of territories
are further broken into cities, empires,
UTOPIA or even small tribes.

In the world of Utopia, you are native to Magic-users are common on Pia, as
one of two fractured worlds: Pia, the mana is much more rich there. Many
fantastical planet of the magic and mythical beasts such as hydras and
mythical, or Uto, a moon colonized and griffons will be found on this body; it’s
innovated into a technological super­ rich with flora and fauna, beautiful
power. colors, and dangerous lore.

Though they are independent of each Uto, on the other hand, heavily resem­
other, they are not without peaceful bles our moon, and was once barren as
communication. Many creatures travel such. Approximately one century ago,
between these bodies often, though the Pians broke orbit and created a usable
contrast in culture is stark. atmosphere to build infrastructure and
civilization. This civilization is now
known as the Utians.
PIA AND UTO This moon is densely populated and is
There are two planetary bodies that exist
baked-in to the game’s setting. You may now a whirring cityscape of innovation.
choose to keep this setting or replace it Powerful technology, far surpassing
with one of your own. what you have today; spanning from
nanotechnology to kinetic force fields to
Pia heavily resembles Earth, with similar holo light mobile devices to interplane­
land masses and ocean bodies. The big tary travel.
difference is the number of goblins and
minotaurs. Arcane arts are much more difficult on
Uto due to a sparsity of mana; its lack of
This Earth-like body has a much larger organic atmosphere, trees, flowers, and
population, but also a much sparser one. most life outside of humanoids makes it
Territory lines are a bit foggier than difficult for new life to flourish without
usual and not all land is completely an artificial touch.
WHAT’S UTOPIA Each player will craft their own unique
character that they will use as their
avatar through the world of Utopia, and it
TTRPG? will be your job as a player to decide that
character’s actions, beliefs, behaviors,
A tabletop roleplaying game (TTRPG) is a personality, and motivations. You will
physical storytelling game played collab­ interact with this vast world through
oratively between two or more players. your character.

These stories may be woven in a physi­


cal setting or between virtual screens, PCsANDNPCs
but regardless, you will take one of two You will come across many different
roles: the Game Master (GM) or a player. characters in your travels, but any one of
them will fit snugly into one of two
categories: a Player Character (PC) or a
THE GAME MASTER Non-Player Character (NPC).
The GM will take part in crafting the
world around you, whether that be based Simply, each player character is guided
on an original setting or an existing one, and controlled by a single player. All
they will decide the outcome of every other characters (NPCs) are controlled
action. and dictated by the GM. These may be
characters as important as mentors,
As your adventure unfolds and the play­ shopkeepers, or big-bad-evil-guys, or as
ers carve new paths for themselves, the small as the little bugs that crawled on
GM will produce new content for you to your legs in that one nightmare you had
explore as you unravel it. Their story will last night.
be written for you to explore, and
beneath every rock the players uncover
will be something crafted by the GM.

It will also be the GM’s job to describe


the world to you, the scenery, the detail,
the interactions, the narrative as a
whole. If you have a question about
anything other than another player, the
GM will have your answer.

THE PLAYERS
A game may have as few as one player
and as many as dozens of players, spe­
cifically depending on how big your table
is and how much your GM is willing to
put up with.
___

YOUR FATE AND THE


DICE
Whenever you have found yourself in a
difficult situation, it’s more than likely
that you will need a number of dice to
decide your outcome. Most often, this
will be in the form of a test, a roll made
specifically based around a certain
quality, such as your character’s Aware­
ness or Dexterity. Tests are rolled with 3
six-sided dice, also known as 3d6.

DICE NOMENCLATURE
You will roll many different combinations
of dice, of which there are seven main
types: four-sided (d4), six-sided (d6),
eight-sided (d8), ten-sided (dl0), percen­
tile dice (also known as di0, but each
numbers ends in 0, ranging from 00 to
90), twelve-sided dice (d12), and twen­
ty-sided dice (d20).

When you roll multiple dice, we will add


the quantity directly before the dices'
type. For instance, 4 eight-sided dice will
be represented as 4d8.

( Though no magic exists that can proper­


ly predict the future, divination acts as a
way to calculate the most probable
outcome. This knowledge can be used to
offer more precise movements in
combat and in harvest, taking advantage
of insight that would normally be avail­
able only in the future.

The Art of Divination is a magical artistry


that differs heavily from all the others,
given it interacts with mana in its own
unique way. It's said that mana has
memory, and whatever the mana touch­
es, a true diviner may see.

r- I
It’s a tall task, but a rewarding one just
WHO ARE YOU, GAME as much. It's important for you to have a
MASTER? baseline for how the world works in
order to answer surprising questions
As a Game Master (GM), you have a very about it in the future.
unique role in this game: craft literally
the entire world before the eyes of your
players. SCENARIO DESIGN
There are a lot of ways for players to
Surprisingly, it’s somewhat easier than it interact with the world, whether that be
sounds. objects, dreams, creatures, characters,
or something much larger than us.
Although, you should have a vague
WORLD BUILDING narrative in mind for the players to
While this may serve as the most fun follow.
and creative part, it will also be the most
important aspect of your design. Keep in mind how the interactions you
bring to your players will guide them
Whether it be a part of your own custom accordingly to their next objective, and
setting or a setting you’ve grown up how your players are capable of react­
loving, it’s important that you have a ing. Note, your players can change the
consistent format to use. Ask yourself a narrative, and it’s up to you whether to
couple of questions: adapt or to bring your plot to them.
■ What is the geography and physical
features of this world? How does a If the main plotline requires that the
player get from one place to another? main antagonist (we’ll call them Evil
■ What are the important points of Alex III) be detained at any cost, how will
history that any generic civilian may you drive your players towards this
know? objective? Perhaps you set out a
How do different cultures interact well-laid path, but your players decided
with one-another? to take a different route. You have a
How do Utopia's mechanics integrate couple of choices: create a new antago­
with this world? How is magic nist, perhaps Evil Alex IV, or to have Evil
flavored, how is crafting flavored? Alex III block their new path (given, Alex
Does the setting provide agency for is kind of clingy).
the players to explore? Can players
shape or influence this world with The world is yours (literally), but it's
their actions? important to keep the players interacting
NON-PLAYER CHARACTERS number of potential circumstances will
always outweigh the number of pages in
There are a lot of characters in any given
world, and it’ll be your job to decide what this book.
they do and how they do each thing.
There will be many times where you will
Not every character needs to have a need to make a judgment call, where the
heroic backstory or dead parents, rules will not give you an exact answer.
though it may not be a bad idea to have Stay consistent.
some "modular pieces” on hand. For
instance, you may have a hat full of It’s very easy to overpower your players,
names, a hat full of species, a hat full of but it’s also easy to corner your players
personalities, and a hat full of backsto­ in such a way that they can't reasonably
ries. When the time comes that you need escape. Consider your options, consider
to generate a character, you pull one what makes sense, and craft yourself an
piece of each hat, and now you have “escape route” if you need one.
Tardvar the Great, a dwarven scout from
the great mountains who ran from home! If you say no to a player being able to
make a Stunt test to avoid some amount
Your NPCs will play a vital role in several of fall damage, don’t let them do it again
facets of your play. The enemies are in the future. But do, perhaps, think of a
NPCs, the shopkeepers are NPCs, even way that they may survive a lethal fall
the villains and mentors will be. How otherwise.
these characters interact with your
players will be important for immersion STORIES AND NARRATION
and validity. The final shred of responsibility you have
is simply execution.
RULES AND MECHANICS Beyond just crafting this grand expanse,
Utopia has plenty of rules and guides
that you can reference back to, but the you must also convey it to the table.
Describe the scenery, play the NPCs,
attack as the monsters, give an unnec­
essary amount of exposition on Evil Alex
Ill's plans.

Some players opt for Roleplay (RP),


where you physically embody each
character, alter your voice according to
their dialect, and reasonably act out the
scenario. Others may choose they’d
rather describe the scene, the occur­
rences, and the actions of each creature.
The choice is up to you, but stay consis­
tent, and stay immersive.
WHO ARE YOU,
PLAYER?
The character you create will be your
avatar in Utopia. This character will
follow along the journey you take them,
enacting your will down to what steps
they take.

Throughout your adventuring career, you


will gain new talents that allow you to
acquire new capabilities and features.
Over your time of playing, you will
new abilities via talent trees that c
you access to new abilities that will
make them unique in both style and
practicality. These talents each take part
and affect your character’s body, mind,
and soul.

Your character will have multiple vari­


ables used to assess their overall capa­
bilities. They will have trait scores, which
express your character’s abilities to do
certain tasks. These are further broken
down into subtrait scores, which are
more refined levels of capability.

Your character will also be one of the


many, often humanoid, species that
inhabit the world of Utopia. This selec­
tion will have the strongest impact on
your character, and is difficult to change
in the future once decided. Each species
has several characteristics that will
alter your play: the rate at which your
pool of health and stamina scales, small
talent trees specific to that species, and
some trait and subtrait bonuses. More­
over, each species has a unique heritage
that will affect their social status, influ­
ence their style of decision making, and
produce unique interactions in the way
of your campaign's dedicated lore.

Y
V f
CREATING A SETTING UP STATS
Next step, scribing in your static stats.
CHARACTER First, write your Block Rating and Dodge
Rating into Box 2. These can be found on
your species page. Your character’s
Since your character will act as your
Block Rating, generally in the form of
avatar in the world of Utopia, you have
d4’s, is a metric of how well it can
full freedom to customize this character,
negate incoming damage that they're
from where its fundamental statistics
aware of. Your character’s Dodge Rating,
are distributed, down to where they grew
generally in the form of d12’s, is a metric
up and why they chose to embark on
of how well your character can avoid
such a journey in the first place.
damage completely.

SPECIES In Box 9, write in your Constitution,


Endurance, and Effervescence based on
The first and most vital decision to make
your species.
for your character is its species. There
are seven core species to choose from:
Set your XP to 0 out of 1,000 in Box 5.
human, automaton, dwarf, cyborg, oxtus,
Finally, set each of your defenses to 1 in
elf, and cambion. More information can
Box 3. You will gain XP as you progress
be found for each species in their
along your campaign. Once you've
respective chapters.
reached enough XP to level up, it will
reset to 0 plus whatever XP carries over
You’ll get strict bonuses, scale with
from leveling up. The amount of XP you
different meters, and have access to
need to level up is equal to 100 times the
different talents based on species. Each
sum of your talent points and attributed
species is further specified into subspe­
points (overall level).
cies, further clarifying your character’s
innate abilities and gifts as a creature.
The dynamic stats will change over the
course of character creation, but a base
If you’re having trouble deciding, you may
should be created for calculating. For
want to find what type of character you
now, set all of your subtraits, the smaller
want to play. If you’re looking to be a
left-hand fields, in Box 8 to 1 each. Check
tank, you may find interest in solar elves.
the box next to each subtrait you are
Whereas if you’re looking to play a
gifted in.
tinkerer class, a copper dwarf would
much better suit your needs. Check what
type of role each species may play and
see if it fits your style of play.
TALENTS
Next part will be your choice. In Box 7,
there are four fields: your spendable
Once you’ve come to a decision, scribe
talent points at top, and 3 different
the title of the chosen species and sub­
attributed points; specifically, Body,
species into the Species field, found in
Mind, and Soul points. You can spend
Boxl.
Talent Points on talents, and you begin at
level 10 with 10 Spendable Points. There Each of these stats are calculated as so:
are three types of trees you can spend Maximum SHP is equal to [Body
these on: species talent trees, subspe­ Score] * [Constitution] + [Level]
cies talent trees, and core talent trees. ■ Maximum DHP is equal to [Soul
All talents cost a number of attributed Score] * [Effervescence] + [Level]
points. When you obtain a talent, you Maximum stamina is equal to [Mind
convert your talent points to Body, Mind, Score] * [Endurance] + [Level]
and Soul points respective to the chosen
talent's cost. Over time, your maximum SHP, DHP, and
stamina will increase as your Body,
Choose any number of talents you can Mind, and Soul score increase. As well,
afford, and write those talents down. you may increase your Constitution,
Keep in mind, you don’t have to spend all Endurance, and Effervescence using the
your points. Rather, you may save up to 5 Prowess core talent tree. As these
Spendable Points for talents in the numbers change, your maximum stats
future. Obtaining a talent may be done at will have to be recalculated.
instant speed with no cost of time,
regardless of whether you’re in combat Do note, the left-hand of each field is
or enjoying downtime. your current amount of a given total,
which will change whenever you take
damage or expend energy. The
SPECIALIST TALENTS right-hand of each field is your maxi­
Every 10 levels, you’ll receive a specialist
mum, which should only be modified
talent. Most specialist talents have
when you obtain new talents.
prerequisites, anything from having
specific talents, minimum score values,
Your surface health is a metric of exter­
or even being a certain species.
nal wounds. Maximum points means that
you are unscathed, whereas having no
To start off, being level 10, you’ll get your
points means you are heavily wounded.
first initial specialist talent.
Your deep health measures internal and
mortal wounds, such as broken append­
UPDATING STATS ages and system failure. Your charac­
Now that you have your attributed points ter's deep health is directly connected to
in place, this will set the stage for your their soul’s ability to continue piloting
final character creation steps. their body. When this drops to 0, their
soul disconnects and their body dies.
You’ll write in your Surface Health Points
(SHP) in and Deep Health Points (DHP) in Your stamina is the overall energy you
Box 4. The amount you have of each is may expend. Stamina is used not only for
based on your Body and Soul points transit combat maneuvers such as
respectively. The same is true for your sprinting, special attacks, and flying, but
stamina in Box 6, that of which is depen­ also for casting spells and committing
dent on your Mind points. daunting tasks.
When your character runs out of stami­ In the right-hand box of each subtrait,
na, they will begin paying stamina costs you will write a number equal to the
with deep health. respective subtrait minus 4. This
number, called the subtrait's modifier,
Finally, you have a pool of 15 subtrait can be negative or positive, and will
tallies you can spend on increasing your actively affect rolls you make with the
subtrait scores. The maximum of a given respective subtrait.
subtrait is based on the trait it’s a part of Another exception, subtraits you are
(with an exception that will be elaborat­ gifted in cannot have a modifier less
ed). than +0.

Strength and Agility based subtraits Now, calculate modifiers similarly for
cannot be increased past your Body your traits. The number will be written to
score, minimum of 1. the right of each trait.

Intellect and Will based subtraits cannot


be increased past your Mind score, LANGUAGES
minimum of 1. In the Languages text box, found in Box
13, make sure to write whatever lan­
Display and Charm based subtraits guages your species knows innately. This
cannot be increased past your Soul will decide what creatures you can
score, minimum of 1. communicate with and which creatures
will be across a language barrier.
The exception: the maximum for sub­
traits you are gifted in are doubled. For
instance, if you have 4 Body points and TRAVEL SPEEDS
you are gifted in Fortitude, you may have The last thing you’ll need to do is update
a maximum Fortitude of 8. your character’s Travel speeds according
to their subtraits in Box 10.
The exception: the maximum for sub­
traits you are gifted in are doubled. For Your Land Travel is equal to your Speed
instance, if you have 4 Body points and score, plus any modifiers due to talents,
you are gifted in Fortitude, you may have items, or other effects (such as the Fast
a maximum Fortitude of 8. talent for Elves).

Your Water Travel is equal to half of your


CALCULATING Speed score, rounded up, plus any modi­
fiers due to talents, items, or other
MODIFIERS effects.
You’ll need to calculate your modifiers
before you're ready to begin adventuring. Your Air Travel will be 0 unless other­
Each trait score is equal to the sum of wise stated (only the Cambion species
its subtraits. For instance, if you have a has an innate Air travel.)
Fortitude score of 3 and a Power score
of 4, your Strength score is 7.
Alyx Ploht was a young human adven­ armor that prevents the user from suf­
turer and inventor, summoned by a Utian fering mortal wound. This plating offers
agency to test powerful technology little in protection but is one of the most —
through simulated combat. Each session valuable pieces of wearable equipment
was based on a real place, generally that mortal money can buy.
Pian, and each scenario was considered
actually plausible, though generally Legend also states that the adventurer
radical. scavenged a gilded sword with no imme­
diate redeeming qualities, barring that it
Alyx was able to forage for resources seemed completely indestructible. Some
and pick up new equipment within this preached this weapon the Godslayer, a
simulation, and whenever a scene was weapon so powerful it’s been deemed to
completed, they were given congruent mythos, though many have claimed
resources in the real world, offering those preachers insane or discredited.
them the ability to craft new items Never has Alyx spoken about this sword
according to their needs and prospects in great detail, the few words they offer
on future battles. on it shrouded in mystery. Alyx sparsely
offers much information on the future,
This simulation went on for years; the though they grant wisdom to those who
original agreement included the clause ask questions.
that upon Alyx’s virtual death, they would
be omitted from the project, but such Leaving massive craters in the shape of
never happened. Rather, the cunning footsteps, Alyx’s mark was permanently
young human was able to make their imprinted on the world. Scholars
way through hundreds of battles, slowly hypothesize this to be the reason for
amassing riches and knowledge at no their disappearance, feeding the idea
true risk of death. It wasn’t until this that merely their presence causes
agency was not willing to supply such fissures in history. A small number of
powerful resource to Alyx that they temples worship this mortal as if a godly
decided to retire. entity, though all data shows Alyx far
from immortal.
Over the next couple of years, Alyx
traveled and explored every civilized They now remain a testament to the
land currently known by cartographers absolute potential held within any given
as well as some unknown. Their bounti­ soul. With each sentient being comes
ful capabilities were told in tales passed endless possibilities, a path to powers
down by those they greeted along the unknown.
way, preeching the gifts they were given
and the vast artifacts Alyx displayed. Though many journeys end in demise,
even those with limited lifespan can
Years have passed since record of Alyx’s grow to such excess strength that they
existence, though the technology they be seen as a creator of prophecy itself.
offered to the world set innovation Most importantly, you are one of such
forward leaps and bounds, one example creatures, and your path is yet to be
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BACKGROUND
HUMAN Humans were one of the first humanoid
Humans are rare in comparison to most
Pian species, walking chronologically
other humanoid species. With highly
with the elves and the dwarves.
adaptable genes and easily mutated
biology, they’ve become the butt-end of
Once primitive innovation initially
transmutational experiments and, in
sparked, humans became a common
many historical cases, enslavement. Due
target for experimentation and oppres­
to the mass hybridization, the number of
sion. Humans were often not highly
pure humans have quickly dwindled.
capable in any specific area, making
Now, they are held with high respect due
them easy targets to dominate.
to their scarcity and legacy.
In time, many humans built numbers and
Humans are very fluid and versatile, with
revolted their captors, allowing their
no single strong characteristic. Low
freedom in hiding. After human indepen­
difficulty play including basic abilities
dence became the standard in more Pian
and the ability to adapt from other spe­
societies than otherwise, many
cies.
human-pure communities were created,
generally housing mostly refugees.
LOCATION Though, many of these societies were
Humans can be found all over the colo­ turned impure by lingering arcane
nized universe, albeit on rare occasions. effects such as lycanthropy.
Their extreme adaptability, both physi­
cally and genetically, made them targets Currently, most humans have been
for early arcane experimentation and granted liberty, both due to higher com­
subjugation. plexity social advancements, as well as
the creation of artificial humanoids
Due to the dark history of the human aiding in servitude. Although, some
population, their numbers have dwindled primitive Pian
greatly. Their sparsity amongst Uto and societies still
Pia, and their ability to procreate with enslave and
several other humanoid species, has farm humans.
forced their numbers to flatline.

LIFESPAN AND GENETICS


Humans have highly malleable genetics
in comparison to any other sentient
humanoid, making them optimal targets
for testing. These creatures live up to 100
years naturally, though upwards of 250
years with proper medicine and
healing.
HUMAN
2d4 Block Rating, 2dl2 Dodge Rating, 4 Constitution, 5 Endurance, 3 Effervescence
You are gifted in 2 subtraits of your choice. You know any 2 simple languages.
Prior to and in the midst of the coloniza­
AUTOMATON tion of Uto, golems within specific areas
Automaton is a blanket term, ranging slowly transitioned towards androids.
from androids and robots to golems and Similar in purpose, though with no
homunculi. The use and creation of arcane characteristics. Early android
automatons exploded during the revela­ prototypes were primitive in comparison
tions in both the arcane and the techno­ to common standards, but highly
logical, though during separate instanc­ advanced for the time. Such inventions
es. Even today, those that aren’t sentient paved new grounds for modern robots.
are often owned and built for the higher
classes, serving as a luxury item. This is On a modern scale, automatons roam
a point of contention in some places, as freely in some cases, some capable of
many automatons have become complex complex emotions and beliefs, going as
enough to be sentient, even when born far as being allowed citizenship in some
into servitude. societies including Uto. The android
population on Uto battles the population
Automatons are extremely unique in of some other humanoids, as they are
comparison to any other playable spe­ very common to
cies. Their inability to naturally regain be used for < /
stamina forces them to rely on items to labor.
expend energy. This is balanced by the
fact that they do not need biological
essentials, such as food or air.

LOCATION
Automatons are constructed and used
as hired help all over the colonized
universe. On some occasions, automa­
tons may be built with sentience simply
for the sake of the creation of life.

LIFESPAN AND GENETICS


Automatons have varying lifespans,
based on how they were constructed
and what the purpose of their creator(s)
were. More often than not, automatons
do not age.

BACKGROUND
Automatons were first built by dwarves,
specifically in the form of druidic
golems. Since their initial creation, the
use of golems spread throughout Pia for
use as sentinels, tradesmen, and even
companions.
AUTOMATON
2d4 Block Rating, 2d12 Dodge Rating, 7 Constitution, 4 Endurance, 3 Effervescence
You are gifted in 2 subtraits of your choice. You know any 1 language.
You are considered a Construct and do not need to breathe, eat, drink water, or sleep. You cannot be inflicted with points of Fatigue
or Unconsciousness. When resting, you remain conscious but Paralyzed.
You cannot take the Deep Breath action. Rather, you may spend 6 turn actions to convert 1 kilogram of organic material into a
Biocell (Crude PC). You may spend 2 turn action and consume 1 PC to regain 1 stamina.
LOCATION
DWARF Dwarves riddle the populations of Uto
The most immutable of the beginning
and Pia, found in many different diverse
humanoids, dwarves became quickly
regions. They are well-adapted to many
capable of magic due to their natural
environments and thrive as such, though
resistance to mana. Beginning with the
many live more content lives isolated.
arcane arts, dwarves adapted habits of
Many societies have adapted to welcome
entire civilizations mastering one pro­
dwarves, given they are natural-born
fession, becoming the most capable
laborers and specialized tradesmen.
engines of that industry. Over centuries
of work and determination, this flour­
ished into a mental, physical, and social LIFESPAN AND GENETICS
stubbornness that was unshakable. This Dwarves are highly resistant to medicine
unwavering force is so strong that, on and drug, their genes resistant to muta­
the rare occasion that a group does tion. Many dwarves share similar,
adapt in new ways, a new biological common features such as dark hair and
subspecies may be formed, such as how brown eyes, as their recessive genes are
the copper dwarves did. rare to come by and often smothered by
those that are dominant. They live on
Dwarves are mechanically simple to play average to the age of 200, though
but strong in specific fields of play, upwards of 300 years with proper medi­
between item crafting and magic. They cine.
have stout stats, with their talent pool
aiding predominately in defense. This Prior to the colonization of Uto, dwarves
pairs well with the offensive capability began to split into two groups, now
offered in their subspecies talent pools. called the iron dwarves and copper

The first group of dwarves to exist were called crystal dwarves, and by far, they were
the hardiest of the dwarven species. Though, with their thicker skin came less refined
skills. These primal humanoids lived in very radical environments ranging from bur­
rows made in glaciers to the hearts of volcanoes.

A small subsect of this subspecies laid the groundwork in the development of arcane
arts, and those that completed such work changed on a biological level. These arcan-
ists were transmuted into the modern iron dwarf.

Time was not just with these simplistic creatures. As their habitats failed to produce
proper civilization and their lack of adaptability took bites out of their numbers, the
surviving population turned to cultish behavior, worshiping celestial beings and build­
ing the foundations for modern Pian beliefs. Some groups of crystal dwarves even
went considerably feral due to lack of natural food or social interaction.

In time these dwarves fell extinct, leaving the iron dwarves as the only subspecies
until the beginning phases of the colonization of Uto.
dwarves. Involved with drastic condi­ traditional souls and the innovative
tions, the copper dwarfs’ common biolo­ minds.
gy was altered enough for them to be
deemed a separate subspecies. Iron
dwarves and copper dwarves cannot
PLAYING A DWARF
Dwarves are ultimately a rather basic
produce offspring with one another.
species for learning more advanced
mechanics in Utopia. Iron dwarves have
BACKGROUND many talents that make them more
Much like their genetic makeup, dwarves powerful spellcasters, while copper
are extremely stubborn by nature. Many dwarves offer more efficiency when it
dive deep into the profession they find comes to craft.
themselves in at youth and stay in that
position until pardoned by death. All dwarves share a relatively defensive
nature, leaning towards a tank style. A
Dwarves share some ancestry with majority of dwarven talents help to build
humans and more ancestry with elves. defense stats while they innately have a
Though, after taking to the underground, higher block rating than average.
their features, both physical and other­
wise, changed drastically. The most Regardless of the playstyle, it’s import­
ancient species of dwarves, crystal ant to take into account that dwarves
dwarves, were strong miners and often have a large stamina pool to take
exceptionally durable creatures. from. Iron dwarves can easily benefit
Although, as civilization began to sprout from this due to spells requiring copious
amongst Pia, crystal dwarves became amounts of stamina, though copper
hostile and cultish. dwarves need a bit of cunning to make
good use of this. Most commonly, this
A firm pride that many dwarves hold is resource is easiest abused with combat
in their ancient generations constructing maneuvers, such as those found on the
the foundations of spellcraft as it is used Warfare core talent tree.
today. Even with eight total arcane arts
used in the modern age, the primary four Other synergistic talents depend on
have not only stood the test of time but subspecies. Iron dwarves will find the
also served as a basis for more arcane Magecraft core talent tree nearly essen­
arts to be constructed. Some dwarves tial, given talents from this tree are
hold this arcane nature deep in their required in order to cast spells. On the
blood, while others are just simply flip side, copper dwarves may find the
clever and bold with their magical signa­ most use from the Innovation core talent
tures. tree, allowing them not only to craft
more powerful and valuable items, but
Even with pride in their ancestry, also allowing them to use their naturally
dwarves of differing subspecies clash gifted mental traits and subtraits in
socially. Their stubbornness and isolat­ place of (or in addition to) what would
ing tendencies can easily act as a cata­ normally be used.
lyst for disagreement between the
f

allow you to progress even further. Your


* COPPER DWARF hunger for knowledge and innovation is
As a copper dwarf, you are the youngest endless.
of the dwarven species, descended from
iron dwarves. After the several itera­
A tions of the Hellion broke Pian orbit in an
attempt to touch foot on its moon, your
ancestors adapted to the odd conditions
N. of space and lacking gravity on Uto, the
barren rock that it used to be.

Over years and years of desperate


innovation to
survive Uto's
absence of
commodities
such as food
and breathable
air, your ances­
tors became
master tinkerers
and crafters. What was
once a means of survival
is now your deep-rooted
art.

Naturally, you are curious, never


leaving any stone unturned in the
name of your next epiphany. You will
only take no for an answer in time, but
you'll remember the question and solve
it one day. And until the day you find that
solution, you will quietly turn every
stone and read any page until you find
its answer.

Each invention is just the means to the


next one. A jetpack has many uses, but
importantly, it makes it much * -
quicker to build a ship. A
ship also has many uses, but ,
of course, it helps find JL
far-away resources much
faster for a new workshop ' -
with new tools, tools that will

V
THICK SKIN ORE SCENT INVENTIVE

You gain a point of favor on


Your Physical defense increas­ When crafting an item other
tests made to forage and to
es by 4. than a component, you require
find natural resources.
1 less material component of
your choice, minimum cost of
1.

STRONG DEFENSE STUBBORN

You gain a point of favor on


Your Block Rating increases by tests made to resist being INGENIOUS
1d4. influenced or forced to commit
to an action.

When crafting an item other


than a component, you require
1 less refinement component
PHYSICAL COMBAT IRON WILL of your choice, minimum cost
of 1.
When you make an attack, you
may spend an additional turn
Your Psyche defense increases
action up to 3 times to deal an
by 4.
additional 2d8 Physical
damage.
BRILLIANT

KINETIC BUFFER PROUD When crafting an item other


When you spend 5 or more stamina than a component, you require
on something other than casting a 1 less power component of
Your Energy defense increases spell, you may make a Portrayal test. your choice, minimum cost of
If the test succeeds the amount of
by 4. 1.
stamina spent, you regain 2 stamina.
You may only make 1 Portrayal test
per stamina costing event.

COPPER DWARF
3d4 Block Rating, 1d12 Dodge Rating, 4 Constitution, 6 Endurance, 3 Effervescence
You are gifted in Memory, Resolve, and Engineering. You know Utopian and Dwarvish.
are rather comfortable to you. Nothing to
IRON DWARF be perturbed about.
As an iron dwarf, the second oldest
species of the dwarven race, your great Really, your ancestors gave you a true
ancestors were the founders of the gift: the ability to exist where nobody
fundamental Arcane Arts. Prior to their will bug you. You’ve been granted peace
mastery, mana was used in some chaot­ in a world covered in noisy, irritating,
ic forms, though never to any level of leggy creatures that keep trying to talk
control. to you. They have no business being
that talkative or that tall.
Ancient iron dwarves created the Art of
Evocation, Array, Enchantment, and Magic is a fundamental part of life. It’s a
Wake. These arts carved a path for part of your blood, your existence, it’s
future spell casters, allowing new minds all built off of the arcane arts handed
into the world of magecraft, thus chang­ down to you. What cannot be solved
ing ancient Pia for newer generations, with violence can be solved with
for better or for worse. magic, and obviously, most things
can be resolved with
Your ancient descendents spent most violence.
of their lives in extreme conditions,
generally centered within mountains,
active and otherwise, and deep
caves. They adapted over centuries
to poor air conditions, harsh
climates, and the whims of nature
of which they respected greatly.
Now, these extreme climates
THICK SKIN ORESCENT CREATIVE

You gain a point of favor on


Your Physical defense increas­
tests made to forage and to
es by 4.

STRONG DEFENSE STUBBORN

You gain a point of favor on


Your Block Rating increases by tests made to resist being
1d4. influenced or forced to commit
to an action.

PHYSICAL COMBAT IRON WILL

When you make an attack, you


may spend an additional turn
Your Psyche defense increases
action up to 3 times to deal an
by 4.
additional 2d8 Physical
damage.

KINETIC BUFFER PROUD


When you spend 5 or more stamina
on something other than casting a
spell, you may make a Portrayal test.
Your Energy defense increases
If the test succeeds the amount of
by 4. stamina spent, you regain 2 stamina.
You may only make 1 Portrayal test
per stamina costing event.

IRON DWARF
3d4 Block Rating, 1d12 Dodge Rating, 4 Constitution, 6 Endurance, 3 Effervescence
You are gifted in Memory, Resolve, and Awareness. You know Utopian and Dwarvish.
can change augmentations multiple
CYBORG times in a single combat. Though reliant
Many creatures use artificial augmenta­ on equipment, this creates massive
tion to improve their health or to push versatility for them, in virtually any way
their abilities. Although, cyborgs differ in they wish.
the fact that their fate is irreversible.
Though biological augmentations had
existed prior to the colonization of Uto, LOCATION
its normality came after. Cyborgs are Cyborgs are predominantly found on Uto,
classified as humanoid creatures that as the practice of such augments are
have replaced multiple vital systems sold on the open market. Mechanical
with artificial enhancements. Due to enhancements are common amongst
their adaptability, humans are the most Utians and the medical technology nec­
common species to become cyborgs. essary is both advanced and readily
available.
Cyborgs are naturally versatile, their full
potential is unlocked through aug­ Cyborgs can be found scarcely on Pia,
mentable items. Augmentation of items though most Pian cyborgs share
is normally a long, grueling process that non-mechanical parts, often including
requires huge spans of time, but cyborgs arcane improvements.

/ The augmentation of humanoids is much older than cyborgs, but the true recorded
birth of cyborgs happened when one could not live without their augmentations. The
transition from creatures augmenting themselves to having artificial parts one could _
not live without is granular, but the first ever case was long ago.

The population of genuine cyborgs exploded just prior to the colonization of Pia’s moon,
Uto. Due to disagreement on the ethics of moving an entire body to a moon, war broke
loose and hundreds were gravely injured. Technological innovation at a peak at this
point, augmentation seemed to be the easiest answer.

This was also true after Uto's colonization, as the surface of Uto is littered with useful
resources such as iron, titanium, and silicon, all of which are usable in structural
components and in computational devices.

As technology advanced, creatures were able to make the transition from purely
organic to partially inorganic for luxury purposes, such as increased physical capabili­
ties. Once a hunger grew for these types of personal advancements, companies began
designing more effective, less expensive, and safer ways to modulate organisms.
:
S

Currently, cyborgs are respected as their own species though some stigma still lingers

based on their reasoning. Pians may be somewhat less accepting of these creatures,
partially due to traditional values passed down from before Uto.
LIFESPAN AND GENETICS These abilities are powerful if used well,
More often than not, cyborgs outlive but come at a great cost to resource.
their humanoid counterparts given their With some exceptions, the lowest rarity
supplemented technology. A cyborg’s of an augmentable item is Common,
lifespan varies greatly based on the meaning Crude items generally cannot
humanoid affected and how sound the be augmented. Additionally, augmentable
technology is. items are generally rarer and more
costly for the pure reason of being
BACKGROUND augmentable. To take advantage of these
Cyborg modifications were first tested augmentation abilities, cyborgs must
on humans on ancient Pia, mostly for the have access to some amount of time or
sake of learning the biological capability money to purchase or create these
to capacitate it. items.

Consented cyborg modifications first Being able to craft higher-rarity items is


became popular for medical purposes, a very valuable feature for cyborgs as it
such as limb or organ replacement. allows more customization for how one
Once the technology had become more may use their abilities. This includes the
accessible and the knowledge more entire middle branch of the Innovation
widespread, frivolous augments were core talent tree. As well, some Fabrica­
used purely for altering one’s physical or tion specialist talents will be very bene­
mental characteristics. ficial, such as Hasty Craft, Relaxed Craft,
Cybernetic Specialist, and Nanomechan­
ics (though many of these have substan­
PLAYING A CYBORG tial prerequisites).
Cyborgs are a very item-dependent
species to play, their best effects flaunt­ Cyborgs have an influx of defensive
ed when they are well equipped. This is talents, but each subspecies may sup­
heavily accentuated by their ability to port different playstyles. For instance,
quickly augment and de-augment items biotech cyborgs make a better support
in a very short period of time. Biotech role, complimented by talents such as
cyborgs compliment this with restorative the Natural Healer specialist talent.
properties whereas cybernetic cyborgs Cybernetic cyborgs, on the other hand,
compliment this with combat prowess. may be better at taking and dealing more
damage, being well-adapted to Warfare
The cyborg talent tree includes an entire core talents and Innovation core talents
branch dedicated to augmentation, and that represent combat.
at its maximum tier, a cyborg may aug­
ment or de-augment items at no cost to Outside of talents, cyborgs are some­
health and in only two seconds of time what versatile with base stats matching
while also offering a bonus to damage that of a human's, with no glaring
when augmented this way. Augmenting strengths or weaknesses. Talents will, in
normally requires 1 hour of time and turn, dynamically change a cyborg's
de-augmenting removes half a crea­ capabilities inside and outside of combat.
ture's DHP.
BIOTECH CYROBRG
As a biotech cyborg, you are a par­
tial-humanoid that has been mechani­
cally or magically imbued for the sole
reason of survival or health. An explo­
sion in your population occurred after
the colonization of Uto, as many of your
ancient peers were maimed or eviscer­
ated and the only means of survival on
the barren moon were machine parts.

This form of augmentation produces a


natural sense of self-preservation;
increasing your own lifespan, decreas
ing the speed of which you age, and
finding new ways to heal yourself, /
either through biology, engineer- /
ing, or whatever you find on the /
ground that looks at least /
semi-sterile. /
BIOTECH CYBORG
2d4 Block Rating, 2d12 Dodge Rating, 4 Constitution, 5 Endurance, 3 Effervescence
You are gifted in Engineering, Memory, and Awareness. You know Utopian and 1 other simple language.
»

CYBERNETIC
CYBORG
Contrasting to your biotechnical
counterparts, cybernetic cyborgs
like you are humanoids enhanced
with a speculative goal in mind,
such as physical might or dexteri­
ty. These improvements are not a
necessity, rather a luxury. After
cyborg technology was produced
in mass to aid in the war efforts,
alternate versions of the process
were patented for commercial use,
much later in the creation of Uto's
society.

NexLab is your strongest supplier of


such technology. It's a common con­
versation how you gathered the coin to
get such parts, but the story means
loads in comparison to the font. These
parts are no more than strong interpre
tations of you.

Cybernetics is a form of expression,


manifested in the physical world.
Regardless of what parts you are made
of, your strength is yours, your speed
is yours, your wisdom has
been earned through the
years, regardless
of the cost.
CYBERNETIC CYBORG
2d4 Block Rating, 2d12 Dodge Rating, 4 Constitution, 5 Endurance, 3 Effervescence
You are gifted in Engineering, Memory, and Power. You know Utopian and 1 other simple language.
OXTUS capability is rare to see and very power­
ful, specifically that of healing DHP. The
Oxtii are humanoid fauna-like alien three subspecies of Oxtii allow for a
creatures. They are able to take advan­ better experience in a specific playstyle,
tage of biological spores that they eject but don’t offer maneuverability in this
from their body, allowing them to com­ sense.
municate mentally with creatures that
the spores attach to from short distanc­
es. This is their sole form of communica­ LOCATION
tion. Some subspecies of oxtii have Oxtii claim their original residence on
spores with more purposes, such as the the planet of Oxtane, a planet in a neigh­
release of specific pheromones. This boring solar system that was destroyed
species is ancient and well-adapted into post their departure. They can be found
Utian and Pian society, though their wandering predominately throughout the
origins are still debated. streets of Uto, though dense populations
exist in warm, floral areas of Pia.
Oxtii function very differently based on
their subspecies, sharing a powerful LIFEPSAN AND GENETICS
healing capability in common. Albeit Oxtus biology resembles that of plants
slow, any form of natural healing and fungi on Pia as well as some level of

The background of the oxtus species is heavily debated, even outside of the oxtii them­
selves. The most commonly accepted explanation for these aliens are that they came
from a Pia-like planet called Oxtane, residing in a neighboring solar system. Utian
technology has spanned far enough to take a glimpse into this solar system, but no
such planet has ever been seen. Although, some speculate that nearby rogue rubble
and debris may show signs that the planet was obliterated sometime in the past.

Another critique on the accepted backstory of these creatures is the extreme distance
one would have to travel in order to reach the Utopian solar system. A foreboding four
lightyears away, it would be much of a struggle for life to be sustained the entire
distance through the void of space. Whether or not it was intelligent life or just pro­
karyotic is unanswered, though both are difficult for many to believe.

There are two recorded plausible explanations to the congruency between oxtan biolo­
gy and Pian plant life: either the alleged Oxtane had a similar carbon biology to Pia and
thus the lifeforms grew and matured in similar fashions, or oxtii were actually a paral­
lel prokaryotic life form that existed on Pia before any other humanoid, growing to
sentience before gaining motor function.

Unlike standard plant life, oxtii use a more superior form of photosynthesis, allowing
them to not only convert and digest solar energy, but also electrical energy. This works
in tandem with their ability to melt and absorb nutritional substances instead of eating.
alien DNA. This allows them to use a heal, having not only a self-regenerating
more advanced photosynthesis called ability, but the ability to convert water
hyperphotosynthesis. into a minor form of healing and stamina
restoration. The regal oxtus is a natural­
Oxtii do have genders, though there is no ly social creature and shares some basic
specific difference between the genders, talents that allow them to regain stami­
other than that similar genders cannot na and resist influence. The brazen oxtus
breed. Reproduction is done between has some of the most powerful combat­
oxtii asexually, and all breeding must ants, and to contrast the astute oxtus is
include at least one regal oxtus, as they extremely smart, having two separate
are the only ones capable of producing heads and a heightened ability to craft
sperm. and cast spells.

Some oxtii care for and nurture their The oxtus talent tree offers one of the
young, whereas others have been seen only talents that allows a supply of deep
leaving their youth stranded. There are health. Although this is somewhat limit­
no recorded patterns based on location ed, the ability of medical regeneration is
or species. quite unique. Outside of this, they also
have distinctive ways of regaining both
BACKGROUND health and stamina.
The oxtus population has a dense oral
history, though none of the claims have Each different subspecies of oxtus gains
been considered provable yet. The benefit from different core talents.
reason for their planet's extinction has Brazen oxtii may find the most benefit
been lost to history, and some strong from the Warfare or Tactics trees, boost­
minds have claimed the oxtii lore "too ing their offensive and defensive abilities
convenient," as their biological composi­ respectively. Astute oxtii may increase
tion resembles many lifeforms on Pia. their potential through the Innovation
This is often combatted with the pres­ and Magecraft trees, offering them
ence of some alien physiology, though abilities in the way of artifice. Regal oxtii,
some chalk this up to evolution and the to contrast, are versatile and may bene­
existence of mana. fit from several core talent trees.
Although, one powerful specialist talent
Even though Oxtane had never been that may help them is Natural Healer,
officially discovered, the solar system allowing them to push their healing
they claimed it was within had been seen capabilities even further. Each of the
and their accounts of it prior were accu­ oxtii may take advantage of the Emotion­
rate. Some floating debris and damages al Synapse specialist talent, making
show signs of what may have been a them capable of speaking to any crea­
livable planet, but this conclusion is still ture regardless of language, including
heavily debated. beasts and other non-verbal species.

Oxtii serve not only a powerful support


PLAYING AN OXTUS role, but also specialize well into several
Oxtii are very unique in their ability to other potential molds.
REGAL OXTUS
Regal oxtii, also regarded as
"flower" oxtii, like you are consid
ered the most appealing of the
oxtii, aided by spores you emit
that alter basic emotional
chemistry. This effect is
subtle, but enough to
make close creatures
attracted to you.

To further this, regal oxtii


are the only subspecies of
the oxtus capable of repro­
duction. Based on archeo­
logical discoveries, you are
also a part of the youngest
subspecies. This often begs
the question how oxtii
reproduced before your
kind came around.

You have been socially


deemed attractive,
attentive, and a natural
leader, parental even.
You have a strong
natural pull on sen­
tient creatures, which
is one of the reasons
you are found to be so
appealing. Your social
abilities are your
strongest abilities.
SOCIAL SPORES TIRELESS STUBBORN

The range at which you may


communicate with creatures You do not gain points of
telepathically increases by 20 Fatigue from lack of sleep.
meters.

HYPERPHOTOSYNTHESIS ADAPTABLE DEFENSE

When you successfully dodge


Each of your defenses
any amount of Energy damage,
increase by 1.
you regain IdA stamina.

You gain a point of favor on


tests made to influence and
force creatures to commit to
DEEP HEAL REMINERALIZE an action.
You may spend 1 minute to
If your current DHP is lower remineralize water. Any
than half of your maximum creature may spend 3 turn
DHP rounded down, you may actions to drink it, regaining
spend 1 turn action and 1 SHP IdA stamina and IdA SHP.
to regain 1 DHP. Water remineralized this way
becomes impure after 1 hour. BEAUTIFUL

REGENERATIVE NATURAL SUPPORT

You may spend 1 turn action You cannot gain points of


When you take the Deep and up to 10 SHP to force a disfavor on Appeal tests.
Breath action, you regain 1 touching creature to regain an
SHP. amount of SHP equal to the
amount spent.

REGAL OXTUS
2d4 Block Rating, 2d12 Dodge Rating, 4 Constitution, 4 Endurance, 3 Effervescence
You are gifted in Memory, Portrayal, and Appeal. You know Utopian and Oxtan.
You cannot physically speak. You may communicate telepathically with creatures that are able to communicate using a language
you understand. Your telepathy has a maximum range of 10 meters.
Armor must be made custom for you to be able to equip. Custom armor takes 1 additional hour to craft. A piece of armor can be
customized with 1 hour using a tool set. Only creatures able to craft items of similar rarity may modify armor this way.
BRAZEN OXTUS
As a brazen oxtus, also known as the
"tree" oxtus, you are passive by nature,
though extremely physically capable. The
term "humanoid” is loose
when interpreting
your figure, as your
large arms aid in
the massive weight
of your upper body,
making quadrupedal
walking much more
efficient.

You are the largest of the


oxtii, and definitely the
most menacing. With a
large upper body and
huge hands, your figure
is prominent and recog­
nizable from the quick­
est of glances. This
does not denote the fact,
though, that your terrestrial
appearance allows you mild
camouflage in dense
brush.

Like all oxtii, you omit


spores to communi­
cate, though yours
also doubles as an
intimidation agent. Your
presence spikes anxiety
and fear in most crea­
tures, regardless of your
intentions. In combat
scenarios this may be
beneficial, but it’s hard
to fight the fact that it
gets lonely at times
when everybody is
afraid of you.

V
>• -
BRAZEN OXTUS
2d4 Block Rating, 2d12 Dodge Rating, 4 Constitution, 4 Endurance, 3 Effervescence
You are gifted in Memory, Portrayal, and Power. You know Utopian and Oxtan.
You cannot physically speak. You may communicate telepathically with creatures that are able to communicate using a language
you understand. Your telepathy has a maximum range of 10 meters.
Armor must be made custom for you to be able to equip. Custom armor takes 1 additional hour to craft. A piece of armor can be
customized with 1 hour using a tool set. Only creatures able to craft items of similar rarity may modify armor this way.
>

-< -
ASTUTE OXTUS
You, an astute oxtus or "shroom" oxtus,
are one of the most intellectual of the
oxtii, sharing your thoughts between two
segregated minds with ease. Your two
powerful brains often work well in
tandem and allow high-level thought
processing with little
effort, making you
naturally
intelligent.

Having two heads


comes with much
benefit, though
one of the most
favorable is that
you can push and
pull thoughts
between your two
brains. This means
that, even when
offering or forcefully
omitting your thoughts
to another creature, you
can control what is given
based on where you’ve
shifted those thoughts. An
amount of control only left
to the most brilliant of
creatures, truly.

Per fossil records, you share


the wisdom of the eldest oxtii
species. You feel almost
in-touch with your ancestors,
as if connected by an
interwoven network of neurons.
Some say that the spores you
use to communicate aid with
your intelligence, but you
are well aware that this
is not the case. Simply
put, you’re just a genius.

V
•* >
J V ■I -fa.

ASTUTE OXTUS
2d4 Block Rating, 2d12 Dodge Rating, 4 Constitution, 4 Endurance, 3 Effervescence
You are gifted in Memory, Portrayal, and Engineering. You know Utopian and Oxtan.
You cannot physically speak. You may communicate telepathically with creatures that are able to communicate using a language you
understand. Your telepathy has a maximum range of 10 meters.
Armor must be made custom for you to be able to equip. Custom armor takes 1 additional hour to craft. A piece of armor can be customized
with 1 hour using a tool set. Only creatures able to craft items of similar rarity may modify armor this way.
You have 2 functional heads. You have 2 head slots and 2 neck slots. Your head and chest slots cannot be augmented.
ELF battle. With that, outside of the use of
magic, elves are not very versatile and
Elves are one of the eldest humanoids to may lack utility without additional aid.
walk Utopian soil, and stand similar in
many ways to dwarves, their distant
biological cousins. They are well known LOCATION
for staying youthful and excessively good Elves are found almost exclusively,
at specific things, though not often though scattered around, on Pia and are
known for being good at many. Elven one of the most ancient species to live
culture is natively prideful, in the past there. A very prideful nature has pushed
using their skills as a lever point for elves to many positions of power,
social power and maneuverability in a whereas those who fail to do so cast
hierarchy. Though, violence is often an themselves from their respective societ­
option to traditional elves given their ies. Some, as such, inhabit isolated
superior combat skills, generally communities in woodland areas, specifi­
tailored to their profession. cally warmer climates.

Elves are well specified and powerful in LIFEPSAN AND GENETICS


combat, gaining abilities to use social Elves live naturally to 500 years old on
stats in place of combat stats during average, upwards of 1,000 years with

Based on historical events, elves are a dominant species when it comes to power
across the territories of Pia. One of the largest civilized territories on Pia, Imperium,
has held elven rule for centuries.

Many elves are much more hospitable than their ancient ancestors, no longer observ­
ing the race of creatures in many scenarios. Though, the actions of elven leaders have
proved that they haven’t removed overall prejudice. Rather, physical capability has
become the new pivot for the elven highnesses.

Elves slowly began the process of building an inclusive culture once twilight elves
were introduced again. A mix of recognition of how powerful different creatures can be
and a level of embarrassment produced by outcasting one of the greatest magical
innovators opened many eyes.

Regardless of their wishes, twilight elves are generally held at high esteem in elven
society. With the interest of history, this esteem may be taken as insulting, almost a
failed apology for previous events. Disregarding that, statues were built in the image of
groundbreaking twilight elves, often disregarding the dwarven aid received.

The pride of the elven species has left them with an idea melded into their culture: the
amount of literal power a creature has directly correlates with that creature’s value in
the world.
proper medicine and healing. PLAYING AN ELF
Elves are charismatic creatures by
Elves are often very selective with nature, and they often use this much to
breeding, though their genetics may their advantage. More than just social
pass between subspecies on specific interaction, elves are capable of using
rare occasions. Their genetics are finely their beguiling prowess to aid their
evolved and thus nearly immutable. physical actions. Skilled solar elves use
their Stunt score in place of their Power,
Solar elves and lunar elves are able to lunar elves of a similar caliber use their
breed with each other, though offspring Appeal score in place of their Dexterity.
is uncommon this way. On the off Twilight elves, uniquely, use Language in
chance, twilight elves are born, which place of Resolve, affecting not only their
are able to breed with any other elf, in mental fortitude, but also their ability to
which case a solar or lunar elf will be cast spells.
born.
For combat, elves may find a lot of use in
BACKGROUND the Warfare core talents, each of which
Elves are ancient egotistical creatures, give bonuses to melee weapons and
prideful and powerful in their actions. ranged weapons separately, as well as
Most elves are currently, as ancient decreasing the amount of time each
elves were, highly specialized in a attack takes. Weapons can also be aided
narrow set of skills, such as combat or with the Hunter’s Mark and Dual Wielder
hunting, and boast their attributes great­ specialist talents. For stealth, speed, and
ly. defense, the Tactics core talents, further
complimented by the Silent Steps spe­
Prior to the birth of the first twilight elf, cialist talent.
the two original subspecies fought a
social war of superiority. After the first When it comes to spell casting, the
interbred elf was birthed, twilight elves Magecraft core talents are a necessity,
became the new target. Their odd mark­ though some of the most powerful
ings created a pattern on their skin and include Wake Artistry and Alteration
they became a subject of mockery in Artistry, allowing area-of-effect spells
elven society. They became a product of and modifications such as healing and
sin and deemed as failure. kinetic force, respectively. Specialist
talents ranging from In Tune, Intense
In elven nature, the few twilight elves Concentration, and most arcane special­
took this as fuel to become the most ist talents are extremely supportive.
powerful spell casters of the ancient
species, founding the 4 newest Arcane Overall, elves are powerful in single
Arts. In this new light, the twilight elves’ sections of play but aren’t very versatile.
markings became a status of prosperity It’s optimal to focus on specific subtraits
and worth. based on what subspecies you’re playing,
as they take on double-value once you’ve
reached the better tiers of their species
talent trees.
SOLAR ELF
Solar elves much like yourself grew into
being natural gladiators, glorifying the
ability to do battle. In elven society, you
decide worth through combat prowess,
either directly through direct encounter
or through trials such as gauntlets,
rightfully capable of killing those who
are too weak.

Your skin is light, golden and reactive


to sunlight. Due to your defining fea­
tures, it’s difficult for you to hide your
identity within the elves, and thus,
your failure is unhidable, not even an
option.

Elven brawler lineages often spent


most of their ancient life being con­
sidered superior to their lunar coun­
terparts, partially due to physical
force and advantage. Through time,
this catalyzed wars between you
and your lunar counterparts,
ending with the decision that no
natural superiority actually
exists. Though to you, this hasn’t
really been proven, as they are
not nearly as capable of win­
ning such battles that you can.
Their physical prowess is
below you, and it's a shame
this isn't better recognized.
SOLAR ELF
2d4 Block Rating, 2d12 Dodge Rating, 3 Constitution, 7 Endurance, 2 Effervescence
You are gifted in Speed, Portrayal, and Stunt. You know Utopian and Elvish.
LUNAR ELF You are a creature born of redemption,
and you must fight hard for your worth.
Lunar elves like you are natural hunters The world isn't fair for you and your
and stalkers, blending well with starry siblings, but that’s a challenge you will
night skies. If there’s no place to hide, take on with a strong mind and quick
you will easily make one to fit your
needs.

The nightly elves have historical conflict


with solar elves, given the contrast of
their abilities. No signs of true superiori­
ty exist anymore, rather your skill sets
were denied through rigged testing in
ancient conflicts of skill. You’ve spent
your life in the shadow of false warriors,
boasting their might like it was of the
gods themselves.

Common Pian beliefs state that lunar


elves are modified solar elves born of
the celestials, granting them lineage
with greater bodies. Utian beliefs harsh­
ly critique this idea, claiming that said
celestials are not capable of creation of
life, as these large bodies are inorganic
and non-sentient. Debates as such have
gone on, not often diplomatically, even
prior to the colonization of Uto.

You more than likely stray away from


settled living situations, often living on
foot with a bedroll, enough water to get
by, and blocks of jerky on your back. You
camp, hunt, and stalk through the nights
and find hidden places to rest during the
day. Lunar elves that do take shelter in
cities often resort to underground pas­
sageways, cartels, and other black-mar­
ket institutions. These elves are not
criminals, rather their broken reputation
keeps them unjustly in a position of
presumption within the urban spaces of
LUNAR ELF
2d4 Block Rating, 2d12 Dodge Rating, 3 Constitution, 7 Endurance, 2 Effervescence
You are gifted in Speed, Portrayal, and Appeal. You know Utopian and Elvish.
f

* TWILIGHT ELF Magic is natural to you, a medium of


peace and enlightenment when the
Twilight elves are the youngest species world tries to foil you. Mysticism is a
of elves. In evolutionary youth, your language and an art more than it is a
existence was mocked and heckled, as tool. Magic doesn't need purpose, magic
A you were a sign of interbreeding, a needs to mean something to its caster.
cardinal sin amongst your elven kind.
This prejudice led to unjust prosecution,
N.
ignored crimes against your ancestors,
and general injustice against your
people within day-to-day life.

Your skin comes in shades of flat, dark


colors, marked with bright streaks,
shapes, and blotches. You are physically
distinguishable from the other elves,
making it difficult for you to hide your
identity from other elves. This also made
it a struggle for your ancient ancestors
to protect themselves within society.

Outcasted, your young species studied


the magic arts, aided by isolated ancient
Pian dwarves. After years of exponential
progress, they were able to craft and
found four new Arcane Arts: the Art of
Illusion, the Art of Divination, the Art of
Necromancy, and the Art of Alteration.

After their innovations towards magic,


twilight elves were held with new
respects and reintegrated into society.
Currently, you are still held in high
regard. Not only does your lineage lift
you, but you and your siblings' births
are rather rare to come by. Though
to some, this newfound fame
means little in the way of the
Elven past. It’s hard to push
down the resentment you feel
for your prideful counterparts,
stuck in the old ways of solv­
ing problems with bigger
sticks than your opponents.

V f
TWILIGHT ELF
2d4 Block Rating, 2d12 Dodge Rating, 3 Constitution, 7 Endurance, 2 Effervescence
You are gifted in Speed, Portrayal, and Language. You know Utopian and Elvish.
CAMBION way is hard to come by, especially to the
extent cambions can. Your social pres­
The very existence of cambions is con­ sures may be used to your advantage if
troversial and heavily conspired for and done cunningly. In the worst case, you
against. These flames are further stoked can find use in armless combat, using
by strong belief systems. To the moder­ just your natural body as a basic
ately religious or more, the birth of a weapon. To top that, you also boast a
cambion is a symbol from a much higher well-developed natural defense.
power, offering a message to the mortal
realm. Cambions are extremely rare,
being a very rare mutation of two human LOCATION
parents, that of which is already scarce. Cambions can be found sparsely
This lack of sample size makes these amongst Pia and even less on Uto. Their
debates often baseless, but boisterous appearances are beheld by many of the
nonetheless. Social pressure is common common Pian beliefs, pushing them
for these creatures on Pia due to a more towards isolation or dense populations
dense religious population, though many based on their physical attributes.
skeptics live on Pia and many more on
Uto. LIFESPAN AND GENETICS
Cambions are born of two human par­
Cambions share a unique set of skills, ents; the reason for their birth is widely

Thawn Quatron is a powerful name in the world of innovation, known to be one of the
greatest inventors in both Pian and Utian history. He not only designed weapons on par
with those told in distant bardic song, but even created systems used to facilitate such
craft.

What many don’t know is that Thawn is a sibling of four, the second eldest. He was cast
out by his human parents once realized to be an eldritch cambion, a sign of the
end-times to the faithful, a destruction to a family crest if ever discovered.

His two younger siblings, Xon and Faun, never heard tales of such a sibling in their
youth. Dawn Quatron, the oldest sibling, was the only one to know of such a thing,
though little did she know of the reason or the connotations of such.

The Quatron siblings gained a lot of reputation through their family’s prestige.
Although, as they grew into their name, the number of people that were stepped on to
gain such a name grew as well. The three siblings sought to find the since lost Thawn,
but he had since found refuge in the Utian technocracy where prejudice was virtually
nonexistent.

Though much spite was built in the absence of his family, he spread his various ideas
to the public, founding the systems used to create the iconic items held by his siblings.
discussed and debated. The common weaponless attacks and ability to fly.
Pian belief states that the birth of a Though it costs stamina, this allows
cambion is a message from a greater prevention of fall damage and an addi­
power. These beliefs entail the idea that tional vertical axis when traveling.
the steps of a cambion create extreme Angelic cambions have some of the most
world events, whether those be for prolific healing and buff abilities in their
better or for worse. laieni while demonic cambions
talent trees, whiie
hold strong melee weaponless attacks
Common Utian beliefs speculate that and debuff abilities. Eldritch cambions,
some humans exist with stifled modified to contrast, gain a ranged weaponless
genetics from experiences of their attack and telepathic communication.
distant past. Said genetics are extremely
recessive and uncommon, making the With a fair number of combat talents at
chance of a cambion's birth rare by their disposal, cambions may find inter­
nature. est in the Warfare core talents for offen­
sive abilities and the Tactics core talents
Cambions do not show any signs of for defensive and evasive abilities. For
aging, the oldest cambion's death was healing, the Alteration Artistry talent in
recorded at more than 1,100 years old. the Magecraft core tree offers healing
Cambions are completely sterile. magic while the center branch of the
Innovation tree allows one to craft heal­
BACKGROUND ing items.
Cambions are a sight to behold amongst
most people, as the beliefs and contro­ Given their ability to fly, cambions can
versy that follows them create odd take advantage of items such as the
reputations. The first cambion was Aerial Sash, which only increases the Air
recorded after the independence of travel of creatures that would have one
humans, though there’s no proof that innately. With this ability to fly, talents
they weren't alive before then. that offer mind points will help increase
stamina while ranged weapons and
Each cambion shares physical traits with abilities will give cambions a stark
one of three celestial creatures: angels, advantage on melee creatures.
demons, and eldritch beings. Some
speculate that this is coincidence, some Overall, cambions are versatile crea­
say that it was by intelligent design tures with a few strong edges. Each
during human captivity, others say that cambion is followed by a strong social
this is made by the touch of the celes­ connotation due to their heritage and
tials themselves and serve as a mes­ their placement in faith, sometimes good
sage. and bad other times. When playing a
cambion, consider how your character
may cope with the way that they are
PLAYING A CAMBION perceived, as some shopkeepers may
Cambions are very unique as playable refuse to sell, though others may be beg
creatures, given their superior for consistent favor.
ANGELIC CAMBION expectations are always nothing but
high. As it has been explained so many
Reminiscent of their names, angelic times, you are simply perfect.
cambions have feathery white wings,
always a clear complexion, and you keep When you use your limited "angelic”
a youthful figure the majority of your blessings, your eyes more than likely
very long life. will glow a stark, beaming white. This
enforces your symbolic nature that you
You are humble and modest, but in many can’t shake, and also makes it very
regions you will be showered with love difficult for you to disguise yourself,
and affection, regardless of your previ­ regardless of your wishes.
ous deeds. You are a symbol to many, a
symbol of peace and serenity. The pres­
sure to appease is strong when
ANGELIC CAMBION
2d4 Block Rating, 2dl2 Dodge Rating, 4 Constitution, 6 Endurance, 2 Effervescence
You are gifted in Power, Appeal, and Stunt. You know Utopian and Primordial.
Chest armor and back armor must be made custom for you to be able to equip. Custom armor takes 1 additional hour to craft. A piece of
armor can be customized with 1 hour using a tool set. Only creatures able to craft items of similar rarity may modify armor this way.
You have 3 meters of Air travel. You may spend either 1 turn action or 1 interrupt action to hold an airborne position. If you fly for any
amount of time during a turn, you lose 5 stamina at the end of the turn.
DEMONIC CAMBION who's visited those disgusting temples.
Those who don’t recognize it may find
Many demonic cambions are ousted on themselves deeply attracted to you if you
birth, expected to live on their own the were to push the mentality.
moment their demonic features become
prominent. Or, in some cases, some may Life is easy, really; disguising yourself is
hope you never made it to the stage of often impossible, making intimidation
walking. your strongest quality. Many demonic
cambions like yourself have been
Unfortunately for all of them, you are pushed into criminal syndicates, either
very resilient and capable. Even worse by societal standard and prejudice law,
for you, you have an extremely distinct or just because they were good at it.
scent and look, something soft and Your best friends are strong friends, and
sweet, almost alluring. This scent is your worst enemy is your own image and
tightly held in the minds of the mob, the masses.
making you a natural enemy to anybody
THERMAL BARRIER HYPERCOGNANT THICK SKIN

You cannot be inflicted with


Unconsciousness unless you
choose to, given you have
more than 0 stamina and more Your Physical defense
than 0 DHP. increases by 4.

RAPID BLOWS

Your weaponless attacks


FALLEN HORNS
require 1 turn action rather
than 2.

Your weaponless attacks deal


2d8 Physical damage.
STRONG DEFENSE FORTUNATE

OTHERWORLDLY CURSE

KINETIC BUFFER PROUD When a creature within 5


meters of you makes a test,
When you spend 5 or more stamina you may spend 1 interrupt
on something other than casting a
action and 4 stamina up to
spell, you may make a Portrayal test.
Your Energy defense increases once per test to give the
If the test succeeds the amount of
by 4. stamina spent, you regain 2 stamina. creature a point of disfavor.
You may only make 1 Portrayal test
per stamina costing event.

DEMONIC CAMBION
2d4 Block Rating, 2dl2 Dodge Rating, 4 Constitution, 6 Endurance, 2 Effervescence
You are gifted in Power, Appeal, and Portrayal. You know Utopian and Primordial.
Chest armor and back armor must be made custom for you to be able to equip. Custom armor takes 1 additional hour to craft. A piece of armor can be
customized with 1 hour using a tool set. Only creatures able to craft items of similar rarity may modify armor this way.
You have 2 meters of Air travel. You may spend either 1 turn action or 1 interrupt action to hold an airborne position. If you fly for any amount of time
during a turn, you lose 3 stamina at the end of the turn.
>

ELDRITCH CAMBION
If you are sure of anything, it is that
society was not built for creatures like
you. Eldritch cambions are only things of
ancient lore, no more than radical
bedtime stories of the apoc­
alypse yet to come. Little do
any of those storytellers
know, you walk, breathe,
and eat just like they all do.

Your very existence is


objectified, you are a sign
of the end. It’s hard to
make acquaintances
when you have been
deemed a prophet of the
world-enders. Even to
those that do not believe
in the eldritch, your dark
tendrils, odd growths, and
lopsided features are
things of nightmares, per
all the children you've met
in your life.

Uto is a common escape for


cambions like yourself, as the
turmoil surrounding your heritage is
left with the religious on Pia. The
forward minds of Uto do not believe in
such eldritch beings; regardless of their
beliefs, you’re recognized as a living,
breathing, sentient being rather than a
monster from the depths on the moon.

Periodically, you may hear unquenchable


voices that say nothing and everything at
once, speaking in ear-piercing tones;
nothing decipherable. It’s hard to tell
what these voices mean, your species
was born on the brink of extinction,
perhaps rather fortunately for all those
never born.
THERMAL BARRIER HYPERCOGNANT TELEPATHY

You cannot be inflicted with


Unconsciousness unless you You may communicate
choose to, given you have telepathically with creatures
more than 0 stamina and more that are able to communicate
than 0 DHP. using a language you
understand. Your telepathy
has a maximum range of 10
meters.

RAPID BLOWS

Your weaponless attacks


MENTAL SCREECH
require 1 turn action rather
than 2.
When you make a weaponless
attack, you may choose for it
to deal 2d6 Psyche damage
and have 5 meters of close
range, 10 meters of far range,
STRONG DEFENSE FORTUNATE instead. Attacks made this
way use your Memory modifier
instead of Power.

KINETIC BUFFER PROUD


When you spend 5 or more stamina Your Psyche defense increases
on something other than casting a
by 4.
spell, you may make a Portrayal test.
Your Energy defense increases
If the test succeeds the amount of
by 4. stamina spent, you regain 2 stamina.
You may only make 1 Portrayal test
per stamina costing event.

ELDRITCH CAMBION
2d4 Block Rating, 2d12 Dodge Rating, 4 Constitution, 6 Endurance, 2 Effervescence
You are gifted in Power, Appeal, and Memory. You know Utopian and Primordial.
Chest armor and back armor must be made custom for you to be able to equip. Custom armor takes 1 additional hour to craft. A piece of armor can be
customized with 1 hour using a tool set. Only creatures able to craft items of similar rarity may modify armor this way.
Your Air travel is equal to half your Speed score rounded down, minimum of 1. You may spend either 1 turn action or 1 interrupt action to hold an airborne
position. If you fly for any amount of time during a turn, you lose 4 stamina at the end of the turn.
attacks, and increasing attack speed.
A TALENTED Generally, this tree is very stamina-in-
tensive, so a large pool of Mind points or
CHAMPION a high Endurance goes a long way.

As you venture, you will amass experi­


ence and practice. Naturally, you may
TACTICS
The Tactics core tree is predominately
choose how your character adapts to the defensive, offering talents that increase
conditions using talents. Block Rating and Dodge Rating, as well
as talents that increase one's maneuver­
Talent trees, much like those of which ability in combat. This comes in the form
your species has, are broken into of ignoring fall damage, using your
branches and those are further broken weapon to aid in blocking, and gaining
into tiers. defensive buffs based on your armor.

Every species has a two-branch talent


tree, each branch containing four tiers. INNOVATION
Each subspecies has a single-branch The Innovation tree often works in line
tree with three tiers. with crafting, though offers several
benefits that aid both in crafting and in
Beyond your species, there are five core natural activity. The three branches are
trees that you can take talents from. broken down into gaining the ability to
These vary greatly in what they offer, craft higher rarity items, being able to
and none of them have any requirements craft more efficiently and effectively, and
barring two: to have access to a talent, finding more uses for your intellectual
you must have each talent of the lower subtraits and traits.
tier within that branch. For instance, in
regards to the Warfare core tree, you
cannot take the Recovery talent until you
MAGECRAFT
The Magecraft tree is unique in design,
have already taken the Swift Strike as talents offering new arcane artistries
talent followed by the Hasty Attacks are scattered throughout the tree, while
talent. the remainder aid in versatility when
casting. Each artistry allows one to cast

CORE TALENTS spells with new characteristics, whereas


other talents may offer faster casting,
All players, and even some creatures, the ability to cast on other creatures’
have access to the core talent trees. turns, or discounts to spells.
There are five total, each specializing in
different facets of character develop­
ment. PROWESS
Finally, the Prowess tree is the smallest,
most generic, and the most expensive
WARFARE for its value. As a trade to this, once one
The Warfare core tree offers offensive has gained every talent in a Prowess
talents, broken into three categories: branch, they may start that branch from
ranged weapon attacks, ranged weapon the beginning again.
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WARFARE
The Warfare tree is a path towards combat and finesse in conflict. Talents from this tree are battle oriented,
both general and specialized. It is the fine art of not only hitting things really hard, but also hitting things very
quickly and in close succession.
>

TACTICS
The Tactics tree offers evasive maneuvers and technical outfittings. The talents in this tree push superior
movement and reflexive defense, including not only increasing one’s blocking and dodging capabilities, but
also offering alternative methods.
INNOVATION
The innovation tree is purely based in the heart of craft. One cannot craft powerful artifacts without first
accepting these talents. Innovation not only allows the creation of custom equipment, but also advanced
usage for said items as well as others, including dismantling and medical aid.
EVOCATION ARTISTRY ILLUSION ARTISTRY

You
n cast and craft spells
that require the Art of Illusion.

* :

\Xuuj £UJJ ita-ii anil m

WIZARD'S WITS BLOOD MAGIC


When you become the target of any When you cast a spell, you may
effect, you may spend 2 interrupt spend SHP instead of stamina.
actions to cast a spell. Spells cast Spells cast this way cannot
this way cost double the amount of regain SHP. This does not count
unt to cost.

WAKE ARTISTRY

You can cast and craft spells


that require the Art of Wake.

SWIFT CASTING MAGE MURMUR


You may spend 6 stamina to cast
Whenever you take the Deep
a spell with 2 turn actions or 11
Breath action or regain stamina
stamina to pact it with 1 turn
from consuming a component,
action. This not count
you regain 2 additional stamina.
towards the cost of the spell.

MAGECRAFT
Sometimes, mana teaches the caster and the magecraft tree allows for this, the usage of magic and the
arcane. Not only may one learn the arcane arts, but also how to cast more efficient spells with lower costs to
suit a caster’s needs.
INFLUENCE
Social conducts and misconducts can both be utilized using the Influence tree. A practical usage of \
can aid your allies and goad your opponents, perhaps even convince them all that you’re somebody
entirely.
PROWESS
The Prowess tree is unique from any other: once one completes a branch, they may revisit it from the start.
This tree is small and subtle, but offers infinite talents and usage of levels. Though it is slow, it is extremely
powerful in the way of potential.
SPECIALIST TALENTS
Beginning at a base level of 10 and
followed by each 10 levels afterwards,
your character is granted a specialist
talent of your choice. These are
cost-free talents that offer
supplementary abilities. Often these are
passive, but some active abilities exist.

Many talents, excluding some common


variety, have special requirements you
must meet in order to take them on. You
must meet those requirements upon
reaching a 10th level, otherwise that
talent is deemed unavailable until the
requirement is met. A prerequisite may
be anything from a minimum subtrait
score, acquiring a previous specialist
talent, having a specific core talent, as
well as others.

If you’re unsure of what specialist talent


to take, consider checking the species
specialist talents. Every species has one
specialist talent specific to them; beyond
that, there is a specialist talent centered
around each subtrait, called Skill
Specialist Talents. For instance, if your
character is centered around Power, the
Iron Gripped talent may be suitable.
None of the Skill Specialist Talents have
requirements and many will increase
their respective subtrait score by 1.

The most powerful talents are called


Ultimate Specialist Talents. These talents
boast extreme capability, but also have
the massive requirement of mastering
an entire talent tree. Which talent tree
needs to be mastered is specific to each
Ultimate Specialist Talent.
Basic Specialist Talents
Basic specialist talents are modest, offering lax ability with minimal requirements, such as another specialist
talent or a minimum trait or subtrait score. Many of these talents are specific or niche, though synergistic with
other abilities.

Talent Name Prerequisites Abilities

You gain a point of favor on tests made to remain


Silent Steps None inconspicuous.

When you are affected by a spell using the Art of


'i 1 Array, you may make a Will contest against the
Mage Fighter None caster. If you succeed the test, the spell fails and
has no effect, though all costs are still paid by the
i i caster.

r When you are affected by a spell, you know the


Must have the Mage effects of the spell and may use interrupt actions
Sage Slayer
Fighter specialist talent. before the effects resolve.
’ll

When you make an attack against a creature that


doesn’t sense you, you may spend 8 stamina. If you
Must have a Stunt score do and the attack deals more damage than than the
Coup de Grace
of 7 or higher. creature’s maximum DHP, its DHP is reduced to 0
instead. Otherwise, it deals half as much damage,
rounded down, instead.

When you make a test for accuracy using a ranged


Must have a Dexterity weapon, you may make an Agility test rather than a
Hunter’s Mark
score of 7 or higher.
Dexterity test.

Must have a Strength When you make an attack with multiple weapons
score of 7 or higher. simultaneously, you may spend 1 additional turn
Dual Wielder Must have an Agility score action and 8 stamina to have both weapons deal full
of 7 or higher. damage.

Must have a Resolve While concentrating, you may cast spells and take
Intense Concentration the Attack, Block, and Dodge action.
score of 7 or higher.

You do not gain points of disfavor for focusing on


Must have an Awareness multiple tasks when making tests to remain
Split Focus
score of 7 or higher. focused.
Skill Specialist Talents
These talents are each centralized around specific subtraits. Much like basic specialist talents, skill specialist
talents don’t have any requirements whatsoever. Each offers a modest advantage and most give a permanent
boost to a subtrait, given the subtrait is able to go up.

Talent Name Prerequisites Abilities

Your Power score increases by 1. When a creature


enters within 1 meter of you, you may take the
Iron Gripped None Grapple action by spending 2 interrupt actions and 6
stamina.

Your Dexterity score increases by 1. You gain a point


Poised Handling None of favor on tests made to decide the accuracy of
attacks made with ranged weapons.

Your Speed score increases by 1. You may spend 3


Expeditious None stamina to take the Travel action with no turn action
cost, up to once per turn on your turn.

Your Engineering score increases by 1. You gain a


Pragmatic None point of favor on tests made to use or alter devices.

Your Memory score increases by 1. When you make


Photographic Memory None a test to recall information, if you roll less than a 10
before modifiers, you roll a 10 instead.

Your Awareness score increases by 1. You cannot be


Survivor None surprised by an attack if your current SHP is equal
to your maximum SHP.
Skill Specialist Talents
These talents are each centralized around specific subtraits. Much like basic specialist talents, skill specialist
talents don’t have any requirements whatsoever. Each offers a modest advantage and most give a permanent
boost to a subtrait, given the subtrait is able to go up.

Talent Name Prerequisites Abilities

Your Stunt score increases by 1. You gain a point of


Acrobat None favor on tests made to climb and traverse obstacles
and difficult terrain.

Your Portrayal score increases by 1. When you make


a test to replicate the behavior of a creature, if you
Thespian None roll less than a 10 before modifiers, you roll a 10
instead.

Your Appeal score increases by 1. You gain a point of


favor on tests made to persuade creatures that
Engaging None you’ve never attempted to persuade before, given
I they’re not hostile towards you.

Your Language score increases by 1. You know a


self-made language, only known by creatures who
Phonetic Composer None you have taught. You may teach another creature
over 8 hours.

Your Resolve score increases by 1. You have a


number of Restoration Charges equal to your
Resolve score. You may spend 3 turn actions and
Natural Healer None any number of Restoration Charges to heal a
touching creature 1d4 DHP per Restoration Charge
used. You regain all charges after completing a rest.

Your Fortitude score increases by 1. You have a


number of Protection Charges equal to your
Fortitude score. You may spend any number of
Rugged None Protection Charges to add an additional die to your
next Block or Dodge roll for each charge used. You
regain all charges after completing a rest.
Species Specialist Talents
Species specialist talents equate to a character growing and manifesting into their hereditary gifts, those of
which may not be so obvious without experience. Each of these talents are specific to a species, and one’s
species serves as a prerequisite for each.

Talent Name Prerequisites Abilities

Choose a subtrait. You become gifted in the chosen


Adept Must be a Human. subtrait.

When you consume a power component to regain


1, Ii stamina, you may consume three times as many
Swift Consumption Must be an Automaton. instead, given they are all the same rarity. If you do,
i
you regain three times as much stamina.
il
1

1
- - - - If
If you would make an Engineering or Memory test,
1
you may spend 10 stamina to make an Intellect test
Unbreakable Mind Must be a Dwarf. instead. If you would make a Resolve or Awareness
1 test, you may spend 10 stamina to make a Will test
instead.

When you become the target of an effect, you may


choose to be treated as a Construct rather than a
Artificial Hybrid Must be a Cyborg. Humanoid against the effect. You do not gain points
of Fatigue from lack of sleep.

You may communicate telepathically with any


Emotional Synapse Must be an Oxtus. creature, regardless of what languages it
understands, if any.

When you make a Portrayal, Appeal, Stunt, or


i Language test, you may choose to reroll it once. You
Elven Pride Must be an Elf. must take the new roll. You lose an amount of
stamina equal to the new roll.

When your DHP is reduced to 0 or less, you may


choose to have your stamina reduced to 0 and your
Greater Intervention Must be a Cambion.
DHP reduced to 1 instead. You may not use this
talent again until your DHP has been fully restored.
Fabrication specialist talents are a strong choice for craftsmen and artificers, offering more efficiency and
versatility in craft. Each talent has a requirement based on the Innovation talent tree, specifically that of the
longest branch. These talents present drastic potential for crafting speed and augmentation.

Talent Name Prerequisites Abilities

Crafting items and components requires that you


Hasty Craft None spend half as much time.

Must have the Tinkerer You may remove an augmented item from a
Augmentor creature without dealing damage to it.
core talent.

When you make an attack with a weapon that you


Must have the Craftsman crafted, additional damage calculated by modifiers
Advanced Construction
core talent. is doubled, minimum bonus of +1.

You regain all SHP and stamina after crafting an


Must have the Artisan item other than a component that is Common or
Relaxed Craft
core talent. rarer. You may only regain SHP and stamina this
way once between rests.

Must have the Visionary You may augment armor that isn’t augmentable into
Cybernetic Specialist
core talent. creatures.

Must have the Creator You may augment two items into yourself per armor
Nanomechanics slot instead of one.
core talent.
Arcane Specialist Talents
Arcane specialist talents are used to push a caster when putting spells together, allowing for significant versatili­
ty. Some require that the caster have a specific talent within the Magecraft tree, others require that the caster
can simply cast spells at all, even less require specific trait scores.

Talent Name Prerequisites Abilities

You may cast spells without making any physical or


Must have at least one audible gestures. Creatures gain a point of favor on
Subtle Spells talent from the Magecraft tests made to resist spells cast this way. You may
core talent tree. cast spells 2 meters through a medium rather than
1.

'i
When casting spells with no physical gestures,
I Ii
Must have the Subtle creatures do not gain favor on tests made to resist
Mystical Cognance
i Spells specialist talent. spells cast this way. You may cast spells 3 meters
through a medium rather than 2.

f
You may spend 6 turn actions to undo a permanent
1 Must have the Enchant­
Arcane Withdrawal spell that you cast, given you are within 1 meter of
ment Artistry core talent. the spell’s effects.

Your Spellcap is equal to your Will score. If you have


Must have a Will score of
no Spellcap, spells you cast cost an amount of
.....
stamina less equal to your Soul score.

Must have the In Tune


Your Spellcap is equal to double your Will score. If
specialist talent.
Enlightened you have no Spellcap, spells you cast cost an
Must be able to use at
amount of stamina less equal to your Mind score.
least three Arcane Arts.

Must have at least one


You gain 2 points of favor on tests made to resist
Occult Mind talent from the Magecraft
losing Focus or breaking Concentration.
core talent tree.

You may cast spells that deal only Heat damage and
Must have the Evocation cost 3 stamina or less after discounts without
Pyromancy
Artistry core talent. spending any stamina.

You may cast spells that deal only Chill damage and
Must have the Evocation cost 3 stamina or less after discounts without
Cryomancy
Artistry core talent. spending any stamina.
imate Specialist Talents
Without competition, ultimate specialist talents are the most powerful specialist talents a character may have
access to. On the other side of the coin, these talents have the highest requirements of any other specialist talent,
each requiring mastery of a single core talent tree. The raw effort of meeting the requirements is found worth the
inhuman raw capability offered. A creature with multiple of these talents would no longer be considered fully
mortal.

Talent Name Prerequisites Abilities

Must have each talent in


On each of your turns, you have 9 turn actions
Conquerer the Warfare core talent
rather than 6.
tree.

Must have each talent in


On each other creature’s turn, you have 3 interrupt
Champion the Tactics core talent
actions rather than 2.
tree.
I

Must have each talent in You may spend 6 turn actions to craft an item or
Predisposed the Innovation core talent component. Items crafted this way do not require a
tree. tool station.

Must have each talent in


Archmage the Magecraft core talent You have no Spellcap.
tree.

Whenever you regain DHP, you may choose any


Must have each talent in
number of creatures that can sense and understand
Faesong the Influence core talent you. Each creature chosen this way regains a
tree. similar amount of DHP.

Must have each talent in Choose up to 6 subtraits and up to 4 defenses.


the Prowess core talent Increase the chosen subtraits by a total of 6 and the
tree. You may take this chosen defenses by a total of 10, distributed in any
Empirical specialist talent up to way you choose. Subtraits cannot be increased
once for each time these beyond their maximum this way. Your choice of
talents have been Constitution, Endurance, or Effervescence increases
acquired. by 1.
_»>< tin
Your level can be tracked by adding your
PLAYING THE Spendable points, Body score, Mind
score, and Soul score.
GAME
INCREASING SUBTRAITS
In the world of Utopia, your character When your character leVels up, you get a
can do just about anything. Although, all chance to increase one of their subtraits,
creatures have limitations. Below are
not only the tools that all basic creatures It may be any subtrait, though none of
have access to during gameplay, but also your character’s subtraits can go beyond
the trials and stipulations you must its maximum:
endure while adventuring, such as keep­
ing your character fed, rested, and Strength and Agility based subtraits
breathing. cannot be increased past your Body
score, minimum of 1.
It's a big world, and there’s a lot to take
in. If the number of options is intimidat­ Intellect and Will based subtraits cannot
ing, imagine what your character would be increased past your Mind score,
do, and see how that translates through minimum of 1.
this guide. How many turn actions would
it take? What kind of resources would Display and Charm based subtraits
your character need to expend to com­ cannot be increased past your Soul
plete this action in regards to your stats, score, minimum of 1.
such as stamina?
The exception: the maximum for sub­

LEVELING UP traits you are gifted in are doubled. For


instance, if you have 4 Body points and
When your character has gained enough you are gifted in Fortitude, you may have
experience to level up, there's a number a maximum Fortitude of 8.
of things that will change, and all for the
better (probably).
J Most creatures exist within full mortality,
RESETTING YOUR XP meaning they exist below a measurable
The amount of XP you need for each number of means. More powerful crea­
level should be 100 times your overall tures, though, are considered demimor­
level. For instance, if you are level 20, tals. They are more than capable of
you need 2,000 XP to get to level 21. impending doom, but such is so rare that
they may succeed dozens of generations.
At level 10, once you’ve received 1,000 XP,
your current XP will be set to 0, your Only creatures that have found a way to
level will increase by 1, and your needed prevent aging can achieve this. Some are
XP will be set to 1,100. If you gained more born in such a way, such as cambions,
XP than you needed to level, the remain­ automatons, and creatures subject to
der will carry over. chronohomogony.
TRAIT AND SUBTRAIT USAGE Awareness - Your level of Awareness
shows how alert you are, how observant
Each trait and subtrait corresponds to a
potential test your character may make. you are, and how prepared you are on a
Your circumstances change what test passive and active basis.
will be necessary.
Portrayal - Your Portrayal helps you
Speed - Your Speed isn't just a direct resemble something that you may not
correlation to how fast you can run in always be; this includes your ability to
meters per second, but also how quickly replicate social behavior, intimidate
you can gain momentum in a moment’s others, or simply lie.
notice. This subtrait will affect how far
you can move in a turn. Stunt - Your Stunt shows how well you
can keep your balance understand your
Dexterity - Your Dexterity includes how body in a three-dimensional space. The
diligent your fine motor functions are, more stunt you have, the better you are
including sleight of hand, sneaking, and at positioning yourself, regardless of
swiftness. This subtrait will affect how your grounding.
accurate you are with ranged weapons.
Appeal - Simply, Appeal is how well you
Power - Your Power resembles how can communicate yourself to others in a
much force you can put behind your beneficial manner. The more appealing
swing or your leap. How much effort you you are, the better you are at interacting
can put into a swift motion. with others.

Fortitude - Your Fortitude will constitute Language - Language is not only how
how much your body can handle, wheth­ well you speak, but rather how well you
er that be toxins, alcohol, or just simply communicate with others. This skill
a good beating. includes how easy you can pick up new
languages based on previous speech and
Engineering - One’s Engineering is how writing patterns.
well one may operate and manipulate a
working system, including things such
as technology or even the human body.

Memory - Your Memory score derives


how well you can recall previously
processed information. Not just ideas,
but events in great detail.

Resolve - Your Resolve deduces how you


react under pressure, a mental fortitude
you hold. The more resolve you have, the
more mental taxation you can withstand.
This subtrait will affect the power of
spells you can cast.
GATHERING TALENTS
With each level, you gain a Spendable
TURN ACTIONS AND
talent point. Talent points can be spent to INTERRUPT ACTIONS
gain talents, from either the core talent Turn acfjons ancj interrupt actions are
trees or from your specific species or temporal currency of Utopia. When
subspecies tree. yOU are facec| wjth a time-sensitive
situation, such as during combat, every­
Remember, you don’t have to take any thing you do will require a number of
talents immediately. You may spend turn actions or interrupt actions.
talent points on a talent at any moment,
it doesn't even require actions. Although, When time is of the essence, you will
once you’ve taken on a talent, the points enter a turn-based encounter. On your
you spend need to be reorganized into turn, you are granted 6 turn actions to
your Body, Mind, and Soul scores. use, though you do not have to use all of
them. When it’s not your turn, you are
Once you’ve learned a talent, the maxi­ granted 2 interrupt actions. The number
mum for some subtraits will be of interrupt actions you have available
increased and your SHP, DHP, or stamina resets at the beginning of each other
may be increased. Those stats must be creature’s turn.
calculated accordingly.
Each turn action and interrupt action
Each of these stats are calculated as so: represents 1 second of time, though
■ Maximum SHP is equal to [Body actions may overlap and tangle with
Score] * [Constitution] + [Level] other actions. Each turn is approximately
Maximum DHP is equal to [Soul 6 seconds, 10 turns in a minute.
Score] * [Effervescence] + [Level]
Maximum stamina is equal to [Mind If you're in a time sensitive situation but
Score] * [Endurance] + [Level] not necessarily interacting with other
creatures, it's possible that your turn
Finally, if the level you’ve reached is a actions will be independent of other
multiple of 10, you must choose a spe­ creatures’. For instance, if your party is
cialist talent. Many specialist talents stuck in a room with only 1 minute of
have prerequisites, but as long as you oxygen, your party may be granted 60
meet the necessary requirements, you turn actions each to escape.
may acquire it.
INTERCHANGING ACTIONS The test difficulty is the minimum roll
needed to succeed in doing the task.
If you would like to take an action that
requires turn actions when it’s not your
turn or respond to something on your For instance, if your character is
turn, you may exchange actions in the attempting to dodge falling debris, they
following way: may make an Agility test. The GM will
■ You may spend 2 interrupt actions as generate an appropriate TD, though often
if they were 1 turn action. the players will not know what it is
■ You may spend 1 turn action as if it before rolling. In this example, it will be
was 1 interrupt action. 10. If the character rolls a 10 or higher,
they successfully avoid the debris.

ROLLS AND TESTS CONTESTING


Any time a creature embarks on a task Sometimes, you’ll be directly pitted
that requires some level of skill or has against another opponent. In these
some level of difficulty, that creature will cases, such as during an attempted
make a test. grapple, you will contest another crea­
ture. This means that your test will be
Each test made is based on one of 6 compared to another’s test, and the
traits or one of 12 subtraits. To make a higher roll will win the contest.
test, such as a Power test, a player rolls
3d6 and adds their Power modifier to the TIEBREAKERS
roll. This roll’s outcome will determine Any time a creature is rolling against
how successful the player’s character is another, whether that be durings tests,
at doing the given task. blocking, dodging, or other circumstanc­
es, there is a chance that both roll the
3D6 same final number. In these cases:
As a player, you will roll 3d6 many times If a PC is rolling against an NPC, the
during your adventures, this is a PC wins the tie.
base-level set of dice. Unlike systems • If either both creatures are PCs or
that use a d20 for a "test” or “check”, 3d6 both are NPCs and one creature is
reduces radicals. The chance of rolling a defending itself, the defending crea­
10 with 3d6 is much higher than the ture wins the tie.
chance of rolling a 17. • If the above is true and both or nei­
ther is defending, the creature with
Keep in mind that the minimum roll for the better modifier wins the tie.
3d6 is 3, and the maximum roll is 18, If the above is true and both have the
especially when considering test same modifier, the creature of higher
difficulty. level or DR wins the tie.
■ If the above is true and both crea­
tures have the same level or DR, one
TEST DIFFICULTY is chosen at random.
For any given test, there should be a test
difficulty (TD).
FAVOR AND DISFAVOR STANDARD ACTIONS
If luck is on your side, or perhaps you Standard actions are actions that any
are both blind and deaf, you may have creature is capable of, given it can foot
some points of favor or disfavor on a the necessary costs. It’s important to be
roll. Any unruled circumstance that aware of your capabilities during tense
would push a roll slightly one way can moments such as combat.
cause a point of favor or disfavor, though
exactly which events do are up to GM
discretion. ATTACK
The Attack action allows a creature to
For each point of favor you have on a make an attack against a creature or
roll, you roll an additional ld6. For each object. If not using a weapon, this
point of disfavor you have on a roll, you requires 2 turn actions. Weaponless
remove a d6. If you have enough disfavor attacks naturally deal 1d8 Physical
to roll zero dice, the test is automatically damage. Otherwise, the amount of turn
failed. actions necessary is depicted by the
used weapon.

CRITICAL SUCCESSES AND MULTI-WEAPON ATTACKS


FAILURES A creature may attack with any number
On very rare occasions, a roll may be so of weapons simultaneously, given it can
successful (or so disastrous) that it has use all functionally this way. When
extreme outcomes. making an attack this way, the number of
turn actions required is equal to the
If three or more 6’s are rolled during a highest needed of the weapons. Rolls
test, it is considered a critical success. made this way are reduced by half,
Its roll’s overall value, before modifiers, rounded down. Modifiers, although, are
is doubled. So if you roll 18 on a test still calculated as normal when attack­
using 3d6, treat it as if you rolled a 36. ing this way.
Critical successes are more likely with
favor and impossible with disfavor, due RANGED WEAPONS
to the number of dice. Ranged weapons (weapons with 3
meters of range or more) should have
If every die rolled during a test is a 1, it is two separate metrics: a close range and
considered a critical failure. The roll’s a far range (often detailed as close/far
value becomes 0 and ignores modifiers. Or 30/60, for example).
If you had a point of disfavor on a test
and you rolled a 2, you would have rolled When you make an attack with a ranged
a critical failure. weapon, you must make a Dexterity test
against the number of meters away the
The outcome of critical successes and target is. If it’s within the weapon’s close
critical failures should have additional range, you gain a point of favor, whereas
effects that aids or hinders the inten- you gain a point of disfavor for targets
tions respectively. The specifics of the within the weapon’s far range. Upon
outcome are up to GM discretion. failing the test, you miss the attack.
AIM If the terrain or circumstance is
distracting for potentially suspecting
The Aim action allows you to spend 1
turn action to increase your accuracy on creatures, you gain a point of favor.
a ranged attack. Whenever you take the
Aim action, you gain 1 point of favor on You may spend double the amount of
your next ranged attack. If you take any time while attempting to remain
actions after the Aim action but before inconspicuous to gain a point of favor on
making a ranged attack, you lose the the test. This effect may be used up to
effects of aiming. twice per action.

TRAVEL DEEP BREATH


The Travel action allows a creature to The Deep Breath action allows a
spend 1 turn action to move a number of creature to spend 1 turn action to regain
meters equal to its travel distance. 1 stamina.

There are 3 types of travel: Land travel, LEAP


Water travel, and Air travel. These types The Leap action allows a creature to
of travel are detailed later in this chap­ spend 3 turn actions and 3 stamina to
ter. leap. The distance or height a creature
can leap is equal to its Power score. If a
STEALTH creature used at least 2 meters of travel
If you would like to take an action while directly prior, its leap distance is equal
remaining inconspicuous, you must to its Strength score instead.
make a Dexterity test contested against
each other present creatures’ Aware­ ENVIRONMENTAL EFFECTS
ness score. The following conditions may If a creature takes the Leap action in
affect this roll: circumstances other than basic terrain
If any number of creatures were under Pia’s gravity, the distance a crea­
suspicious of your presence or have ture may leap may change.
information on your potential loca­
tion, you gain a point of disfavor. On Uto, the distance a creature can leap
If you were already seen by creatures is multiplied by 6.
you’re attempting to remain incon­
spicuous from, they instead make an
Awareness test against your Dexteri­
ty test. You gain a point of disfavor
and each other creature gains a point
of favor.
If you are entering an unsuspecting
creature’s line of sight, you gain 2
points of disfavor.
For creatures that are gifted in
Awareness, you must contest against
double its Awareness score.
BLOCK The targeted creature must make its
choice of a Strength or Agility contest
If a creature is subject to damage from a
source it is aware of, it may spend 1 turn against the grappler’s Strength test. If
action or 1 interrupt action to take the the targeted creature fails, it becomes
Block action. It rolls its Block Rating, grappled.
reducing the damage dealt by the roll.
Grappled creatures cannot take the
A creature cannot block or dodge a Travel action. Whenever the grappler
single source of damage more than moves, the grappled creature moves
once. similarly, though the grappler’s travel
distances are halved, rounded up. When
grappled, the Attack action requires
DODGE twice the number of actions if it targets
If a creature is subject to damage from a a creature other than the grappler.
source it is aware of, it may spend 1 turn
action or 1 interrupt action to take the A creature may spend 1 interrupt action
Dodge action. It rolls its Dodge Rating. If or 2 turn actions as well as 2 stamina,
the roll is equal to or higher than the up to once per turn, to attempt another
damage that would be dealt after contested Strength or Agility test against
defenses, all damage is prevented. the grappler. If the grappler chooses to
attempt the test, its stamina is reduced
A creature cannot block or dodge a by 2.
single source of damage more than
once.
SCALE
The Scale action allows a creature to
TAKE COVER spend 3 turn actions and 4 stamina to
If a creature is subject to damage from a attempt to climb onto another adjacent
source they are aware of, it may spend 1 creature that is the same size or larger.
turn action or 1 interrupt action to take The targeted creature must make a
the Take Cover action, doubling its Block contest (Strength if it's equal size, Agility
Rating and Dodge Rating for the rest of if it’s larger) against the scaling
the turn. creature’s Agility test. If the targeted
creature fails, the scaling creature
In order for a creature to be able to take successfully scales it.
the Take Cover action, there must be an
applicable obstacle against the source of When scaled, the Attack action requires
damage. twice the number of turn actions if it
targets the creature scaling it. If the
GRAPPLE weight of the scaling creature surpasses
its carry capacity, the creature becomes
The Grapple action allows a creature to
spend 3 turn actions and 2 stamina to encumbered.
attempt to restrain another adjacent
creature that is the same size or Whenever a scaled creature moves, the
smaller. scaling creature moves similarly.
A creature may use 1 interrupt action or A creature may spend an interrupt
2 turn actions, up to once per turn, to action to aid another creature making
attempt another contested Strength or a test. Some tests, such as Strength
Agility test against the scaling creature. tests, may add the aiding creature’s
If the scaling creature chooses to roll to the aided creature’s. Other-
attempt the test, its stamina is reduced wise, such as with Awareness tests,
the aided creature is given a point of
favor, as well as any points of favor
or disfavor that the aiding creature
HOLD ACTION would have received. Its roll is also
The Hold action allows a creature to
increased by the aiding creature’s
conserve 2 turn actions for use of 1
modifier, minimum of +1.
interrupt action on a later turn. A
creature holding an interrupt action may
use it only once before it is expended.
ARMOR AND
Held actions are depleted if not used by
the creature’s following turn.
EQUIPMENT
There are eight total slots you can use to
equip armor and items. This includes
ASSIST your chest, head, hands, feet, back,
When another creature within applicable waist, neck, and ring slots. Unless other­
range takes an action, a creature may wise stated, it takes 3 turn actions to
take the Assist action to aid. Outside of don or doff a neck or ring item and 6
standard aid, the level of aid the turn actions to don or doff any other type
action-taking creature receives and the of armor.
number of interrupt actions required is
up to GM discretion. Weapons can occupy one to two hands,
exceptions left for customized items. A
STANDARD AIDS weapon may be sheathed or unsheathed
A creature may spend an interrupt with 1 turn action, though a creature may
action to add 1d4 to a blocking unsheathe a weapon without using turn
creature’s Block Rating or 1 dl2 to a actions if it's directly followed by an
dodging creature’s Dodge Rating, any attack using the given weapon. Dropping
number of times per event. Creatures a weapon does not require any turn
aided this way must be within 1 actions.
meter.
A creature may spend an interrupt
action to aid a touching creature
AUGMENTATION
On top of equipping, some items will
taking the Leap action, adding the have the Augmentable feature. This
aiding creature's Power score to the feature allows you to imbue that item
leaping creature’s leap distance. into your body, relieving the slot it origi­
A creature may spend 2 interrupt nally occupied. Only one item may be
actions to aid an adjacent grappling augmented per armor slot.
creature, adding its Strength test to
the grappling creature's.
Both augmenting and de-augmenting an
item each require 1 hour of time.
De-augmenting, however, deals an
amount of damage to the creature’s DHP
equal to half of its maximum, rounded
down.

CONCENTRATION
AND FOCUS
When it comes to tasks that require your
direct attention, it may require you to
focus or to concentrate.

CONCENTRATION
Tasks that require concentration are
tasks that require full, undivided atten­
tion. A creature can concentrate on only
one thing at a time. If the concentrating
creature takes any amount of damage
from a source, it must make a Fortitude
test against the amount of damage
taken. Upon failing, it loses concentra­
tion.

Concentrating creatures cannot focus,


cast spells, take the Attack action, the
Block action, or the Dodge action.

FOCUS
Tasks that require focus do not require
utter fixation, but do require some level
of consistent, extended attention. A
creature can focus on a number of tasks
equal to its Awareness score. When a
focusing creature takes any amount of
damage from a source, it must make a
Fortitude test against the amount of
damage taken. For each task it's focus­
ing on beyond the first, it gets a point of
disfavor. Upon failing the test, it loses
focus on all tasks.
RESTING UNCONSCIOUS
A creature afflicted with
A creature may spend 6 hours resting,
Unconsciousness may be treated as if it
generally sleeping in this time. Sleeping
is sleeping, unable to use any senses.
is not required, although a lack of sleep
■ It cannot take actions of any form.
will still cause points of Fatigue,
It cannot concentrate or focus.
regardless of rest.
■ It fails all tests other than those
made to end the effect.
After resting, a creature regains all
missing SHP and stamina but does not
regain any DHP this way. PARALYSIS
A creature that is Paralyzed has minimal
control, if any control, over its motor
AILMENTS functions.
It cannot take actions of any form.
When it comes to battle, there are a lot
of ways to get hurt, and some pain It fails all tests using Strength or
lingers. Many of these ailments can be Agility traits or subtraits.
categorized and have specific effects.
DAZED
A creature afflicted with Daze is not able
CONDITIONS to take advantage of all of its turn
Conditions are specific, standard assets.
ailments. Each has its own debilitating It may only use half of its turn actions
effects that work against a creature. and half of its interrupt actions each
turn, rounded down.
DEAFENED
A creature afflicted with Deafness has
no audible sensation or stimulus. ENVIRONMENTAL HARM
It automatically fails tests that There are many ways to get hurt without
require hearing. being in combat, though some of those
■ It gets a point of disfavor on ways have special effects, more so than
Awareness tests. your standard bucket of “ouch”.

BLINDED CLIMATE
A creature afflicted with Blindness has Not all climates are habitable, and even
no visual sensation or stimulus. out of those that are, some may require
It automatically fails tests that special adaptations to survive.
require sight.
It gets 2 points of disfavor on If a creature is in temperatures below 0
Awareness tests. degrees Celsius, it must make a
■ Its Block Rating and Dodge Rating is Fortitude test every minute. It takes 1d4
halved, rounded down. Chill damage unless it succeeds X,
where X is the number of degrees below
0 it is. The damage may increase per GM
discretion.
If a creature is in temperatures above 40 KINETIC FORCE
degrees Celsius, it must make a When a creature abruptly begins or ends
Fortitude test every minute. It takes 1d4 motion, such as hitting the ground after
Heat damage unless it succeeds X, falling, it is dealt ld6 damage for every 10
where X is the number of degrees above meters per second it was traveling,
40 it is. The damage may increase per rounded accordingly (10 meters per
GM discretion. second is equal to 60 meters in a single
turn). Damage dealt this way has no type
SUFFOCATION and is dealt directly to DHP.
A creature can go a number of turns
equal to their Fortitude score without
breathing before they begin to suffocate. LEVELS OF FATIGUE
For each turn they spend suffocating, it With necessary body functions comes
loses 1 stamina for each turn it has starvation and sleep deprivation, and
spent suffocating. with that comes Fatigue. If a creature
becomes extremely exhausted or its
STAMINA OVERPAY necessities are neglected for long
If a creature would pay more stamina enough, Fatigue will begin to kick in.
than it has available, two effects will
trigger whatever stamina wasn’t able to These following actions will each cause
be paid will be paid with DHP instead. As a creature to gain a point of Fatigue. A
well, any creature with 0 stamina is point gained this way cannot be removed
rendered Unconscious. The creature will until the respective necessity is rectified.
remain Unconscious until either its A single necessity going untended can
stamina is raised above 0 or it has stack for multiple points of Fatigue. Only
completed a 6 hour rest. Creatures that 1 point can be removed every 24 hours if
rest this way only receive half of their stacked this way.
maximum stamina and half of their Going 72 hours without eating.
maximum SHP, rounded down. Going 48 hours without sleeping.
Going 24 hours without water.
Carrying more than your Carry
Capacity (see Travel).
Each additional point of Fatigue has an A creature’s Water travel is equal to half
effect: its Speed score, rounded up, unless
■ 1 point - The creature cannot take the otherwise modified.
Deep Breath action.
■ 2 points - When the creature loses AIR TRAVEL
any amount of stamina, it loses Generally only available for creatures
double instead. that can properly maneuver any
■ 3 points - The creature cannot regain direction in an open space, Air travel is
stamina for any reason. the distance a creature can fly with a
■ 4 points - The creature cannot cast single Travel action.
spells. The Attack, Block, and Dodge
action cost an amount of stamina A creature has an Air travel of 0 meters
equal to the number of points of unless otherwise stated.
Fatigue it has.
■ 5 points - The Travel action costs an
amount of stamina equal to the CARRY CAPACITY
number of points of Fatigue the Every creature has a Carry Capacity
creature has. based on its Strength score. The number
■ 6 points - The creature loses 1 point of items, varying in size, that a creature
of stamina for each point of Fatigue it can carry unburdened is based on the
has every hour (not modified by other number of slots it has.
Fatigue multipliers).
The number of slots a Medium creature
has is equal to 5 times its Strength
TRAVEL score. For Small creatures, it is 2 times,
and for Large creatures it is 15 times
There are three forms of travel a crea­
ture can use on any turn with no further (see Size Categories).
assistance, given it has the ability to do
so: Land travel, Water travel, and Air Currency and items that are augmented
travel. into a creature do not count against the
number of slots it has available.
LAND TRAVEL Every item and creature each require a
The most common form of locomotion.
number of available slots to possess,
Land travel is the distance a creature
specific to the carriable entity. GM
can walk or run on flat, hard ground with
discretion may be required for items or
a single Travel action.
creatures that do not have a listed
number of slots.
A creature’s Land travel is equal to its
Speed score unless otherwise modified.
ENCUMBERMENT
Whenever a creature is holding or solely
WATER TRAVEL carrying more weight than its Carry
Water travel is the distance a creature
Capacity, it becomes Encumbered.
can swim through a water-like liquid
with a single Travel action.
Creatures gain a point of Fatigue when MEDIUM
Encumbered, and this point is removed Medium objects and creatures do not fit
upon being relieved of additional weight. jn a 1-meter cube but do fit in a 3-meter
While Encumbered but not holding over cube. Examples include most humanoids
double Carry Capacity, creatures may including humans, elves, and dwarves,
only properly use Land travel.
LARGE
Creatures cannot physically carry more Large objects and creatures do not fit in
than double their Carry Capacity, and are a 3-meter cube but do fit in a 10-meter
in danger of being harmed when cube. Examples include vessels such as
attempting to or being forced to do so. carts and canoes.
Essentially, a creature is being crushed
rather than carrying anything at this
point.
HUGE
Huge objects and creatures do not fit in
a 10-meter cube but do fit in a 40-meter

SIZE CATEGORIES cube. Examples include old trees and


buildings of 5 to 6 stories.
All creatures and objects exist within a
specific size category. These categories
are used to substantiate how much other
MASSIVE
forces may affect it and how much it can Massive objects and creatures do not fit
in a 40-meter cube but do fit in a
modify itself.
200-meter cube. Examples include
The size of an object or creature is standard skyscrapers and cargo ships.
depicted while it’s in an idle or "resting"
state. COLOSSAL
Colossal objects and creatures are too
large to fit in a 200-meter cube while in
MINISCULE
a resting state. Examples range from
Miniscule objects and creatures fit in a
intergalactic ships to living, breathing
5-centimeter cube while in a resting
state. Examples range from diminutive
islands.
insects to standard coins.

TINY ”
Tiny objects and creatures do not fit in a
5-centimeter cube but do fit in a 40-cen-
timeter cube. Examples include human
footwear, gloves, and cutlery.

SMALL
Small objects and creatures do not fit in
a 40-centimeter cube but do fit in a
1-meter cube. Examples include stan­
dard shortswords used by humans or
the average domesticated canine.
LANGUAGE AND ELVISH
Elvish is a rather ancient language that
COMMUNICATION has been barely modified over centuries.
It was first spoken, and currently is
There are two categories of languages
spoken, by elves and several other
that a creature can learn; simple
humanoid species. However, it also
languages and complex languages.
serves as a common second language
Languages have three components:
on Pia.
audible vocabulary, written vocabulary,
or somatic components. Any given
Elvish is one of the first languages and
language may have all three or just a
is rather crude in comparison to newer
single one.
ones. It comes only in verbal and written
form.
SIMPLE LANGUAGES
A simple language has simple structure A creature can learn Elvish with proper
and can be learned by virtually any study material or tutelage by making TD
literate creature. There’s no special 12 Language test up to once each day
requirements to communicate with a after 4 hours of study. Upon succeeding
simple language. 10 times, the creature successfully
learns Elvish.
UTOPIAN
Utopian is the most common language DWARVISH
used in general. It's taught widely on The Dwarvish language is an evolved
both Uto and Pia, and serves as a version of Elvish, first derived from
common language between the two ancient crystal dwarves. Its literary
bodies. It has no special capabilities in features were adapted for ease of
showing emotion or complex thought, learning spellcasting, making it slightly
and is very simple in nature. more complicated than Elvish while
sacrificing some communication
Spawning from Elvish, Utopian was abilities.
created as a wide-spread form of
communication. Thus, there is a somatic, Dwarvish is commonly used solely by
verbal, and written form of Utopian. dwarves, and even then is regularly
treated as a second language. Although,
A creature can learn Utopian with proper some learning spellcasters may take the
study material or tutelage by making a time to learn it for aid in their studies.
TD 10 Language test up to once each day
after 3 hours of study. Upon succeeding A creature can learn Dwarvish with
8 times, the creature successfully learns proper study material or tutelage by
Utopian. making TD 11 Language test up to once
each day after 4 hours of study. Upon
succeeding 8 times, the creature
successfully learns Dwarvish.
APPARATUSCODE OXTAN
Apparatus Code is a language used by The Oxtan language is one brought from
much of technology, either on a an alien species called the oxtii, each
simplistic level or in a very complicated one born naturally knowledgeable of the
manner. Beyond this intended use, it can language, rather enigmatically.
be used to communicate ideas with very
limited tools. Oxtii cannot speak, thus Oxtan has no
verbal form. It is a sign language
All of Apparatus Code is binary, meaning including a somatic form and written
there’s only 2 characters that can be form. Given it’s built for oxtii
used called binits. This allows it to be communication, it’s more efficient to sign
communicated in multiple ways, with two hands and three to five fingers,
including "0" or “1”, “red” or “blue", “left" but still possible without.
or “right”, or any other recognizable pair.
These binits can be used to create However, the Oxtan language has special
characters, and those characters to innate features when speaking
create words, and so on. Due to it only telepathically. It is capable of
using 2 binits, it takes a long time to communicating direct emotions to the
communicate a simple idea, but it can be recipient, such as excitement, anger, and
done somatically, audibly, written, and hunger. A creature must be able to
sometimes even in more ways than that. speak telepathically to use this feature.

A creature can learn Apparatus Code A creature can learn Oxtan with proper
with proper study or tutelage by making study material or tutelage by making TD
a TD 11 Memory test up to once each day 15 Language test up to once each day
after 4 hours of study. Upon succeeding after 5 hours of study. Upon succeeding
5 times, the creature successfully learns 12 times, the creature successfully
Apparatus Code. learns Oxtan.

COMPLEX LANGUAGES PRIMORDIAL


Complex languages come with Primordial creatures are creatures of
contingencies that are required to mana, intune with the ebb and flow of
communicate with them. These arcane energy by nature, not by practice.
contingencies may include a necessary The language these creatures speak
body part in order to speak it or natively is barely a language, though its
requiring echolocation receptors in patterns are just strong enough to be
order to understand it in full detail. studied.

Even if a creature cannot fully use a The primordial language is spoken


complex language, it’s possible for it to through mana and can express a huge
somewhat comprehend it. Most often, plethora of ideas with few words. For
this comes in the form of being able to this reason, it cannot be written and
understand it but not being able to speak non-native speakers must be able to
it. cast spells in order to communicate with
it. Creatures unable to communicate While surface health is a creature’s
with the Primordial language may bodily wounds, the true meaning behind
perceive others speaking it as just their deep health is how well the body is
humming or speaking in a light singing attached to its soul. As a creature loses
tone. DHP, the body becomes less and less
capable of holding onto its essence.
A creature able to cast spells can learn
Primordial with proper study material or This can easily be achieved by pure harm
tutelage by making a TD 18 Resolve test via destroying a creature’s body,
up to once each day after 6 hours of Although, some effects such as
study. Upon succeeding 12 times, the necromancy purely sever the connection,
creature successfully learns Primordial. In these cases the body remains capable
but the soul is forcefully shunted out.

DYING (NOT More effervescent creatures are more


resistant to severing effects and have a
RECOMMENDED) stronger attachment to their soul,
There are two ways your character can allowing them to not only stay alive
die. The body can be killed outright, longer but stay attached while sustaining
meaning that its body is not only dead, more intense injury.
but it’s completely incapable of
sustaining life, preventing resuscitation.
If your character dies without such ENTERING STASIS
annihilation, the body enters stasis. When a creature’s DHP is reduced to
further damage will force its current
DHP into the negatives.

If a creature's DHP is reduced to an


amount equal to 0 minus the creature's
maximum DHP, its body becomes
unusable. Until this point, the creature is
but its body is in stasis.

< body in stasis is just capable enough


to retain a creature’s soul once repaired
back to its original function, though a
body in stasis, by definition, has no soul
attached to it.

A body in stasis loses 1 DHP every


minute. Bodies in stasis may have its
DHP healed, though its DHP cannot go
above 0 until it is reconnected to a soul
using an effect such as the Art of
Necromancy.
Though it is told in many different The full greater pantheon goes as
fashions, many Pian civilizations with a follows:
formal religion spawn from the ■ Sky of the Upper Wing, born of Tem­
fundamental ideas of the Pian pantheon, pest and Craft.
also referred to as the Piantheon. ■ Tides of the Upper Wing, born of Gale
Naming convention changes based on and Surge.
region, but the basic concepts hold true. ■ Nether of the Upper Wing, born of
Inferno and Blight.
There were two extremely powerful ■ Mana of the Left Wing, born of Tem­
bodies acting as the beginning entities of pest and Blight.
existence. These generally incorporate ■ Artifice of the Left Wing, born of
the idea of creation and destruction, Inferno and Craft.
though some see each as night and day, ■ Wisdom of the Right Wing, born of
good and evil, or other abstract binary Gale and Craft.
forces. Wilds of the Right Wing, born of Gale
and Blight.
Three beings spawned from each. Chaos of the Lower Wing, born of
Creation manifested three primordial Tempest and Surge.
bodies: Tempest, Inferno, and Gale. Judgment of the Lower Wing, born of
These are often compared to the three Inferno and Surge.
main elements: storm, fire, and frost,
respectively. To contrast, Destruction Each wing was idealized with opposing
spawned Blight, Craft, and Surge. While forces, leaving the most direct forces in
Destruction is often seen as a purely the Upper Wing and the most fundamen­
devastating force, it is also perceived as tal forces on the lowest, written as the
refinement to many. structure that all others build from.

The pantheon of the nine greater gods Though each region may have their own
was wrought from all of the individual interpretation of the pantheon, the con­
combinations of Creation and cept remains similar these are abstract
Destruction’s children. Lesser deities are forces that both plague and fabricate
found in the Piantheon as well, that of existence as it is known.
which includes concepts like Death.
These lower forms may reside within a Some atheists do seem to find solace in
greater’s domain or outside of all this framework, though not in its justifi­
domains completely. cations. While many Pian territories will
personify these abstracts, Utians will
When drawn, the pantheon is broken generally treat them as fundamental
down into four wings. The three most powers that exist purely autonomously.
praised gods are throned in the Upper In common Utian belief, these entities
Wing. Sky, created from Tempest and exist solely because their opposition

\ Craft, is seen as the most powerful.


Following this is Tides, formed from Gale
does.

and Surge, and Nether, a child of Inferno However, no proof of any religion has
and Blight. ever been recorded or publicized.
SPELLS If a spell has a discounted stamina cost,
the discount is calculated before observ­
In the world of Utopia, there is an ing the spellcap. For instance, if a caster
unseen force called mana that collects has a 2 stamina discount while having a
and flows in organic ways, purely of its Resolve score of 5, they can cast spells
own device. Though this is more that naturally cost up to 7 stamina while
concentrated and more residual in some only paying 5.
places, the layer on Pia and Uto is
always enough for a single caster to cast
basic spells.
MAGICAL MEDIUMS
Any spell can be cast through up to 1
meter of a solid medium. This means
Any creature is capable of casting spells.
that the caster may force the spell's
The truth of a spell is that they pierce the
origin to travel up to 1 meter through the
Aether, a dimension with no mass or
floor, through their weapon, through a
matter but infinite information. Every
wall, or a combination of all, before the
spell pierces with a certain calculation
spell activates. Without the Art of Array,
tied to it, pulling different effects from
this is the maximum range of a spell.
different places around the planar
The spell’s effects always spawn from
universe based on the formula tied in.
where the spell’s origin ends up after
casting.
Different casters have different styles of
casting; some sing a melody, some draw
scriptures in the air. Each has their own STANDARD AND CUSTOM SPELLS
style passed down to them or a way they There are a slew of spells that have been
taught themselves to remember these pre-built for any situation. These spells
arcane codings. are simple, easy to grab when the time
is right. Although, what they give in
convenience, they take in efficiency.
CASTING REQUIREMENTS
All spells require 3 turn actions to cast,
For the more experienced, customized
as well as an amount of stamina
spells will be a much better match.
predetermined by any given spell. The
Every custom spell will be tailored to the
amount of stamina required to cast a
situation, specific to the caster's circum­
spell, as well as any additional cost,
stantial needs. This can be done on the
should be detailed in each individual
fly, and with any number of characteris­
spell.
tics; changing the spell’s range, lifespan,
effects, and a multitude of other things.
Every caster must observe a maximum
called a Spellcap. Innately, your spellcap
This chapter will detail a number of
is equal to your Resolve score. This
basic, pre-made spells. While learning
amount is the maximum amount of
how the system works, it’s recommend­
stamina you may spend on a single spell.
ed to start by modifying existing spells,
For instance, without discounts, if you
then start from scratch when you feel
have a Resolve score of 7, you cannot
inspired or can't find any basic spell that
cast a spell that costs 8 or more
suit your needs.
stamina.
>

COMBAT SPELLS ELEMENTAL BOLT


The most primitive, but perhaps the most Combat
commonly used, combative magics.
There's a lot of places in the world to Duration: Immediate
pull destructive power, making demoli­ Range: 10 meters
tion based spells the easiest to access AOE: Target object or creature
for new casters. Controlling one's output
is difficult, though, much like the venom 3X + 4 STAMINA
of a dangerous animal in youth.
Choose between Energy, Heat, or Chill. You surround
your target with a column of magical power. It's dealt
Xd8 damage of the chosen type. Creatures may block
ENERGIZE or dodge damage dealt this way.
Combat

Duration: Immediate
Range: Touch
AOE: Target weapon that isn't currently ELECTROCUTE
Combat
imbued

3X STAMINA Duration: Concentration


Range: 10 meters
You imbue a weapon, submurging it in crackling AOE: Target object or creature
electricity. A weapon imbued this way deals an
additional Xd8 Energy damage on its next attack.
5X + 4 STAMINA

You cover the target with a pillar of electricity. Upon


casting and at the beginning of each turn for the spell's
p.
duration, it's dealt Xd8 Energy damage. Creatures may
block or dodge damage dealt this way, and if the spell
4
THERMAL CHARGE
deals no damage in a turn, the spell ends.
Combat

Duration: Immediate
Range: Touch
AOE: Target weapon that isn’t currently
imbued

3X STAMINA

Choose between Heat or Chill. You imbue a weapon


with thermal power, surrounding it in a faint glow. A
weapon imbued this way deals an additional Xd8
damage of the chosen type on its next attack.
»

Necromancy

Duration: Concentration
Range: Touch
AOE: Target creature

8X STAMINA

You slowly rip the soul of a creature from its body. It


makes a Will contest against you and repeats the
contest at the beginning of each turn for the spell's
duration. Each time the creature fails, it's dealt Xd4
damage. Damage dealt this way cannot be blocked or
dodged and is dealt directly to DHP, but cannot reduce
the creature's DHP to less than 0. Upon succeeding,
the spell ends.

THERMAL Bl
Combat
THERMAL STRIKE
ombat
Duration: Concentration
Range: 10 meters
AOE: All objects and creatures within 2 Duration: Concentration
meters of a chosen point Range: Touch
AOE: Target object or creature
9X + 23 STAMINA
6X STAMINA
Choose between Heat or Chill. You create a sphere of
destructive power. Upon casting and at the beginning i Choose between Heat or Chill. You force thermal
of each turn for the spell's duration, all targets are power unto your target. Upon casting and at the
dealt Xd12 damage of the chosen type. Creatures may beginning of each turn for the spell's duration, it's
block or dodge damage dealt this way, and if the spell dealt Xd8 damage of the chosen type. Creatures may
deals no damage in a turn, the spell ends. block or dodge damage dealt this way, and if the spell
deals no damage in a turn, the spell ends.

cCRACKLING DART
Combat
c
Duration: Immediate
Range: 5 meters
AOE: Target object or creature

10 STAMINA

You throw a thin, energetic projectile fiercely at your You send a sharp, icy missile directly at your target,
target, dealing 1d20 Energy damage. Creatures may dealing 2d8 Chill damage. Creatures may block or
block or dodge damage dealt this way. dodge damage dealt this way.

-
>

ELEMENTAL BLADE
Combat
Evocation, Enchantment

Duration: 1 minute
Range: Touch
AOE: Self

16 STAMINA

You conjure a small elemental blade fitted to your grip.


It has the same stats as a Shiv, but deals your choice
of Energy, Heat, or Chill damage instead. It disappears
once the spell ends. L

SWEETFIRE
1 Combat
Evocation, Array, Enchantment, Illusion

Duration: 1 minute of Focus


Range: 5 meters
AOE: Target creature

24 STAMINA

A creature spontaneously combusts with a phantas­


mal blue flame, feeling no pain whatsoever. Upon
casting and at the beginning of each turn for the spell's
duration, its dealt 4d4 Heat damage. It may block or
dodge the damage dealt this way, and if the spell deals
no damage in a turn, the spell ends.

LIGHTNING BOLT
Combat
HUNDER
Combat
Duration: Concentration
Range: 5 meters
Duration: Immediate
AOE: All objects and creatures between the
Range: Touch
caster's starting position and a chosen point
AOE: All objects and creatures within a
90-degree cone extending 3 meters from the
41 STAMINA
caster
A vibrant pillar of lightning erupts from you. Upon
41 STAMINA casting and at the beginning of each turn for the spell's
duration, all targets are dealt 4d8 Energy damage.
You summon a cacophanous boom in front of you, Creatures may block or dodge damage dealt this way, li
dealing 4d8 Energy damage to all targets. Creatures and if the spell deals no damage in a turn, the spell
may block or dodge damage dealt this way. ends.
FLASH FREEZE MAGNESUS
Combat
1
Combat
Array, Wake, Enchantment, Alteration

Duration: Concentration Duration: 1 minute


Range: Touch Range: 25 meters
AOE: All objects and creatures on the same AOE: Target object or creature
surface as the caster's starting position
within 10 meters 86 STAMINA

You send a magnetic grasp through your target, forcing


62 STAMINA
everything around it to gravitate towards it with
tremendous force. For the spell's duration, all objects
The ground beneath you freezes over with a devastat­
and creatures within 5 meters that weigh 200
ing force. Upon casting and at the beginning of each
kilograms or less are forcefull attracted to the target.
turn for the spell's duration, all targets are dealt 6d6
A creature may prevent this force on a specific entity
Chill damage. Creatures may block or dodge damage
with a successful TD 20 Strength test.
dealt this way, and if the spell deals no damage in a
turn, the spell ends.

FIREBALL
Combat

Duration: Concentration
Range: 15 meters
AOE: All objects and creatures within 4
meters of a chosen point

80 STAMINA

You hurdle a massive ball of flame and molten


destruction. Upon casting and at the beginning of each
turn for the spell's duration, all targets are dealt 8d6
Heat damage. Creatures may block or dodge damage
dealt this way, and if the spell deals no damage in a
turn, the spell ends.
AID SPELLS SILENT STEPS
Deeper forms of healing are hard to Aid
come by, and magical healing never
comes without a cost. Creatures cannot Duration: Concentration
be healed by mana alone; rather spells Range: Touch
are able to convert tangible materials AOE: Self
into a healing effect, specifically when it
comes to mortal wounds that may cost 8 STAMINA
one their life. These effects are common
You cloak yourself in an aura of silence, completely
amongst clerics and druids and take
removing your audible outputs. You are completely
much practice to learn.
silent, gaining 2 points of favor on tests to remain
inconspicuous for the duration of the spell.

ILLUMINATE

Duration: Concentration
Range: 10 meters
Evocation, Enchantment
AOE: Choose a point within range
Duration: 1 minute of Focus once triggered
3 STAMINA Range: Touch
AOE: Self
A chosen spot begins to glow with a vibrant light,
whatever color you choose. The light remains station­
11 STAMINA
ary regardless of creatures or objects around it. The
light dissipates once the spell ends.
You speak a protective incantation, carving temporary
runes into your skin. The next time you are subject to
an attack, a magical shield manifests given you have
an open hand available. While equipped, your Dodge
Rating increases by 2d12. The shield disappears once
the spell ends.

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PRESERVE
Aid
Array, Necromancy Array, Enchantment, Divination

Duration: Concentration Duration: 1 minute of Focus


Range: 10 meters Range: 20 meters
AOE: Target creature with less than 1 DHP AOE: Target creature
that hasn't died yet
16 STAMINA
9 STAMINA
Your eyes glow with poise, marking a creature within
You gently preserve the body of one nearly deceased, a your sights. Tests you make for accuracy against the
magic essence preventing it from decaying. Its DHP creature gain 2 additional points of favor for the
becomes 0. If an affect would lower its DHP without duration of the spell.
killing it during the spell's duration, its DHP becomes 0
again instead.

Enchantment, Alteration

Duration: 1 minute
Duration: Immediate Range: Touch
Range: Touch AOE: Target creature
AOE: Target creature with less than 1 DHP
that hasn't died yet 18 STAMINA

10 STAMINA A pair of spectral wings sprout of the back of a


creature touched by the caster. For the duration of the
You breathe mortal life back into a dying creature, spell, its Air travel becomes equal to half its Speed
pulling it away from the grasp of death. Its stamina score, rounded down, given it wasn't already higher.
and DHP each become 1 and the creature gains 4
levels of Fatigue. A level of Fatigue gained this way is
removed each time it completes a rest.

ELEMENTAL ARMOR
Aid

WATER BREATHING
Aid Duration: 1 minute
Alteratii Range: Touch
Duration: 1 hour of Focus AOE: Target creature
Range: Touch
20 STAMINA
AOE: Self
You conjure elemental plates around the body of a
15 STAMINA
vulnerable creature. Given the slot isn't occupied, the
creature becomes equipped with chest armor that
A formation of amphibious gills manifest along the
grants 10 defense in your choice of Energy, Heat, or
caster. For the duration of the spell, you can breathe in
air and in water. Chill. It disappears once the spell ends.
>

MAGE ARMOR

Evocation, Enchantment

Duration: 1 minute of Focus Duration: 1 minute of Focus


Range: Touch Range: Touch
AOE: Target creature AOE: All creatures within 2 meters

30 STAMINA
14 STAMINA

A fury runs through your aura, offering decisive battle


You manifest a suit of magical armor around an
stratagem to those around you. You choose one
unequipped creature. Given the slot isn't occuiped, the
creature that the spell effects. For the duration of the
creature becomes equipped with chest armor with the
spell, whenever you or another creature affected by
same stats as Body Armor. It disappears once the
the spell blocks or dodges an attack or spell from the
spell ends.
chosen creature, its Block Rating and Dodge Rating is
doubled for the rest of the action.

LUCK
Aid
MAGENHANCE
Aid
Duration: 1 minute
Range: Touch Duration: 1 minute
AOE: All creatures within 5 meters Range: Touch
AOE: Self
68 STAMINA

28 STAMINA
A shimmering light gleams in your eyes as luck
showers its favor unto you. For the duration of the
A specular force runs through you, magically enhanc­
spell, whenever you make a roll against an affected
ing your abilities. Upon casting, you choose a subtrait.
creature, including damage rolls, blocking, dodging,
For the duration of the spell, that subtrait is increased
and tests, each die cannot roll less than half of its
maximum, rounded down.

A
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A
Y 1
t
HEAL

Duration: Concentration Duration: Concentration


Range: Touch Range: Touch
AOE: Target creature AOE: Target creature

12X STAMINA
24X STAMINA

You cast a healing light down, purifying one's wounds


You place a pure hand on a suffering creature,
with great precision. Upon casting and at the beginning
alleviating its pains. Upon casting and at the beginning
of each turn for the spell's duration, you must
of each turn for the spell's duration, the creature
consume a Rare or rarer item or component. Upon
regains Xd6 SHP. Then, if the creature cannot regain
doing so, the creature regains Xdl2 DHP. This spell
any additional SHP, the spell ends.
cannot force a creature to regain more than 100 DHP,
and ends if you fail to consume an item or component.

CURE MAXIMUS

Duration: Concentration
Range: Touch

Aid

Duration: Concentration
AOE: Target creature
Range: Touch
AOE: Target creature
12X STAMINA

36X STAMINA
You imbue a suffering creature with a surgical magic,
clsoing their internal wounds. Upon casting and at the
With ultimate force, you completely cleanse a creature
beginning of each turn for the spell's duration, you
of all undoing. Upon casting and at the beginning of
must consume a Common or rarer item or component.
each turn for the spell's duration, you must consume a
Upon doing so, the creature regains Xd12 DHP. This
Mythical or rarer item or component. Upon doing so,
spell cannot force a creature to regain more than 25
the creature regains Xdl2 DHP. This spell ends if you
DHP, and ends if you fail to consume an item or
fail to consume an item or component.
component.
UTILITY SPELLS
Magical spells come with a large
plethora of capabilities, and utility magic
attacks this need specifically. Often
these spells will cover a huge amount of
ground, spanning from disguises to
summoning figures with specific shapes.
Often, these are based on niche
situations.

Enchantment

Duration: Immediate
GN TE
Range: Touch
AOE: Target spell

Duration: Concentration
5 STAMINA
Range: Touch
You grasp something affected by a spell, methodically AOE: Target object
unweaving its runes. If a creature is currently focusing
or concentrating on the spell, it makes a Will contest
3 STAMINA
against you. Given the spell is no older than a day and
any opposing creatures fail their test, the spell ends.
You ignite something flammable, such as a campfire or
a candle, with pure magical will. It remains magically
lit until the spell ends or it's forcefully snuffed.

FABRICATE
Utility

Duration: 1 minute
Range: Touch
Duration: Concentration
AOE: Self
Range: Touch
AOE: Target object
10 STAMINA

3 STAMINA
You imagine an object or shape in your head, manifest­
ing a clay-like substance in the chosen shape. The
You bring an item down to a deep freeze, chilling it
object can be up to 1 liter or 4 kilograms, made purely
enough to form basic ice. It remains magically frozen
out of magimatter, having no special properties. The
until the spell ends or it's forcefully thawed.
object dissipates when the spell ends.
I1'
»

TELEKINESIS DISGUISE SELF


Utility Utility

Duration: Concentration Duration: 1 hour of Focus


Range: 10 meters Range: Touch
AOE: Target object or creature AOE: Target creature

14 STAMINA 10 STAMINA

Your mind wraps its phantasmal hands around an A character evolves in your mind, something of similar
object or creature, maneuvering it through force of stature but contrasting appearance to the creature
will. Given it weighs no more than 100 kilograms, you you're touching. Its appearance is modified to match
move it anywhere within 10 meters of its starting the new image for the duration of the spell.
location and may spend 1 turn action or 1 interrupt
action to change its pathing during the spell's duration.
Creatures with proper leverage may resist this effect
by making a Strength contest against your Will test.

Array, Enchantment, Illusion

MEDIUM VISSAGE Duration: 1 hour of Focus


Utility Range: 10 meters
AOE: Chosen point within range
Duration: 1 hour of Focus
Range: 10 meters 12 STAMINA

AOE: Chosen point within range


An image leaps from your mind and presents itself as
an illusionary object or image. It may be no larger than
15 STAMINA 1 meter in any dimension, but can be animated within
its bounds in any way you choose, including changing it
You present a vivification from your mind, realized during the spell's duration. It is as realistic as you can
through illusionary magic. It may be no larger than 3 imagine, though creatures that touch it will become
meters in any dimension, but can be animated within immediately aware of its falsity. It dissipates once the
its bounds in any way you choose, including changing it spell ends.
during the spell's duration. It is as realistic as you can
imagine, though creatures that touch it will become
immediately aware of its falsity. It dissipates once the
spell ends.
LARGE VISSAGE TURN TO GOLD
Utility Utilit
t, Alteration

Duration: 1 hour of Focus Duration: 1 hour


Range: 10 meters Range: Touch
AOE: Chosen point within range AOE: Target object

21 STAMINA
30 STAMINA

A massive, indistinguishable illusion presents itself in


You hold a small nugget of gold in your hands, using its
front of you, design intricately through your mind. It
metallic structure to convert a piece of metal. Given
may be no larger than 10 meters in any dimension, but
you are touching pure gold and the object is made of
can be animated within its bounds in any way you
pure metal and no heavier than 1 kilogram, it is
choose, including changing it during the spell's
converted to gold. It reverts back to its original form
duration. It is as realistic as you can imagine, though
once the spell ends.
creatures that touch it will become immediately aware
of its falsity. It dissipates once the spell ends.

INVISIBILITY Utility
Utility Alteration

Duration: 1 hour
Duration: 1 minute of Focus Range: Touch
Range: 5 meters AOE: Target creature
AOE: Up to 2 target creatures
30 STAMINA
22 STAMINA
You manifest physiological change unto a touching
Light fades through two creatures of your choice, creature, altering their physical and perceivable
rendering them completely invisible. Creatures remain gender for the duration of the spell. You may convert a
invisible for the duration of the spell, gaining 2 points creature to masculine, feminine, or androgynous,
of favor on tests to remain inconspicuous. reverting back once the spell ends.

Many years ago, the first arcane arts were manifested by the dwarves. Though this
information is public, few know their original inspiration and source of tutelage: the
first dragons to ever exist.

By nature, spells often take matter and energy from another plane, though those
planes only exist due to a species called the primordial dragons, recorded to be
currently extinct.

As the history of the draconic lineage evolved, the true lineage of magic was slowly
lost to time. However, wizards deep in study recognize these synergies and may
become stronger with such powerful intuition.
DEBILITATION SPELLS
The various magics can be used in a
multitude of situations, including and
especially combat. However, veterans
know that combat includes more than
pure damage, birthing the need for
debilitating spells. Simply, these spells
don't harm the opponent as much as
they simply hinder; either offering
enough time to escape or enough pain to
make it talk.

PERMAFROST
Debilitation
BLIND
Debilitation
Duration: 1 minute
Duration: Concentration Range: 15 meters
Range: 15 meters AOE: Target creature
AOE: Target creature
41 STAMINA

13 STAMINA
A corrosive sheet of frost encases a creature, chilling
its body and preventing it from moving. Upon casting
Your force a creature's eyes to gloss over black,
and at the beginning of each turn for the spell's
preventing all visual input from reaching. It becomes
duration, it must make a Strength contest against your
Blinded for the duration of the spell. Upon casting and
Will test, remaining Paralyzed until it succeeds. As
at the beginning of each turn for the spell's duration, it
well, it's dealt 4d4 Chill damage. Creatures may block
may make a Will test against you, ending the spell
or dodge damage dealt this way, and if the spell deals
upon succeeding.
no damage in a turn, the spell ends.

MAKE FEEBLE
Debilitation
:eration

Duration: 1 hour of Focus


Range: Touch
AOE: Target creature

45 STAMINA

You burrow yourself into the mind of a creature,


You magically siphon some of the driving force of a
divulging its worst fear and looming it over their
creature, forcing its atrophy. For the duration of the
shoulder, filling it with consistent dread. It makes a
spell, its Speed, Dexterity, Power, and Fortitude each
Will contest against you and repeats the contest at the
decrease by 2, minimum of 0. Upon casting and at the
beginning of each turn for the spell's duration. Each
beginning of each turn for the spell's duration, it may
time the creature fails, it's dealt 2d6 Psyche damage
make a Will test against you, ending the spell upon
and feels as though it's being followed by its worst
succeeding.
fear. Upon succeeding, the spell ends.
VULNERABILITY
Debilitation
Alteratior

Duration: Concentration
Range: Touch
AOE: Target creature

20 STAMINA

You produce a magical failure point in a creature's


body, reducing a defense of your choice by 8 for the
duration. Upon casting and at the beginning of each
turn for the spell's duration, it may make a Will test
against you, ending the spell upon succeeding.

SILENCE
Debilitation
Array, Enchantment, Alteration

Duration: 1 minute
Range: 10 meters
AOE: Target creature

22 STAMINA

An arcane thread sews a creature's mouth shut. For


the duration of the spell, it cannot physically speak.
Upon casting and at the beginning of each turn for the
spell's duration, it may make a Will test against you,
ending the spell upon succeeding.

Array, Enchantment, Alteration

Duration: 1 minute
Range: 20 meters
AOE: Target creature

46 STAMINA

Spectral tendrils wrap themselves around a creature,


bringing it to a near-halt. For the duration of the spell,
its Land travel becomes 1 and both its Water and Air
travel become 0. Upon casting and at the beginning of
each turn for the spell's duration, it may make a Will
test against you, ending the spell upon succeeding.
>

ASCERTAINMENT SPELLS LOCATE OBJECT


Ascertainment
One saying that many powerful diviners
use is, "Mana has memory". This quote is
not meant to be taken Literally, though Duration: Concentration

some still often do. In reality, mana is an Range: Touch

organic matter-energy enigma that takes AOE: Self

on the characteristics of its surround­


ings, and the information it learns doing 10 STAMINA

this can be accessed anywhere where


You imagine an item in your mind with any level of
the mana is still touching. Divination specificity, whether it be a generic blade or a
takes great advantage of this through ruby-encrusted boot you've seen in the past. For the
ascertainment, the gathering of other­ duration of the spell, you are aware of the direct
wise-unreachable information. direction to find the nearest item that fits the
description given, completely ignoring obstacles.

PREMONITION DREAM
Ascertainment

Ascertainment
Duration: 1 hour
Range: Touch Duration: Immediate
AOE: Self Range: Touch
AOE: Target creature
28 STAMINA

A vision comes to you, revealing some basic features 3 STAMINA


of your future. You make a preminition roll of 3d6,
saving it. The next time you would make a test within You place a divine eye on a creature, delving into its
the spell's duration, you instead use the premonition current status of body. Upon casting, choose one
roll, then roll a new premonition. If the test would have between current SHP, current DHP, current stamina,
favor, duplicate the lowest die, and remove the highest level or DR, Block Rating, Dodge Rating, a single type
die if it would have disfavor. of defense, or a single subtrait score. You learn the
chosen information about the creature,

DIVINE COIN
Ascertainment EYE

Duration: Immediate
uration: Concentration
Range: Touch
ange: Touch
AOE: Self
OE: Target object

10 STAMINA
5 STAMINA
You flip a coin from your fingers, asking a yes or no
question while it spins. The coin magically lands based ou place a spectral eye on an object such as a wall or
on the accurate answer to your question, landing on in arrow, sacrificing your vision for what it would see.
heads for yes and tails for no. If the question doesn't For the spell's duration, you become Blinded but are
have a proper answer or requires knowledge of the able to see as if you were centered on the chosen
future, the coin will not land on either side. object.
>

ANIMATION SPELLS ANIMATE FURNITUR


Animation
Just because something isn’t built to be
alive doesn’t mean it can’t be. Mana
creates very powerful and versatile Duration: 1 minute of Focus
bonds, both mentally and physically, and Range: Touch
may be used to bridge the gaps between AOE: Target Large object
non-living and somewhat-kinda-living.
19 STAMINA
Often, this is used to reanimate dead
bodies. Your fingertips brush against a piece of furniture and it
springs into action. It comes to life, becoming a DR 17
Animated Furniture, reverting once the spell ends. It
understands only you, and you may spend 1 turn action
or 1 interrupt action to command it. You may recast the
spell before it ends to continue control.

Duration: 1 minute
Range: Touch
AOE: Target humanoid carcass
E
Enchantment, Necromancy
21 STAMINA
Duration: 1 minute of Focus
Artificial life flows through your fingertips and into a Range: Touch
deceased body. The body comes to life, becoming a DR AOE: Target Small object
13 Zombie, reverting once the spell ends. It
understands only you, and you may spend 1 turn action 10 STAMINA
or 1 interrupt action to command it. You may recast the
spell before it ends to continue control. You turn a small, inanimate object, such as a cup or a
hammer, and breathe purpose into it. It comes to life,
becoming a DR 8 Animated Trinket, reverting once the
spell ends. It understands only you, and you may
MASS UNDEAD spend 1 turn action or 1 interrupt action to command it.
nimation You may recast the spell before it ends to continue
control.

Duration: 1 hour
Range: Touch
AOE: All humanoid carcasses on the same
surface as the caster’s starting position

5 STAMINA Duration: Immediate


Range: Touch
Undeath fills the air around you, its tendrils drilling
AOE: Target DR X or level X creature with
through the earth beneath your feet, attaching to each
dead body it finds. Each body comes to life, becoming a
less than 1 DHP that hasn't died yet.
DR 13 Zombie, each reverting once the spell ends. Each
one understands only you, and you may spend 1 turn X STAMINA
action or 1 interrupt action to command one or more of
them. You may recast the spell before it ends to You grasp a soul that's straying away from its original
continue control, given each creature is within 10 body and shunt it back into a dying creature. Its
meters of you. stamina and DHP each become 1.
ITEMS and plenty of other things that only work
a number of times before the item is
During your adventures, you’ll find plenty
destroyed or rendered useless.
of knick-knacks and trinkets that make
Generally these come at lower costs due
you substantially better at completing
to their sparse use but also comprise
quests and ending lives. These items
one of the only forms of portable healing
come in four distinct forms: weapons,
available.
armor, consumables, and artifacts.

Artifacts comprise just about every other


Weapons naturally modify how many
item, including and not limited to back
turn actions it’ll require for you to attack,
equipment, neck equipment, waist
as well as how much damage you deal
equipment, and rings. Some artifacts will
for each attack. You can hold multiple
take up one of those four slots, whereas
weapons at once, though both will work
others require a free hand to operate.
at lower efficiency if you’re not trained
These come with a plethora of unique
properly.
features, including storing items,
traversing terrain remotely, and offering
Armor will take up one of four slots you
passive buffs to the user.
have available: your head slot, your
chest slot, your hands slot, or your feet
slot. The most basic form of armor will
BULKY ITEMS AND RARITIES
The number of slots that an item
either raise your defenses or offer you
requires to hold is an important metric
additional Block Rating or Dodge Rating.
to consider. Even if you ignore carry
Though, some armor pieces have other
capacity rules, consider that item
specialized benefits.
rarities are based on how encumbering
they are, and as such, some rules may
Some pieces of armor have the
need to be modified to reflect such a
Augmentable feature, meaning that you
change.
can make that piece of armor physically
a part of you. You have one augmentable
For more information on how the slot
slot for each armor slot, meaning you
system works, refer to Carry Capacity in
have a head augment slot, a chest
the Travel section of Playing the Game.
augment slot, a hands augment slot, and
a feet augment slot. Augmenting is
semi-permanent and may come with CRAFTING CUSTOM ITEMS
Sometimes, you’ll want to craft your own
great consequence if one would like to
items to suit your needs, your style, and
change their mind.
your vague moral gray areas. If you’re

For more information on how the slot interested in designing your own
weapons, armor, consumables, and
system works, refer to Augmentation in
artifacts, see more in the Advanced
the Armor and Equipment section of
Playing the Game. Rule’s Individual Artifice, where you’ll
learn more about how to add specific

Consumables generally include potions, characteristics to your items and where

edible substances, salves, injections, to find the components necessary to


build them.
IMPROMPTU WEAPONS MAUL
Some weapons aren't made to be weap­ Weapon, Crude
ons, but Luckily most items can be used
to either bludgeon people or stab people. Attack Speed: 3 Turn Action
Make use of what you have, perhaps. Handling: 2 hands
Range: 1 meter (Melee)
Size: 9 slots
SHIV
Fast Weapon, Crude
rXUkHffiniaui 4d10 Physical Damage

Attack Speed: 1 Turn Action


Handling: 1 hand Much like an unplanned club, a maul is a pummeling
Range: 0 meters (Melee) device of any sort, great for beating and bad for
Size: 3 slots planning. Though, mauls are often used for even
bigger beatings.

2d4 Physical Damage


5 Crude Material Components

Many things can be made into small, hidden blades.


These blades are often unsuspected due to their
makeshift nature. SLING
Moderate Weapon, Crude
2 Crude Material Components
2 Crude Refinement Components
Attack Speed: 2 Turn Action
Handling: 2 hands
Range: 5/10 meters (Ranged)
Size: 1 slot

Moderate Weapon, Crude


2d6 Physical Damage

Attack Speed: 2 Turn Action


Handling: 1 hand A small piece of elastic or springy material that can
Range: 0 meters (Melee) be used to launch random debris. Very mundane
Size: 3 slots and primitive in nature.

3Crude Material Components


2d8 Physical Damage
2 Crude Refinement Components

A properly sized shaft or grip with substantial


weight, an impromptu club; not hard to come by.

3 Crude Material Components


1 Crude Refinement Component
>

BASIC ATTIRE
Although your basic clothing may not
15 Silver Piece;
offer a lot of combat aid, it’s probably
Size: 3 slots better than fighting naked. Probably.

A long, worn down item that can be held in one hand


and used as a blocking device. Regardless, this can
be the difference between a happy life and severed
limbs.

4 Crude Material Components

ROUND GUARD
Shield, Crude

Size: 3 slot

+ld12 Dodge

A small, light, flat item that could be somewhat


mistaken for a shield. Regardless, this can be the
difference between a happy life and missing eyes.

3 Crude Material Components


1 Crude Refinement Component

[efj J

18 Silver Pieces

Size: 3 slots

+2 Physical Defense
+2 Psyche Defense

A mediocre piece of equipment adorned on one’s


head.

5 Crude Material Components


1 Crude Refinement Component
\

\
>

MARTIAL GEAR
Martial gear is a strong blanket term for
all kinds of equipment, from basic
combat attire to infantry munitions.

CLAYMORE
Slow Weapon, Common

Attack Speed: 3 Turn Actions


Handling: 2 hands
Range: 2 meters (Melee) ipon, Common

Size: 9 slots SB
Attack Speed: 2 Turn Actions
5d12 Physical Damage Handling: 1 hand
Range: 1 meter (Melee)
Size: 3 slots
A large, dual-handed blade. It was originally
designed to slay steeds, but later found use in 2d10 + [Power] Physical Damage
general combat.

5 Common Material Components


A somewhat refined bludgeoning device, aided
the user's physical prowess.

5 Common Material Components


1 Common Refinement Component
DAGGER
t Weapon, Common
8

I Attack Speed: 1 Turn Action


Handling: 1 hand
UARTERSTAFF
erate Weapon, Common
Range: 0 meters (Melee)
Size: 3 slots Attack Speed: 2 Turn Actions
Handling: 1 hand
4d4 Physical Damage Range: 1 meter (Melee)
Size: 9 slots

A slick, evasive blade capable of several small


4d8 Physical Damage
strikes in a short period of time.

2 Common Material Components


2 Common Refinement Components A weapon of significant size designed to be held in
only a single hand. Good for knocking out talkative
people and walking up steep hills.

4 Common Material Components


1 Common Refinement Component
>

LIGHT CROSSBOW
Moderate Weapon, Common

Attack Speed: 2 Turn Actions


Handling: 2 hands
Range: 20/40 meters (Ranged)
Size: 3 slots

6d8 Physical Damage

This weapon consumes 1 bolt during each attack.


Ammunition used this way must be equipped on the
user's back or waist slot.

After each attack, 1 turn action must be spent to load


this weapon.

A lighter ranged weapon with an automated firing


mechanism.

3 Common Material Components


1 Common Refinement Component

HALBERD
low Weapon, Common

Attack Speed: 6 Turn Actions


Handling: 2 hands
Range: 2 meters (Melee)
CASTLE SHIELD
Shield, Common Size: 9 slots

3dl 0 Physical Damage


Size: 9 slots
Damage dealt by this weapon ignores defenses.

+ 5d4 Block

This armor requires an additional hand to equip. A bulky and unwieldy device used for high melee
range and armor piercing. Sometimes used for
executions due to its intimidating might.

A large, bulky shield that can block substantial


oncoming harm at the cost of using both of the
3 Common Material Components

user's hands.

4 Common Material Components


GLAIVE
Slow Weapon, Common Weapon, Common

Attack Speed: 4 Turn Actions Attack Speed: 2 Turn Actions


Handling: 2 hands Handling: 2 hands
Range: 2 meters (Melee) Range: 15/30 meters (Ranged)
Size: 9 slots Size: 3 slots

4d20 Physical Damage 3d6 + [Dexterity] Physical Damage

This weapon consumes 1 arrow during each attack.


Ammunition used this way must be equipped on the
A polearm with a bladed end, slow to attack but
user's back or waist slot.
with a high potential for destruction.

3 Common Material Components


A short-ranged but lighter alternative for basic
archery-based weaponry. Commonly used for its
ease of storage while traveling.

4 Common Material Components


HEAVY CROSSBOW
1 Common Refinement Component
Slow Weapon, Common

Attack Speed: 3 Turn Actions


Handling: 2 hands
ONGBOW
Range: 30/60 meters (Ranged)
Weapon, Common
Size: 3 slots

Attack Speed: 3 Turn Actions


8dl2 Physical Damage
Handling: 2 hands
This weapon consumes 1 bolt during each attack. Range: 20/40 meters (Ranged)
Ammunition used this way must be equipped on the Size: 3 slots
user's back or waist slot.

5d8 + [Dexerity] Physical Damage


After each attack, 3 turn actions must be spent to load
this weapon.
This weapon consumes 1 arrow during each attack.
Ammunition used this way must be equipped on the
user's back or waist slot.
A heavy piece of basic artillery that is rather
encumbering to fire, but offers excessive damage to
compensate.
A basic weapon that uses an elastic string to launch
projectiles, heavily dependent on the user's skill.
4 Common Material Components
Slow, but more accurate than its shorter
counterparts.

5 Common Material Components


GAUNTLETS
Hands Armor, Common

Size: 3 slots

Slightly better than standard gloves, gauntlets offer


a slight advancement when blocking.

2 Common Material Components


2 Common Refinement Components

PLATE ARMOR
Chest Armor, Common

Size: 9 slots

+10 Physical Defense


+1 Energy Defense
+1 Heat Defense
+1 Chill Defense

A set of basic platemail. It offers decent physical


protection for its price, but doesn't fold up
remains very bulky to carry otherwise.

6 Common Material Components

Feet Armor, Common

+2al2 Dodge

Sturdy guards worn on the shins, generally over


generic footwear. Its plating allows for slight
leniency when maneuvering in combat.

1 Common Material Component


3 Common Refinement Components
>

\/
VALIANT EQUIPMENT ARLOCK BOW
Many adventurers crave more than the traordinary
gear they'll find in towns; weapons with
more firepower or more specialized ttack Speed: 3 Turn Actions
assets. Valiant equipment allow for more Handling: 2 hands
versatility as well as bigger hits. Range: 20/40 meters (Ranged)
Size: 3 slots

FORCE ARBALEST
8d8 + [Resolve] Physical Damage
Moderate Weapon, Extraordinary

Tests for accuracy made with this weapon use


Attack Speed: 2 Turn Actions Resolve.

Handling: 2 hands
This weapon consumes 1 arrow during each attack.
Range: 20/40 meters (Ranged)
Ammunition used this way must be equipped on the
Size: 3 slots user’s back or waist slot.

4d8 Energy Damage


A ranged weapon used as an arm for mages,
making more use of arcane features in physical
Producing energy as its ammunition, this weapon combat.
does not require any bolts or reloading. Rather,
they're automatically produced by the wepaon itself, 5 Extraordinary Material Components
and the weapon deploys itself after each fire.

2 Extraordinary Material Components WARLOCK MACE


1 Extraordinary Refinement Component Moderate Weapon, Extraordinary
1 Extraordinary Power Component

Attack Speed: 2 Turn Actions


Handling: 1 hand
Range: 1 meter (Melee)
oderate Weapon, Extraordinary
Size: 3 slots

Attack Speed: 2 Turn Actions


4d10 + [Resolve] Physical Damage
Handling: 1 hand
Range: 1 meter (Melee)
Size: 3 slots A bludgeoning weapon specifically designed for
casters, taking advantaged of their mana
5d6 Energy Damage attunement as a form of leverage.

4 Extraordinary Material Components


2 Extraordinary Refinement Components
A blade made of pure energy, good for carving
through enemies with strong physical defenses.

3 Extraordinary Material Components


1 Extraordinary Refinement Component
1 Extraordinary Power Component
260 Silver Piec<

9 slots

+ 7 Physical Defense
+ 5 Energy Defense
+ 4 Heat Defense
+ 4 Chill Defense

A powerful set of apparel that offers great


protection from assailants.

6 Extraordinary Material Components


ITANIA SHIELD
hield, Extraordinary

•It Ih’j 3 -S ■] “JaV m 3 "13


Size:3 slots

260 Silver Pieci

Size: 9 slots

A shield built with quality material, seemingly


indestructible to those who aren't properly
equipped.

A set of gloves and bracers strong enough to deflect


4 Extraordinary Material Components
powerful attacks.

2 Extraordinary Material Components


1 Extraordinary Refinement Component
POWER HELM
traordinary

Size: 3 slots POWER BOOTS


Feet Armor, Extraordinary

+ 2 Physical Defense
+ 2 Energy Defense Size: 9 slots
+ 2 Heat Defense
+ 2 Chill Defense
+ 4d12 Dodge
+ 6 Psyche Defense

A pair of boots that increase one's nimbleness in


A helmet that covers the entire head and face area,
combat, making them much harder to hit.
resisting both physical and psychic attacks.

1 Extraordinary Material Component


5 Extraordinary Material Components
2 Extraordinary Refinement Components
1 Extraordinary Refinement Component
I >

SHATTER EDGE
Moderate Weapon, Rare

Attack Speed: 2 Turn Actions


Handling: 1 hand
Range: 1 meter (Melee)
Size: 3 slots
CIRCLET OF THE EYE
Head Armor, Rare 3d8 Physical + 3d12 Energy Damage

Size: 3 slots
A sharply edged blade compounded with strong
vivacity, using a strong current to empower its
+ 8 Psyche Defense strikes.

Augmentable 4 Rare Material Components


1 Rare Refinement Component
While equipped, the user's Awareness score increases 1 Rare Power Component
by 2, regardless of its maximum.

This armor is sentient, sensing objects and creatures SHATTER GAT


within 10 meters of it, and can communicate basic Moderate Weapon, Rare
emotions directly to its user.

Attack Speed: 2 Turn Actions


Handling: 2 hands
A piece of equipment resembling a tiara with an eye
in place of the central gem. It attaches to its user, Range: 10/20 meters (Ranged)
offering them valuable information about their Size: 3 slots
surroundings. While augmented, it acts as a third
eye.
3d10 Physical + 4d8 Energy Damage

4 Rare Material Components


4 Rare Refinement Components
A small orb that fires projectiles of compressed
2 Rare Power Components
atmosphere and verve with devastating vigor.

3 Rare Material Components


1 Rare Refinement Component
1 Rare Power Component
>

UILDMASTER GREAVES IMPERIAL CHESTPIECE


jet Armor, Rare Chest Armor. Rare

ize: 3 slots Size: 9 slots

+10 Physical Defense


+ 8 Energy Defense
Augmentable + 6 Heat Defense
+ 6 Chill Defense

A pair of ornate guards worn on the shins and


A chestpiece made out of very strong and refined
calves, adorned with sigils or mechanisms that aid
materials. Its architecture is basic, though its
in the user's combat prowess. Upon augmentation,
protection is quite optimal.
the adornments will appear etched into the user's
legs.
6 Rare Material Components

1 Rare Material Component


5 Rare Refinement Components

UILDMASTER BRACERS
and Armor. Rare

Augmentable
M BH

An ornate set of cuffs worn on the wrists, decorated


with protective sigils or mechanisms. When
augmented, the decor becomes etched into the
user's arms and hands.

2 Rare Material Components


4 Rare Refinement Components
GRAND IMPLEMENTS CRYSTALLINE ROD
Some of the most powerful items known Legendary

to the general mortal public and every


young hero's greatest wish. Many are ttack Speed: 2 Turn Actions
based on the upper pantheons, whereas Handling: 1 hand
others are simply too powerful to fall Range: 6 meters (Ranged)
unto the wrong hands. Size: 3 slots

TREMOR HAMMER 5d6 Chill Damage


Slow Weapon, Legendary
Attacks made with this weapon affect all creatures
within a 90-degree cone, originating from the user,
Attack Speed: 6 Turn Actions extending out to the weapon’s range. Tests for
Handling: 2 hands accuracy do not need to be made.
Range: 2 meters (Melee)
Size: 27 slots
A rod made with a crystal-like design, seemingly
benign at first glance. When properly used, it
7dl0 + [Power] Physical Damage ruinous frozen wind.

Damage dealt by this weapon ignores defenses and is 2 Legendary Material Components
dealt directly to DHP. 2 Legendary Refinement Components
3 Legendary Power Components

An immense hammer that propels itself during


attacks, using vibrational forces to cause
devastating physical traumas.
AEGIS OF THE FALLEN
Chest Armor, Legendary
3 Legendary Material Components
1 Legendary Refinement Component
Size: 9 slots

+ 30 Physical Defense
+15 Energy Defense

Augmentable

If the user would be successfully dealt 60 Physical or


30 Energy damage while this item is equipped or
augmented, the item is destroyed.

A corrupted piece of armor designed with the lost in


mind. Users who augment this item will see its
designs beveled into their body, though its
destruction while augmented can be very costly.

5 Legendary Material Components


1 Legendary Refinement Component
>

CROWN OF THE HEADLESS


Head Armor, Legendary

Size: 3 slots

+ 35 Psyche Defense

I Augmentable

A crown comrpised of thick laces and thorns,


designed to remove one's mind completely as a
form of protection. When augmented, it will make
the user appear as if they don't have a head at all.

4 Legendary Material Components


3 Legendary Refinement Components

ARTHSHAKER CUFFS
and Armor, Legendary

Size: 9 slots

I
I Augmentable ARTHSHAKER SHACKLES
■ eet Armor, Legendary

M Weaponless attacks made by the equipped creature
deal n additional 5dl2 Energy damage.

Though they do not defend at all, these cuffs and Augmentable


chains were designed to truly break ground,
literally. They allow for devastating blows, and upon Weaponless attacks made by the equipped creature
augmented, only the chains will be seen attached to require 1 less turn action, minimum cost of 1, and deal
the body. an additional 2d12 Energy damage.

2 Legendary Material Components


3 Legendary Refinement Components A defenseless pair of shackles attached to the
1 Legendary Power Component ankles, the chains and the confines themselves
allow for swift movements and intense strikes.
When augmented, the chains will remain on the
exterior of the body, attached to the legs.

2 Legendary Material Components


4 Legendary Refinement Components
1 Legendary Power Component
>

AVELIN OF THE SKIES IDENT OF THE NETHER


ast Weapon, Mythical te Weapon, Mythical

Attack Speed: 1 Turn Action Attack Speed: 2 Turn Actions


Handling: 2 hands Handling: 1 hand
Range: 20 meters (Ranged) Range: 25/50 meters (Ranged)
Size: 3 slots Size: 3 slots

5d6 Energy Damage 6d10 Heat Damage

Attacks made with this weapon affect all creatures Damage dealt by this weapon to creatures other than
within a 1 meter wide line, originating from the user, constructs ignores SHP.
extending out to the weapon’s range. Tests for
accuracy do not need to be made. This weapon is sentient, sensing objects and creatures
within 10 meters of it, and can communicate basic
This weapon is sentient, sensing objects and creatures emotions directly to its user.
within 10 meters of it, and can communicate basic
emotions directly to its user.
The most humorous and cynical of the Nine Divines.
Its two prongs and the orb between them are made
One of three weapons apart of the Nine Divines. It purely of toxinous flames designed against the
uses its sentience to implore progress and power of the core terra. Upon being thrown, the
calculated improvement. Naturally, it hovers bident immediately retracts to its preffered user.
between the two hands of its user, firing trailing
shards of lightning at high speeds. 3 Mythical Material Component
4 Mythical Refinement Components
1 Mythical Material Component 2 Mythical Power Components
4 Mythical Refinement Components
3 Mythical Power Components
»

Attack Speed: 3 Turn Actions


GLOVES OF ARTIFICE
Handling: 1 hand
Range: 8 meters (Ranged)
Size: 3 slots
Size: 3 slots

5d20 Chill Damage

Attacks made with this weapon affect all creatures


within a 90-degree cone, originating from the user,
extending out to the weapon’s range. Tests for The equipped creature may make weaponless attacks
accuracy do not need to be made. with 1 less turn action, minimum of 1.

Damage dealt by this weapon to targets other than While worn, the equipped creature's Engineering score
creatures is doubled. is increased by 6.

This weapon is sentient, sensing objects and creatures This armor is sentient, sensing objects and creatures
within 10 meters of it, and can communicate basic within 10 meters of it, and can communicate basic
emotions directly to its user. emotions directly to its user.

One of only three armors titled as the Nine Divine,


One of the Nine Divines, an extremely authoritative
these gloves use their sentient mind to teach their
weapon forged from the power of the oceans. It
user of masterful processing and calculated
holds a sentient mind, a calm and collected
methods.
personality with a cold and objective view.

2 Mythical Material Components


4 Mythical Material Component
4 Mythical Refinement Components
2 Mythical Refinement Components
2 Mythical Power Components
4 Mythical Power Components
>

AULDRONS OF THE WILDS ALO OF JUDGEMENT


■Armor, Mythical ythical

Size: 3 slots Size: 3 slots

+ 2 Physical Defense + 2 Physical Defense


+ 6 Energy Defense +10 Psyche Defense
+ 5 Heat Defense
+ 5 Chill Defense The equipped creature does not need to breathe.

While worn, the equipped creature's Land travel, Water While worn, the equipped creature's Resolve score is
travel, and Air travel are each increased by 3. If the increased by 8.
user naturally has a travel speed of 0 in any type, that
travel does not receive the bonus. This armor is sentient, sensing objects and creatures
within 10 meters of it, and can communicate basic
Creatures and objects cannot gain information on the emotions directly to its user.
equipped creature through divination. Attempts to do
so will come back “null".
Speaking to its wearer with a stern and obtrusive
This armor is sentient, sensing objects and creatures voice, this crown acts as one of the Nine Divines. It
within 10 meters of it, and can communicate basic holds accountability over its user, taking in their
emotions directly to its user. surroundings and their behaviors diligently.

5 Mythical Material Components


A set of shoulder plates attached with thin straps 3 Mythical Refinement Components
acting as one of the Nine Divines. It speaks to its 2 Mythical Power Components
user in light annd gentle whispers, often offering
affirmation and consolidation.

7 Mythical Material Components


3 Mythical Refinement Components
2 Mythical Power Components

f
>

AMMUNITIONS
Many weapons require some amount of
ammunition to operate. The most basic
forms are made of sticks and stones, but Size: 1 slot
greater forms can be designed for
additional effects. However, this can
Attacks made using this artifact as ammunition deal
make operating the weapon much more
an additional 2d12 Energy damage.
resource intensive.
Any number of this ammunition accumulatively takes
ARROW up 1 slot. It can be equipped into a creature's back slot
Ammunition, Crude or waist slot.

Crafting this item yields 4 times as many.


Size: 1 slot

Much like a basic arrow, but imbued with an electric


Any number of this ammunition accumulatively takes
current. Though expensive to use consistently, it
up 1 slot. It can be equipped into a creature's back slot
provides high value for its attacks.
or waist slot.

1 Common Material Component


Crafting this item yields 4 times as many.
1 Common Refinement Component

A basic projectile used for weapons like bows.


Rudimentary in nature, but more useful than
bashing things with a bow.
18 Silver Pieces
1Crude Material Component
Size: 1 slot
1 Crude Refinement Component

Whenever an attack using this ammunition targets a


creature, the attacker chooses one between current
SHP, current DHP, and current stamina. It learns the
chosen characteristic about the targeted creature.

Size: 1 slot Any number of this ammunition accumulatively takes


up 1 slot. It can be equipped into a creature's back slot
or waist slot.
Any number of this ammunition accumulatively takes
up 1 slot. It can be equipped into a creature's back slot Crafting this item yields 4 times as many.
or waist slot.

Crafting this item yields 4 times as many.


A piece of crossbow ammunition designed to gather
information on its targets, giving it much more
purpose than a basic bolt.
A basic projectile used for weapons like crossbows.
Relatively unuseful by itself, yet more effective than
1 Crude Material Component
a lonely crossbow.
1 Crude Refinement Component

1 Crude Material Component


1 Crude Refinement Component
SPELLGEAR TATTERED CLOTH
There are a multitude of ways to make a Rank Fniiinmpnt Cm

spell more powerful. Unfortunately, this


often means that you are sacrificing
potential defense, speed, and other
combat buffs. Luckily, you still have your
1 Spells that the equipped creature cast cost 1 less
precious fireballs at a discounted price.
stamina, minimum cost of 1.

A piece of cloth that can be draped over the


CROOKED SYMBOL shoulders, giving the slightest amount of help
Neck Equipment, Crude spells.

1 Crude Material Component


Size: 1 slot 1 Crude Refinement Component

Spells that the equipped creature cast cost 1 less


stamina, minimum cost of 1.

DD CURIO
An odd, unique symbol that may represent some­
rtifact, Crude
thing helpful to a caster. Generally pretty makeshift
in design.
Size: 3 slots
1 Crude Material Component
1 Crude Refinement Component
While being held in an open hand, spells the user cast
cost 1 less stamina, minimum cost of 1.

A small trinket that gives a caster slight help,


ROOKED RING generally in the form of motivation more than
ig, Crude physical aid.

1 Crude Material Component


Size: 1 slot 1 Crude Refinement Component

Spells that the equipped creature cast cost 1 less


stamina, minimum cost of 1.

A small, poorly fitting ring that may help a caster


when casting spells.

1 Crude Material Component


1 Crude Refinement Component
»

ASTING CLOTH ARCANE RINGS


Equipment, Common Ring, Common

Size: 1 slot Size: 1 slot

Spells that the equipped creature cast cost 2 less Spells that the equipped creature cast cost 2 less
stamina, minimum cost of 1. stamina, minimum cost of 1.

A lightly magical cloth draped over the shoulders. A set of rings used by novce casters to increase
their magical capabilities slightly.
1 Common Material Component
1 Common Refinement Component 1 Common Material Component
1 Common Refinement Component

POUCH
Common

RCANE SYMBOL
eck Equipment, Common

Spells that the equipped creature cast cost 2 less


stamina, minimum cost of 1.

Spells that the equipped creature cast cost 2 less


A small pouch worn as a belt containing useful stamina, minimum cost of 1.
items and notes for casting. . ---

1 Common Material Component An amulet with an arcane symbol, bolstering novice


1 Common Refinement Component casters.

1 Common Material Component


1 Common Refinement Component
»

OME OF EVOCATION OME OF ENCHANTMENT


rtifact, Extraordinary rtifact, Extraordinary

Size: 3 slots Size: 3 slots

While being held in an open hand, the user can cast While being held in an open hand, the user can cast
and craft spells using the Art of Evocation. and craft spells using the Art of Enchantment.

A colorful book with pages lined with incantations A light book with ancient scripts about the
about conjuration and the magical elements. fundamental powers of spellcraft and its longevity.

2 Extraordinary Material Components 2 Extraordinary Material Components


1 Extraordinary Refinement Component 1 Extraordinary Refinement Component
1 Extraordinary Refinement Component 1 Extraordinary Refinement Component

OME OF ARRAY
ct, Extraordinary OME OF DIVINATION
rtifact, Extraordinary

Size: 3 slots
Size: 3 slots

While being held in an open hand, the user can cast


and craft spells using the Art of Array. While being held in an open hand, the user can cast
and craft spells using the Art of Divination.

A volume with white titling and abstract symbols full


of concepts and math based on ancient dwarven A hearty volume detailing the spells of diviners
fundamental magics. *» their predictive incantations.

2 Extraordinary Material Components 2 Extraordinary Material Components


1 Extraordinary Refinement Component 1 Extraordinary Refinement Component
1 Extraordinary Refinement Component 1 Extraordinary Refinement Component

S3P
>

A book with light blue titling, its pages lined with


ancient elven magics.
fc,

2 Extraordinary Material Components


1 Extraordinary Refinement Component
1 Extraordinary Power Component

TOME OF NECROMANCY
Artifact, Extraordinary
rtifact, Extraordinary

Size: 3 slots
Size: 1 slot

While being held in an open hand, the user can cast


and craft spells using the Art of Necromancy. While being held in an open hand, spells the user cast
cost 3 less stamina, minimum cost of 1.

a-
A dark volume with crooked chants and tongues,
speaking of souls and the rising of the damned. A small figure with high magical concentration.

2 Extraordinary Material Components 2 Extraordinary Material Components


1 Extraordinary Refinement Component 1 Extraordinary Refinement Component
1 Extraordinary Power Component 1 Extraordinary Power Component

SHAMANIC RINGS HAMANIC AMULET


Ring, Extraordinary eck Equipment, Extraordinary

Size: 1 slot Size: 1 slot

Spells that the equipped creature cast cost 3 less Spells that the equipped creature cast cost 3 less
stamina, minimum cost of 1. stamina, minimum cost of 1.

A ring set imbued with the whispers of experienced A necklace that vibrates with magical energy,
diviners. imbuing its user with the arcane.

2 Extraordinary Material Components 2 Extraordinary Material Components


1 Extraordinary Refinement Component 1 Extraordinary Refinement Component
1 Extraordinary Power Component 1 Extraordinary Power Component
TOME OF WAKE TOME OF ALTERATION
Artifact, Rare Artifact, Rare

Size: 3 slots Size: 3 slots

While being held in an open hand, the user can cast While being held in an open hand, the user can cast
and craft spells using the Art of Wake. and craft spells using the Art of Alteration.

A powerful tome with some of the most powerful A powerful tome with abstract symbols and images,
dwarven magics of the older ages. conceptualizing some of the most powrful magics of
ancient twilight elves.
3 Rare Material Components
2 Rare Refinement Components 3 Rare Material Components

L 1 Rare Power Component 2 Rare Refinement Components


1 Rare Power Component

While being held in an open hand, spells the user cast


cost 11 less stamina, minimum cost of 1.

The most powerful tome of magics hailed by mortal


eyes. Its contents contain concepts that most minds
are too feable to truly understand.

8 Mythical Material Components


5 Mythical Refinement Components
4 Mythical Power Component

One of the most protective items known and one of


the Nine Divines. It leaves the user's body
semicorporeal, bolstering their connection with
mana with its comandeering tone.

8 Mythical Material Components


5 Mythical Refinement Components
4 Mythical Power Component
TRINKETS INVISIBILITY SHROUD
Some things don't really fit a category Back Equipment, Extraordinary

but still have their place in the world.


These items, we refer to as trinkets. Size: 9 slots
Some are powerful, some make
last-minute holiday gifts.
A creature may use 2 hands to active this item with 6
turn actions. Upon doing so, the equipped creature
becomes invisible for 1 minute, gaining 2 points of
WINGPACK favor on tests made to remain inconspicuous.
Back Equipment, Common

Size: 3 slots A heavy mantle adorned on the back, capable of


camouflaging its user and everything equipped to
them.
While equipped, the user's Air travel is 1 unless it
would be otherwise higher. 2 Extraordinary Material Components
1 Extraordinary Refinement Component

A rudimentary set of wings that retract into


themselves. The equipment offers a mild vertical
and airborne mobility. MAGEBANE RINGS
Ring, Rare
1 Common Material Component
1 Common Refinement Component
Size: 1 slot

When affected by a spell that has been active for no


AERIAL SASH more than 24 hours, the equipped creature may spend
Waist Equipment, Common 2 turn actions or 2 interrupt actions to dispell it. If a
creature is actively concentrating or focusing on the
spell, the equipped creature must make a Will contest
Size: 3 slots
against the caster, dispelling it only if it succeeds.

The equipped creature's Air travel is increased by 3,


given its Air travel wouldn't otherwise be 0. A set of bands used to deflect oncoming spells and
erode young runes. Effective, though magic powered
by the ongoing thoughts of a caster force the rings
A large, silky band designed to increase the speed to rely on the user's mind to succeed.
of naturally flying creatures.
3 Rare Material Components
1 Common Material Component 2 Rare Refinement Components
1 Common Refinement Component 1 Rare Power Component
* >
_______

ANTIMANA PROBE
Artifact, Legendary

Size: 1 slot

Creatures within 30 meters of this artifact cannot cast


spells.

>■
This device emits a powerful nullifying wave that
renders all mana in a huge area innert, negating all
spells completely.

A plantable device that emits a sonic pulse in a 5Legendary Material Components


controlled area around it numerous times. Side 3 Legendary Refinement Components
effects include deafness and death. 2 Legendary Power Components

4Rare Material Components


2 Rare Refinement Components
2 Rare Power Components CLEANSING CINCTURE
Legendary

IMPERIAL WINGS
Back Equipment, Rare

The equipped creature may spend 5 turn actions and


consume an Extraordinary or rarer item or component
Size: 9 slots
to activate this artifact. Upon doing so, the creature
regains 1dl2 DHP. This effect cannot restore a
While equipped, the user's Air travel is 6 unless it creature's DHP beyond 50.
would otherwise be higher.

■y An advanced waistband that attaches itself to the


• - A pair of artificial wings designed to keep its user user, allowing for quick medical attention in a dire
mobile while still airborn. A relatively superior situation at the cost of basic materials.
machine used by some veteren adventurers.
5 Legendary Material Components
A
3 Rare Material Components 3 Legendary Refinement Components
2 Rare Refinement Components 2 Legendary Power Components
1 Rare Power Component
■x.
A creature may activate this item with 6 turn actions This artifact may be activated from up to 50 meters
while touching a solid, pure substance with each hand. away.
Upon doing so, this artifact transforms one of the two
substances into the other, reverting back to its initial The equipped creature may spend 6 turn actions to
form after 1 minute. This item cannot affect living activate this artifact's travel. It has an Air travel of 10
creatures and can only transform up to 10 kilograms of and may travel in any path determined by the equipped
material per activation. creature. Upon losing posession of it, the original
creature is still treated as if its the equipped creature.

An alchemical necklace that uses its user as a The equipped creature may spend 6 turn actions to
conduit to change the molecular structure of pure activate this artifact's spell. All creatures within 1
substances for a small period of time. meter become overwhelmed with one of the following
senses for 1 minute, chosen by the caster paranoia,
6 Legendary Material Components starvation, terror, or rage. Creatures affected this way
3 Legendary Refinement Components may make a Will contest against the caster at the
3 Legendary Power Components beginning of each turn, ending the effect on them­
selves upon succeeding.

This artifact is sentient, sensing objects and creatures


within 10 meters of it, and can communicate basic
emotions directly to its user.

One of the Nine Divines with the most personality,


this mantle is able to fly at high speeds on its own
volition. Though it does take commands from
Items may be crafted using this artifact in place of a
creatures it deems worthy, it often modifies its path
tool station.
based on its desires.

While worn, the equipped creature's Awareness score


8 Mythical Material Components
is increased by 5.
Il’ 5 Mythical Refinement Components
4 Mythical Power Components
This artifact is sentient, sensing objects and creatures
within 10 meters of it, and can communicate basic
emotions directly to its user.

A godly amulet, one of the items known as the Nine ,


Divines. It speaks softly and with poise, offering
wisdom so powerful it allows craft with no tools.

8 Mythical Material Components


5 Mythical Refinement Components
4 Mythical Power Components
STORAGE CONTAINERS
Upon your adventures, you’ll gather a lot
of things: ancient artifacts, random
garbage, good food, rotten food, a giant's
toe for some reason. Carrying all these
items may require some assistance.
This artifact can store up to 9 slots worth of items.

A makeshift pack that can hold an item or two,


making slightly better use of space.

1 Crude Material Component


1 Crude Refinement Component

BACKPACK
Back Equipment, Common

Size: 3 slots

This artifact can store up to 18 slots worth of items.

A piece of gear often used for traveling, capable of


carrying some bulky equipment in a relatively
compact space.

1 Common Material Component


1 Common Refinement Component

BAG OF LIGHTNESS
Back Equipment, Rare

Size: 1 slot

This artifact can store up to 54 slots worth of items.

What seems like a basic, stretchy bag, actually


keeps all of its contents nearly weightless.

4 Rare Material Components


2 Rare Refinement Components
2 Rare Power Components
EXPENDABLES
Some items are cheap to make because
they were only meant to be used a
number of times before they're
destroyed. Things like potions, salves,
and explosives fit this type of build.

MAKESHIFT REMEDY
Consumable, Crude

Size: 3 slots
Activation Time: 2 TA
Doses: 1 Consumable, Common
64 Silver Pieces

The affected creature regains 1d8 SHP. Size: 3 slots


Activation Time: 2 TA
Doses- 1
A basic healing product comprised of whatever
medicinal-adjacent item one could scavenge.
The affected creature regains 2d8 SHP.

1 Crude Refinement Component


1 Crude Power Component
A standard-issue healing product. Equipped to be
used even in the heat of combat.

1 Common Refinement Component


MAKESHIFT STIM 1 Common Power Component
Consumable, Crude

Size: 3 slots
Activation Time: 2 TA BASIC STIM
Consumable, Common
Doses: 1
72 Silver Pieces

The affected creature regains 2d6 stamina. Size: 3 slots


Activation Time: 2 TA
Doses: 1
A pocket-worth of stimulating materials, generally
not very potent. The affected creature regains 4d6 stamina.

1 Crude Refinement Component


1 Crude Power Component
A potent stimulating agent, used to give a boost to
tired folk.

1 Common Refinement Component


1 Common Power Component
ASIC PANACEA NECRO DART
Consumable, Common nsumable, Common

Size: 3 slots Size: 3 slots


Activation Time: 2 TA Activation Time: 2 TA
Doses: 1 Doses: 1

The affected creature regains 4d4 DHP. This consumable may be thrown a number of meters
away equal to the user's Strength or Agility score,
whichever is higher. Creatures that are impacted
cannot regain SHP, DHP, or stamina for 1 minute.
A powerful medicinal agent, capable of curing even
internal wounds in a short period of time.

An inconspicuous dart tipped with a mild nullifying


1 Common Refinement Component
agent, blocking any aids for a short while.
1 Common Power Component

1 Common Refinement Component


1 Common Power Component

QUICKSILVER REMEDY
Consumable, Extraordinary

Size: 3 slots
Activation Time: 1 TA
Doses: 1

The affected creature regains 3d6 SHP,


A standard first aid. Administration takes a long
period of time, though its effects are much more
substantial than what can be used in combat. A powerful healing device designed to be used in
only a single second.
1 Common Refinement Component
1 Common Power Component 1 Extraordinary Refinement Component
1 Extraordinary Power Component
QUICKSILVER PANACEA KINETIC SKIN
Consumable, Extraordinary isumable, Extraordinary

Size: 3 slots Size: 3 slots


Activation Time: 1 TA Activation Time: 3 TA
Doses: 1 Doses: 1

The affected creature regains 5d4 DHP.


r—
Upon consuming, the user ignores all Physical damage
for 1 minute. This has no effect on creatures that
already ignore all damage of a specific type.
A medical application that can be used in only a
Ma
single second, its effects more substantial than
even its slower counterparts. A small device that creates a force barrier around
the user, leaving them impervious for a short
1 Extraordinary Refinement Component duration.
1 Extraordinary Power Component
1 Extraordinary Refinement Component
1 Extraordinary Power Component

HERBAL POUCH
Consumable, Rare

Size: 3 slots
Activation Time: 6 TA
Doses: 6
This consumable may be thrown a number of meters
away equal to the user's Strength or Agility score,
whichever is higher. All creatures within 5 meters of The affected creature regains 2d6 SHP and IdA DHP.
impact are dealt 2d8 Physical and 3d20 Energy l/

damage.
A small pouch of minor doses. Each one takes times
to take effect, though the pouch can be used
A small device with an internal mechanism that multiple times, making it much more versatile.
activates once percussed, releasing a destructive
blast. 2 Rare Refinement Components
y 1 Rare Power Comoonent
1 Extraordinary Refinement Component
1 Extraordinary Power Component

T
BOTTLE OF FROSTWIND
Consumable, Rare

r
7
This consumable may be thrown a number of meters
away equal to the user's Strength or Agility score,
whichever is higher. The Land travel of creatures
impacted by this consumable is reduced to 1 for as
long as the user remains concentrated. Creatures
affected this way may make a Will contest against the
user upon being hit and at the beginning of each turn,
ending the effect upon succeeding.

Powerful winds rage through this small circular


bottle, waiting to be released. Upon the breaking of
the bottle, creatures stuck inside this small storm
will be slowed greatly, forced to a battle of wits
against the user.

2 Rare Refinement Components


2 Rare Power Components

Size: 3 slots
Activation Time: 2 TA
Doses: 4

The affected creature regains 4d4 DHP.

An extremely potent pack of medical aids that can


not only be used a multitude of times, but even
when time is of the essence.

4 Extraordinary Refinement Components


3 Extraordinary Power Components
•>

COMPONENTS TIME SPENT FORAGING


A player may spend anywhere from 1
Components are the elements required
hour to 24 hours foraging for a single
to craft any item imaginable. They come
type of component. The more time spent,
in three general categories: material
the more likely they are to find the
components, refinement components,
component. In some cases, they may
and power components. Different
even find it faster than expected.
varieties of items will require different
amounts of each, whereas the rarity of
Below are the available amounts of time
an item will depict the exact rarity
one may spend foraging, and how it
needed from components. Components
affects the test made:
may be crafted, harvested, or foraged
and found naturally.
Time Spent Favor/Disfavor
FORAGING 1 hour 1 point of disfavor
One of many ways an adventurer may
stumble across new components to use 4 hours No modifications

in their travels is through foraging. This


is the act of spending a long period of 8 hours 1 point of favor

time searching for something specific.


Such searches are thorough, generally 12 hours 2 points of favor

spanning long periods of time and


18 hours 3 points of favor
including searching above and beneath
the surface when available.

Whenever a creature looks to forage for FORAGING RATINGS


a component, they must make a test, Every foragable component has a
generally an Awareness test, in a large Foraging Rating. When a player attempts
foragable area. Foragable areas should to forage for a specific component, the
be large and explorable and the exact GM will roll that component's Foraging
amount of time a player is willing to Rating (listed with each foragable
spend foraging should be decided component).
beforehand. The effects of the amount of
time they spend will modify their roll.
The foraging rating roll will dictate what
roll the test, generally an Awareness
test, will need to succeed in order to find
the given resource. This means that even
the rarest of materials may be found
with great luck, though the rarer the
material, the lower the chance of
success.

Upon succeeding the test, the foraging


player gains a random amount of the
resource (possible amounts also listed
with each foragable component). Upon
failure, the full time is spent and no
resource is found.

EXCEPTIONAL SUCCESS AND FAILURE


When a player makes a test against a
foraging rating and succeeds the roll by
double or more, the amount of time they
spend searching for it will be reduced.

If the player's test is over double what


the foraging rating rolled, they find it in
half the time. If the player's test is over
triple what the foraging rating rolled,
they find it in a third of the time, so on.

In other cases, the component a player


is trying to forage may be impossible to
find, whether it be depleted or the player
be searching in a barren biome.
Regardless, the GM should take note of
whether or not it is available beforehand.

This information may be disclosed to the


player or kept from the player,
predominantly based on how much
information the character has and GM
discretion. If a player attempts to forage
for a component that is impossible to
find in the given conditions, rolls always
MATERIAL COMPONENTS Legendary Material Component
■ 2 Rare Material Components
Material components are used to build
the structural components of items. ■ TD 24 Engineering Test
Often blades, plating, and framework are Mythical Material Component
made from these. These are the most ■ 2 Legendary Material Components
abundant form of components and the ■ TD 30 Engineering Test
most common components used in
crafting. Some items require only mate­ REFINEMENT COMPONENTS
rial components, though most if not all Refinement components are small
components require at least 1 material pieces that can make an item lighter,
component. smaller, or even more efficient. This can
be achieved through highly conductive
The more powerful material components materials, substances with strong
are, the more durable they are and the arcane capacity, or even things as
more powerful they are. A lot of the time, powerful as nanotechnology.
this also comes with heavier weights.
Rarer material components are often The most common forms of refinement
required not only for sustaining constant components are precious metals and
use, but also to capacitate powerful alchemical substrates. Precious metals
inner-workings of complex items. Some allow devices to have a more refined
items include powerful cores inside it electronic structure while more potent
that emit constant energy, and without a alchemical substances are able to
strong material to hold it, the item would capacitate more powerful runes.
destroy itself.
CRAFTING REFINEMENT
CRAFTING MATERIAL COMPONENTS COMPONENTS
Material components can generally be Refinement components are created by
crafted by combining lesser materials engineering material components
into a more powerful alloy or composite. artificially. Rather than a metal or a
As with all components, this excludes substrait, these would become
Crude Material Components. mechanisms in line with gear systems
and nanotechnology, depending on the
When crafting a component, an rarity.
Engineering test must be made. Upon
failing, all components are destroyed. When crafting a component, an
The following recipes may be used: Engineering test must be made. Upon
■ Extraordinary Material Component failing, all components are destroyed.
■ 2 Common Material Components The following recipes may be used:
■ TD 12 Engineering Test • Extraordinary Refinement
Rare Material Component Component
■ 2 Extraordinary Material ■ 1 Common Material Component
Components ■ 1 Extraordinary Material
■ TD 18 Engineering Test Component
■ TD 14 Engineering Test
Rare Refinement Component When crafting a component, an
■ 1 Extraordinary Material Engineering test must be made. Upon
Component failing, all components are destroyed.
■ 1 Rare Material Component The following recipes may be used:
■ TD 20 Engineering Test ■ Common Power Component
Legendary Refinement Component ■ 1 Common Material Component
■ 1 Rare Material Component ■ 1 Common Refinement Component
■ 1 Legendary Material Component ■ TD 11 Engineering Test
■ TD 26 Engineering Test Extraordinary Power Component
Mythical Refinement Component ■ 1 Extraordinary Material
■ 1 Legendary Material Component Component
■ 1 Mythical Material Component ■ 1 Extraordinary Refinement
■ TD 32 Engineering Test Component
■ TD 17 Engineering Test
Rare Power Component
POWER COMPONENTS ■ 1 Rare Material Component
Power components are the rarest form
■ 1 Rare Refinement Component
of component and are not seen in many
■ TD 23 Engineering Test
items, especially those that are more
Legendary Power Component
common. Generally, an item does not
■ 1 Legendary Material Component
require one or more power components
■ 1 Legendary Refinement
unless they hold a specific characteristic
Component
that requires such. Examples of
■ TD 29 Engineering Test
characteristics that would require them
Mythical Power Component
include thermal attacks and sentience.
■ 1 Mythical Material Component
■ 1 Mythical Refinement Component
Power components produce or store
■ TD 35 Engineering Test
usable energy, whether it be mechanical
or arcane in nature, to power their larger
systems. Long ago, different types of
cores and cells were designed
specifically for this purpose, small
devices that harness the output of
different effects, such as chemical
reactions and radiation.

CRAFTING POWER COMPONENTS


Power components are manufactured
using a refinement component and a
material component of the same rarity.
This process will create a cell,
something capable of storing and
emitting energy as necessary. These
range from things like coils to
combustion chambers.
CREATURES DROPS AND HARVESTABLES
Every creature grants an amount of XP
Throughout one's travels, you’ll come
based on its level of power. This may
across many different lifeforms. Some
vary based on what items it's holding.
will be large, some will be small, several
This XP should be granted if the players
will try to kill you.
succeed in the encounter, and this does
not always mean killing it. Persuasion
Creatures can be broken into 5 types:
and cunning may be the means to a
abominations, beasts, constructs,
successful encounter.
humanoids, and primordials. These types
are further broken into classifications,
If a player enters an encounter without
with more than meaningful to list.
full success, such as killing a creature
Examples include goblinoids,
that they were meant to keep alive, they
arthropods, and the undead.
may be offered half XP. The same may be
true if they stealth past the creature, kill
Each creature may use any Standard
the same type of creature a multitude of
Action unless otherwise stated, and
times, and in many other possible
should have subtraits and traits similar
instances. If the encounter was entered
to PCs. Each creature is controlled by
with a party of players, the XP should be
the GM and its behaviors are dictated as
split evenly amongst them.
such.
On top of XP, creatures have a number of
Unlike PCs, creatures may have a 0 as a
items and harvestable parts they may
subtrait score. This generally means that
offer upon incapacitation or death. Items
they are nearly incapable of making use
are easy to obtain from dead creatures
of that given characteristic.
and slightly more difficult to obtain from
living creatures, but harvestable
DIFFICULTY RATINGS components do require that the creature
Every creature has a Difficulty Rating be dead or that the creature die in the
(DR), which coincides with a player’s process of harvesting.
level. A DR 10 creature should be of
similar capability to a level 10 character. Whenever an attempt is made to harvest
This does not mean that a level 10 from a creature, a test must be made
character will often survive the based on the specific circumstance,
encounter. listed on each creature’s stat block. For
instance, if a player would like to harvest
A creature’s DR is grossly simplified, and a creature's bones, they must may have
doesn’t offer information on where a to make an Engineering test. If it
creature is strong or where a creature is succeeds the amount listed on the
weak. Circumstance weighs a lot in the creature's stat block, they are rewarded
fate of combat and survival, so GMs with more bones than they would have
beware when producing combat upon failure. This is generally due to
situations. A level 10 character that can either the components being rendered
fly has a substantial chance of success useless or destroyed completely.
against a level 100 terrestrial creature.
20SHP 5 Land Travel
ld4 Block
10DHP 3 Water Travel
2d12 Dodge
20 Stamina 0 Air Travel

Defenses
3 Physical 3 Energy 2 Heat 1 Psyche

+3 Agility +3 Strength -2 Intellect -2 Will +0 Display -2 Charm


+1 Speed +0 Power -3 Engineering -3 Resolve -1 Portrayal -3 Appeal
-2 Dexterity -1 Fortitude -3 Memory -3 Awareness -3 Stunt -3 Language

ACTIONS

Claw (Attack) Bite (Attack)


2 Turn Actions, 0 meters (melee) 3 Turn Actions, 0 meters (melee)
2d8 Physical, 1 target 4d8 Physical, 1 target

DROPS AND HARVESTS


1d4 Bones (Crude MC) TD 10 Engineering
IdA Wolf Hide (Common MC) IdA Wolf Hide (Common MC)
JI

A common predator found in the wild. Often they prowl in packs, though remain as somewhat mild
creatures in the eyes of skilled adventurers.

30 SHP 4 Land Travel


4d4 Block
15DHP 2 Water Travel
1d12 Dodge
30 Stamina 0 Air Travel

Defenses
5 Physical 5 Energy 3 Heat 3 Chill 1 Psyche

+2 Agility +10 Strength -2 Intellect -2 Will -1 Display -2 Charm

A +0 Speed
-2 Dexterity
+4 Power
+2 Fortitude
-3 Engineering
-3 Memory
-3 Resolve
-3 Awareness
-2 Portrayal
-3 Stunt
-3 Appeal
-3 Language

ACTIONS

Claw (Attack) Bite (Attack)


2 Turn Actions, 0 meters (melee) 3 Turn Actions, 0 meters (melee)
2d10+4 Physical, 1 target 4d12+4 Physical, 1 target

DROPS AND HARVESTS


1d6 Bones (Crude MC) TD 10 Engineering
1d8 Bear Hide (Common MC) 1d8 Bear Hide (Common MC)

A powerful predator in the wild, one that most basic creatures would stray away from. Depending
on circumstance, they can be both passive or hostile.
i >)zi [limine

16SHP 3 Land Travel


ld4 Block
12DHP 2 Water Travel
1d12 Dodge
20 Stamina 0 Air Travel

Defenses
3 Physical 2 Energy 2 Heat 2 Chill 1 Psyche

+2 Agility +2 Strength +2 Intellect +2 Will +2 Display +2 Charm


-1 Speed -1 Power -1 Engineering -1 Resolve -1 Portrayal -1 Appeal
-1 Dexterity -1 Fortitude -1 Memory -1 Awareness -1 Stunt -1 Language

ACTIONS

Slam (Attack)
2 Turn Actions, 0 meters (melee)
ld8-l Physical, 1 target

DROPS AND HARVESTS

lx Garments

A humanoid creature that shares aspects with the common folk. Nothing of special interested, but
still somewhat capable of holding their own.

ETEREN
ledium Humanoid
|i];l

40SHP 4 Land Travel


3d4 Block
30DHP 2 Water Travel
3d12 Dodge
50 Stamina 0 Air Travel

Defenses
3 Physical 2 Energy 2 Heat 2 Chill 1 Psyche

+2 Agility +2 Strength +2 Intellect +2 Will +2 Display +2 Charm


+0 Speed +0 Power +0 Engineering +0 Resolve +0 Portrayal +0 Appeal
+0 Dexterity +0 Fortitude +0 Memory +0 Awareness +0 Stunt +0 Language

ACTIONS

Slam (Attack) Dagger (Attack)


2 Turn Actions, 0 meters (melee) 1 Turn Action, 0 meters (melee)
ld8 Physical, 1 target 4d4 Physical, 1 target

DROPS AND HARVESTS


lx Garments
lx Dagger
lx Boots

A civilian-esc creature that is often secretly or outwardly equipped and exerpeienced. They are
easy to blend in with the general public but can stand as valiant opponents.
SOLDIER
Medium Humanoid

80SHP 7 Land Travel


5d4 Block
60DHP 4 Water Travel
7dl2 Dodge
100 Stamina 0 Air Travel

Defenses
5 Physical 3 Energy 3 Heat 3 Chill 1 Psyche

+9 Agility +1 Strength +6 Intellect +6 Will +6 Display +6 Charm


+3 Speed +4 Power +1 Engineering +1 Resolve +1 Portrayal +1 Appeal
+2 Dexterity +1 Fortitude +1 Memory +1 Awareness +1 Stunt +1 Language

ACTIONS

Slam (Attack) Dagger (Attack)


2 Turn Actions, 0 meters (melee) 1 Turn Action, 0 meters (melee)
1d8+4 Physical, 1 target 4d4 Physical, 1 target
S I
. J,
2 2Power Bow (Attack)
Turn Actions, 20/40 meters (ranged)
4d8 Energy, 1 target

DROPS AND HARVESTS


lx Body Armor 1x Dagger
1x Greaves lx Power Bow

A creature that currently serves a militia of some type; they are both equipped and capable in
combat.
>

8SHP 2 Land Travel


1d4 Block
5DHP 1 Water Travel
1d12 Dodge
10 Stamina 0 Air Travel

Defenses
3 Physical 1 Energy 1 Heat 3 Psyche

+0 Agility +0 Strength -2 Intellect -2 Will -2 Display -2 Charm


2 Speed -1 Power -3 Engineering -3 Resolve -3 Portrayal -3 Appeal
2 Dexterity -3 Fortitude -3 Memory -3 Awareness -3 Stunt -3 Language

ACTIONS

Punch (Attack) Bludgeon (Attack)


2 Turn Actions, 0 meters (melee) 2 Turn Actions, 0 meters (melee)
ld8-1 Physical, 1 target 2d8 Physical, 1 target

DROPS AND HARVESTS

1d4 Bones (Crude MC)


1x Bludgeon

A
30SHP 4 Land Travel
2d4 Block
10DHP 2 Water Travel
2d12 Dodge
12 Stamina 0 Air Travel

Defenses
4 Physical 3 Energy 3 Heat 3 Chill 1 Psyche

+3 Agility +4 Strength -2 Intellect +1 Will -2 Display -2 Charm


+0 Speed +1 Power -3 Engineering -2 Resolve -3 Portrayal -3 Appeal
-1 Dexterity -1 Fortitude -3 Memory -1 Awareness -3 Stunt -3 Language

ACTIONS

Punch (Attack) Maul (Attack)


2 Turn Actions, 0 meters (melee) 3 Turn Actions, 0 meters (melee)
ld8+l Physical, 1 target 4dl0 Physical, 1 target

DROPS AND HARVESTS

ld6 Bones (Crude MC)


1x Maul
1x Garments

A slightly more powerful form of basic goblins, genetically superior in most ways. In the social
hierarchy, they often stand in a similar way to normal goblins, but also rise in rank faster due to
higher capability.
>

ANIMATED TRINKET
.mall Construct

20SHP 3 Land Travel


1d4 Block
5DHP 0 Water Travel
2d12 Dodge
5 Stamina 0 Air Travel

Defenses
1 Physical 1 Energy 0 Heat 0 Psyche

+3 Agility +0 Strength -2 Intellect -2 Will -2 Display -2 Charm


-1 Speed -2 Power -3 Engineering -3 Resolve -3 Portrayal -3 Appeal
+0 Dexterity -2 Fortitude -3 Memory ■3 Awareness -3 Stunt -3 Language

ACTIONS

Slam (Attack)
1 Turn Action, 0 meters (melee)
4d4 Physical, 1 target

PASSIVE

Unnatural Conjuration
This creature cannot take the Deep Breath If this creature is being controlled, any Psyche
action. It does not need to eat, sleep, or damage that would be dealt to it is instead dealt
breathe. to the controller.

DROPS AND HARVESTS

1d4 Scraps (Crude MC)

A small piece of cutlery or perhaps a single tankard, brought to life through either necromancy,
robotics, or a similar effect. Often they are relatively unassuming and incapable.
_______ ________________________
>

ANIMATED FURNITURE
Large Construct

70SHP 1 Land Travel


4d4 Block
5DHP 0 Water Travel
1d12 Dodge
5 Stamina 0 Air Travel

Defenses
5 Physical 2 Energy 0 Heat 0 Chill 0 Psyche

-2 Agility +8 Strength -2 Intellect -2 Will -2 Display -2 Charm


3 Speed +3 Power -3 Engineering -3 Resolve -3 Portrayal -3 Appeal
3 Dexterity +1 Fortitude -3 Memory ■3 Awareness -3 Stunt -3 Language

ACTIONS

Slam (Attack)
3 Turn Actions, 1 meter (melee)
4d10 Physical, 1 target

PASSIVE

Unnatural Conjuration
This creature cannot take the Deep Breath If this creature is being controlled, any Psyche
action. It does not need to eat, sleep, or damage that would be dealt to it is instead dealt
breathe. to the controller.

DROPS AND HARVESTS

IdlO Scraps (Crude MC)

Though unassuming at first, an animated piece of furniture is quite destructive. Due to their size,
many once-inanimate decorations can deal sizable damage, though they seem to be inert in almost
OMBIE
edium Construct

30SHP 2 Land Travel


2d4 Block
5DHP 1 Water Travel
2d12 Dodge
5 Stamina 0 Air Travel

Defenses
2 Physical 4 Energy -2 Heat 0 Psyche

+0 Agility +6 Strength -2 Intellect +0 Will +0 Display -2 Charm


-2 Speed +2 Power -3 Engineering -3 Resolve -2 Portrayal -3 Appeal
-2 Dexterity +0 Fortitude -3 Memory ■1 Awareness -2 Stunt -3 Language

ACTIONS

Slam (Attack)
2 Turn Actions, 1 meter (melee)
2dl0 Physical, 1 target

PASSIVE

Unnatural Conjuration
This creature cannot take the Deep Breath If this creature is being controlled, any Psyche
action. It does not need to eat, sleep, or damage that would be dealt to it is instead dealt
breathe. to the controller.

DROPS AND HARVESTS

1d4 Bones (Crude MC)

The most innert form of the undead, zombies are common thralls used by mages and animators.
However, due to their ultimately lacking physical capabilities, they predominately serve as fodder
or labor.
/RAITH
ledium Construct

50SHP 5 Land Travel


ld4 Block
10DHP 3 Water Travel
3d12 Dodge
60 Stamina 1 Air Travel

Defenses
0 Physical 2 Energy -4 Heat 4 Chill 0 Psyche

+3 Agility +3 Strength -2 Intellect +8 Will +5 Display -2 Charm


+1 Speed -2 Power -3 Engineering +2 Resolve +2 Portrayal -3 Appeal
-2 Dexterity +1 Fortitude -3 Memory +2 Awareness -1 Stunt -3 Language

ACTIONS

Slice (Attack) Screech (Attack)


1 Turn Action, 0 meter (melee) 3 Turn Actions, 10 stamina, 2 meters
4d4 Physical, 1 target 4d8 Energy
This attack affects all objects and creatures
Haunt (Attack) within a 90-degree cone, originating from the
3 Turn Actions, 2 meters (melee) creature, extending out to the attack's range.
4d10 Psyche, 1 target

PASSIVE
!
Unnatural Conjuration
This creature cannot take the Deep Breath If this creature is being controlled, any Psyche
action. It does not need to eat, sleep, or damage that would be dealt to it is instead dealt
breathe. to the controller.

Horrific
Creatures that make contact with this creature
are dealt 2d4 Psyche damage upon doing so.

DROPS AND HARVESTS


TD 15 Engineering
1d6 Ectoplasm (Extraordinary RC)
1d6 Ectoplasm (Extraordinary RC)
ld!2 Wraith Essence (Extraordinary PC)

A more advanced form of undead, wraiths are things of nightmares. Often they roam barring
chains and rage. They often either attack the ears or the mind and are extremely hostile to
potential victims.

J
I >

STONE GOLEM
Large Construct

90 SHP 2 Land Travel


5d4 Block
10DHP 0 Water Travel
1d12 Dodge
10 Stamina 0 Air Travel

Defenses
8 Physical 8 Energy 8 Heat 0 Psyche

+0 Agility +23 Strength -2 Intellect +0 Will -1 Display -2 Charm


-2 Speed +11 Power -3 Engineering -3 Resolve -2 Portrayal -3 Appeal
-2 Dexterity +8 Fortitude -3 Memory -1 Awareness -1 Stunt -3 Language

ACTIONS

Slam (Attack) Smash (Attack)


3 Turn Actions, 0 meters (melee) 4 Turn Actions, 0 meters (melee)
5d12 Physical, 1 target 8d10 Physical, 1 target

PASSIVE

Unnatural Conjuration
This creature cannot take the Deep Breath If this creature is being controlled, any Psyche
action. It does not need to eat, sleep, or damage that would be dealt to it is instead dealt
breathe. to the controller.

Brawler
This creature gains a point of favor on tests
made to grapple other creatures.

DROPS AND HARVESTS


TD16 Engineering
2dl2 Stones (Crude MC) ld8 Weak Gems (Common PC)
1d6 Strong Gems (Extraordinary PC)
IdA Vibrant Gems (Extraordinary PC)

A more advanced form of undead, wraiths are things of nightmares. Often they roam barring
chains and rage. They often either attack the ears or the mind and are extremely hostile to
potential victims.
100 SHP 6 Land Travel
3d4 Block
60DHP 1 Water Travel
2d12 Dodge
120 Stamina 12 Air Travel

Defenses
8 Physical 10 Energy 4 Heat 6 Chill 1 Psyche

+15 Agility +11 Strength +2 Intellect +8 Will +5 Display -1 Charm


+8 Speed +4 Power -2 Engineering +2 Resolve +0 Portrayal -2 Appeal
+3 Dexterity +3 Fortitude +0 Memory +2 Awareness +1 Stunt -3 Language

ACTIONS

Peck (Attack) Claw (Attack)


1 Turn Action, 0 meters (melee) 2 Turn Actions, 0 meters (melee)
4d6 Physical, 1 target 7d8+4 Physical, 1 target
Damage dealt by this attack ignores defenses.

RESPONSES

Athlete (Travel)
1 Turn Action I
This creature takes the Travel action.

PASSIVE

Soar Dive
When this creature takes the Travel action, it When this creature makes an attack directly
may spend 3 stamina to make its Air travel 20 after taking the Travel action, the attack deals
for the rest of the action. an additional 1d6 Physical damage per meter
traveled, maximum of 6d6.
Brawler
This creature gains a point of favor on tests
made to grapple other creatures.

DROPS AND HARVESTS


TD 18 Engineering
1dl2 Griffon Hide (Rare MC)
ldl2 Griffon Hide (Rare MC)
1d8 Griffon Feathers (Rare RC)
1dl2 Griffon Feathers (Rare RC)
1 Griffon Heart (Rare PC)

A powerful and immense creature, once domesticated by ancient humanoids for their superior
capabilities in both combat and transport. Their massive size is complimented by their high
speeds. Naturally, they are territorial, but won't actively seek out violence.
HOENIX
ledium Primordial

40 SHP 8 Land Travel


ld4 Block
160 DHP 0 Water Travel
8d12 Dodge
300 Stamina 15 Air Travel

Defenses
10 Physical 10 Energy * Heat -5 Chill 1 Psyche

+17 Agility +10 Strength -2 Intellect +12 Will +7 Display +0 Charm


+11 Speed -2 Power -3 Engineering +8 Resolve +1 Portrayal -1 Appeal
+2 Dexterity +8 Fortitude -3 Memory +0 Awareness +2 Stunt -3 Language

ACTIONS

Peck (Attack) Blaze (Attack)


1 Turn Action, 0 meters (melee) 3 Turn Actions, 10 stamina, 0 meters (melee)
4d6 Physical, 1 target 6dl0 Heat
Damage dealt by this attack ignores defenses. This attack affects all objects and creatures
within a 90-degree cone, originating from the
Inferno (Attack) creature, extending out to the attack's range.
6 Turn Actions, 25 stamina
7d20 Heat
This attack affects all objects and creatures
within a 10 meters.

PASSIVE

Heat Affinity Rebirth


Whenever this creature would take Heat If this creature would have 0 or less DHP, its
damage, it instead ignores that damage and current DHP instead becomes 150, its current
regains an equal amount of stamina. SHP and stamina both becoming 0, and it enters
egg form. While in egg form, it ignores all
Blazing Skin
damage other than Chill damage and kinetic
Creatures that make contact with this creature
force and cannot take actions of any type. Upon
are dealt 4d6 Heat damage upon doing so.
its current stamina reaching its maximum and
Runic Buffer its current DHP being reduced to 50 or less, it
This creature gains a point of favor on tests reverts back to its original form, healing all
made to resist spell effects. SHP, DHP, and stamina.

DROPS Al HARVESTS

TD 22 Engineering
ld4 Phoenix Feathers (Legendary RC) ld8 Phoenix Hide (Legendary MC)
ld!2 Phoenix Feathers (Legendary Rm
1 Phoenix Heart (Legendary Pr

A legendary primordial creature, these fiery birds often exist in dense concentrations mana.
They have a very passive and lax nature, with the small exception of hostility towards Uj JAJ
ratures. Powerful archwitches and alchemists have kept phoenixes in small farm enc
order to occassionally harvest phoenix feathers, something only possible due to their [i| J

lax nature.
KRAKEN
Huge Primordial

100 SHP 1 Land Travel


20d4 Block
300DHP 5 Water Travel
1d12 Dodge
500 Stamina 0 Air Travel

Defenses
30 Physical 30 Energy -5 Heat * Chill 1 Psyche

+23 Agility +53 Strength +7 Intellect +38 Will +30 Display -2 Charm
+1 Speed +25 Power +1 Engineering +20 Resolve +16 Portrayal -3 Appeal
+18 Dexterity +24 Fortitude +2 Memory +14 Awareness +10 Stunt -3 Language

ACTIONS

Tentacle (Attack) Whirlpool (Attack)


6 Turn Actions, 0 meters (melee) 1 minute, 50 stamina
2dl00+25 Physical 10d20 Physical
This attack deals double damage to targets This attack can only be made while this
creature is fully submerged in water and
Ocean Shard (Attack)
affects all other objects and creatures within 25
6 Turn Actions, 100 meters
meters.
5d20 Chill

PASSIVE

Amphibious Propel
This creature can breathe in both air and water. When this creature takes the Travel action, it
may spend 3 stamina to make its Water travel
Chill Affinity 35 for the rest of the action.
Whenever this creature would take Chill
damage, it instead ignores that damage and Brawler II
regains an equal amount of stamina. This creature gains 3 points of favor on tests
made to grapple other creatures.
Blitzer II
When this creature makes a melee attack, it Frigid Skin
may target each creature within range rather Creatures that make contact with this creature
than a single creature. are dealt 4d6 Chill damage upon doing so.

DROPS AND HARVESTS

TD 25 Engineering
2d20 Kraken Hide (Mythical MC) 2d20 Kraken Hide (Mythical MC)
ld12 Kraken Blood (Mythical RC)
2d12 Kraken Blood (Mythical RC)
ld2 Kraken Eye (Mythical PC)
1d4 Kraken Heart (Mythical PC)

The most bewildering creature of the known deep and the nightmare of sailors
This behemoth of a creature stems from primordial decent, spanning nearly 10C
fully stretched out, barely fitting into a 20 meter opening when squeezing. The I
elemental creature that can remove ships from the maps without even a trace.
ADVANCED RULES Most items that mortals will come
across that exceed such high levels of
Utopia includes a huge amount of cus­ power will be deemed Mythical, but they
tomization when it comes to play, and are far from the most powerful pieces in
this is where it will be truly showcased. existence. A few grand innovators have
created items deemed Fabled, and even
The advanced ruling comes in two main beyond that. These items often come
forms: customized items and customized with a specific purpose; a blade that can
spells. Each one will require some slay anything, a battery powerful enough
calculations, but only once each time. to warp space around it.
Each one works in a similar way: you
choose a number of attributes that the On the flip side of a similar coin, once all
item or spell will include, calculate how arcane arts have been mastered,
much that will impact its rarity or cost. powerful spellcasters have the ability to
become archmages. Naturally, powerful
Features can be anything from how spells have not only a toll on one’s
much damage a weapon will deal, how endurance, but on their bodies. Spells
much defense a piece of armor will can often be painful, uncomfortable, or
grant, or how far the item or spell will worse. Archmages have surpassed this
allow you to fly. in one way or another, either by
circumnavigating or learning how to
No matter what combination you come endure it entirely. Once truly
up with, given it fits within the limitations accomplished, a caster is only limited by
of craft, it will be possible to create in how much they can endure at once, no
your sessions. Each system stated in the artificial limits.
next sections will offer a cost to craft or
cast your creation, and if you’re able to One of the greatest historical wars
foot the bill, it becomes possible. happened between ground-breaking
artificers and long-standing archmages.
REQUIREMENTS Both included members of grand
magnitude, though the most powerful
Make sure to take note of the require­
ments for each potential customization. amongst them were those who mastered
For instance, all spells require some both arts. Those who footed the great
number of arcane arts in order to craft expenses of both the arcane arts and
or cast, all found in the Magecraft core greater innovations found true power.
talent tree. Similarly, most items require
a talent from the Innovation core talent They went on to construct the Hellion I, a
tree in order to craft, based on the rarity. ship that unfortunately ended in demise.
However, it produced one of the greatest
In addition, some talents will increase technologies of modern times:
your effectiveness in customization, consistent interplanetary travel. The first
such as the Hasty Craft specialist talent even ship to do successfully was aptly
and the Wizard’s Wits core talent. named the Hellion II.
adhesives, and basic manufacturing
INDIVIDUAL ARTIFICE devices. Although, all tool stations
Over the course of your travel, you will should have one of two things, if not
find yourself needing to complete something similar kinetic dust or
dynamic objectives and, figuratively and duchess substrate.
literally, moving targets. Given each
creature has different defenses, Kinetic dust is a magnetic microdust that
contrasting reactions to new effects, and can be shaped and molded into nearly
so many ways of being a nuisance to you any shape, as well as dynamically
and your party. hardened or reduced back into sand. Its
tensile strength is not high enough to be
This makes crafting all the more used as a weapon, but its versatility
valuable: upon crafting an item, a piece makes it extremely useful, and often
of armor, a potion, a salve, an amulet, very common, in crafting. On the flip side
and artifact, you may choose all of its of this, duchess substrate is an
specifications from the ground up. Every organically-growing alchemical putty
characteristic is by design, and you will that not only can be used to carve runes,
be able to customize your strengths and but also to design new runes through
limitations to fit your situation. controlled experimentation. Overtime,
the duchess substrate will absorb mana
Items are not only something you hold or from the atmosphere to replenish itself.
wear, but some items may even be
embedded beneath your skin, making
them a semi-permanent part of you. This
SPENDING TIME
Different types of items and different
process is called augmentation, and
rarities take differing amounts of time to
modifies you and your abilities on a
construct. More complex tool stations
biological level.
may modify these times based on GM
discretion.
TOOL STATIONS
Some tool stations may be as small as a
forge or a kit built into the wall of a shop, Items Components^
or as large as an entire laboratory.
Regardless, it is an essential part of Crude 30 minutes 5 minutes
basic crafting. 1. [ •'
I Common 1 hour 10 minutes
1 fl'
In order to craft an item or a component,
you will need a tool station. These are Extraordinary 3 hours 30 minutes
stationary structures that have the
Rare 8 hours 2 hours
required tools and resources necessary I
to fabricate any generic item. There are
Legendary 24 hours 6 hours
several main things that any tool station
should have at least some of, including Mythical 72 hours 18 hours
carving tools, metallurgy kits, versatile 1 i 1
CUSTOMIZING YOUR STUFF
Every item in Utopia has a rarity, existing
in one of six brackets: Crude, Common,
Extraordinary, Rare, Legendary, or
Mythical. Whatever the rarity of the final
item depicts what rarity of components
are required. In some cases, finalized by
GM discretion, specific components may
be required to craft some items.

When crafting an item, you may add or


remove features, each of which is listed
in this chapter and specific to the type of
item you are crafting. Any given effect
will increase or decrease the amount of
Rarity Points (RP) the item has, as well SPENDING TIME
as the number of components necessary There are two basic types of features
to craft it. that you may add to an item: stackable
and non-stackable. Stackable features
The more Rarity Points an item has, the may be added to a number of times,
more valuable it is and the rarer it specifically an unlimited number of
becomes. times unless otherwise specified. The RP
value must be added for each stack
If an item, upon final design, has a added. On the other hand, non-stackable
negative RP value, treat it as if it is features may only be added up to 1 time
positive instead. This is most commonly per item.
found with consumables and artifacts
with purely negative effects. With the exception of consumables and
artifacts, on top of the added or removed
RP, each feature will have an effect of
what type of components must be added
and how many of each. Weapons do not
innately require power components, but
any weapon that deals damage outside
of Physical will, due to the requirement
of the Harsh feature.

Consumables and artifacts each function


differently in component requirement,
each detailed in their crafting sections.
Simply, the more RP a consumable or
artifact has, the more components of
specific types it will require, each at
their own rate.
FAST WEAPONS Harsh (+15 RP, Stackable)
■ The weapon deals an additional 1d4
Fast weapons are the least damaging
weapon per attack, though attacks from damage of any type. Damage dice
these weapons can be made in quick may be redistributed in any fashion
succession. Unlike other weapons, over as long as the maximum damage per
half of the attacks from these weapons damage type is the same.
are often unresponded due to the high +1 Power Component for any number
rate at which they come. of stacks.

Due to their shear size and weight Compact (+10 RP)


limitations, it’s often more expensive to ■ This weapon takes up 1 slot.
make these types of weapons include Not compatible with the Awkward or
specialized features. Regardless, these Inordinate features.
remain as powerful sidearms, especially +1 Refinement Component
due to their ability to make the most use
out of a single second of time. Elegant (+40 RP)
■ The weapon deals an additional
amount of damage for each type it
INNATE STATS would normally deal equal to the
Innately requires 1 turn action to
user’s subtrait modifier. The user’s
attack with.
Power modifier is used if the weapon
■ Innately requires 1 hand to attack
is melee, the user's Dexterity
with.
modifier is used otherwise.
1 stack of Slam or at least 1 stack of
Not compatible with the Extravagant
Harsh is required.
feature.
Innately has 0 meters of close range
+1 Material Component
and 0 meters of far range. It is
considered melee.
Extravagant (+50 RP)
Innately does not use any modifiers
■ The weapon deals an additional
when calculating damage.
amount of damage for each type it
■ Innately takes up 3 slots.
would normally deal equal to the
user's subtrait modifier. The subtrait
Requires 2 Refinement Components and
modifier used is chosen upon
1 Material Component to craft (Minimum
crafting.
0 Power Components, 2 Refinement
Not compatible with the Elegant
Components, 1 Material Component).
feature.
+1 Refinement Component
POSITIVE EFFECTS
Slam (+10 RP, Stackable) Reach (+2 RP, Stackable)
■ The weapon deals an additional 1d4 ■ The weapon gains 1 meter of range.
Physical damage. Damage dice may It’s still melee.
be redistributed in any fashion as • Not compatible with the Range
long as the maximum damage is the feature, maximum of 2 stacks.
same. ■ +1 Material Component
+1 Material Component for any
number of stacks.
Range (+5 RP, Stackable) Sentient (+25 RP)
■ The weapon gains an additional 5 ■ This weapon has a conscious mind
meters of close range and 10 meters and can sense objects and creatures
of far range. It is considered ranged. within 10 meters of it. It can
Not compatible with the Reach communicate simple emotions and
feature. ideas directly with only its user and
+1 Refinement Component has a personality of its own.
Emotions and decisions are under
Assisted (+5 RP, Stackable) GM discretion.
■ Tests for accuracy made with this +1 Power Component, +1 Refinement
weapon gain an additional point of Component
favor.
Requires the Range feature. Blinding (+15 RP)
+1 Refinement Component for any - This weapon’s user may spend double
number of stacks. the number of necessary turn actions
to attack with this weapon. If they do,
Poisonous (+55 RP) creatures that are dealt damage with
Damage dealt by this weapon to it must make a Fortitude test against
creatures other than constructs the amount of damage dealt. Upon
ignores SHP. failing, the creature becomes Blinded
■ Not compatible with the Wounding until the beginning of the user's next
feature. turn.
■ +2 Refinement Components +1 Power Component

Wounding (+70 RP) Confusing (+25 RP)


Damage dealt by this weapon ignores ■ This weapon’s user may spend double
SHP. the number of necessary turn actions
■ Not compatible with the Poisonous to attack with this weapon. If they do,
feature. creatures that are dealt damage with
+2 Refinement Components it must make a Fortitude test against
the amount of damage dealt. Upon
Exhausting (+70 RP) failing, the creature becomes Dazed
■ When this weapon deals damage to a until the beginning of the user’s next
creature, that creature's stamina is turn.
reduced an equal amount. ■ +1 Power Component, +1 Refinement
+2 Refinement Components Component

Penetrative (+70 RP)


■ This weapon ignores defense.
+2 Refinement Components

Ship Wrecker (+10 RP)


■ This weapon deals double damage to
targets other than creatures.
+1 Material Component
Blasting (+40 + 2 RP per meter of Far Armed (-20 RP)
Range the weapon has) ■ This weapon requires and consumes
Attacks made with this weapon affect a single piece of a specific type of
all creatures within a 1 meter wide ammunition. Ammunition must be
line, originating from the user, equipped on the user's Back or Waist
extending out to the weapon's range. slot in order to be used this way.
Tests for accuracy do not need to be ■ -1 Refinement Component
made.
■ Not compatible with the Booming Sapping (-10 RP, Stackable)
feature. ■ This weapon requires 1 additional
+1 Power Component stamina to attack with.
-1 Power Component for any number
Booming (+40 + 5 RP per meter of Far of stacks.
Range the weapon has)
■ Attacks made with this weapon affect Thorned (-10 RP, Stackable)
all creatures within a 90-degree ■ This weapon deals 1 additional
cone, originating from the user, damage of any type to its user each
extending out to the weapon's range. attack. Each stack must use the
Tests for accuracy do not need to be same type of damage.
made. ■ -1 Refinement Component for any
■ Not compatible with the Blasting number of stacks.
feature.
■ +2 Power Components Loaded (-10/X RP, rounded down)
■ This weapon must be loaded or
NEGATIVE EFFECTS charged after X attacks, maximum of
Awkward (-10 RP) 5.
■ This weapon takes up 9 slots. Requires one or more stacks of the
Not compatible with the Compact or Loading feature.
Inordinate features. ■ -1 Refinement Component
■ -1 Refinement Component
Loading (-20 RP, Stackable)
Inordinate (-30 RP) ■ This weapon requires 1 additional
■ This weapon takes up 27 slots. turn action to load or charge.
Not compatible with the Compact or Requires one or more stacks of the
Awkward features. Loaded feature, maximum of 6
■ -2 Refinement Components stacks.
-1 Power Component for any number
Unwieldy (-20 RP) of stacks.
• This weapon requires an additional
hand to attack with. Non-Lethal (-40 RP)
-1 Refinement Component ■ Attacks made with this weapon deal
half as much damage, rounded up, to
creatures that have 0 SHP.
-1 Material Component
MODERATE WEAPONS Harsh (+8 RP, Stackable)
■ The weapon deals an additional ld4
Moderate weapons are the most
common form of weaponry, generally damage of any type. Damage dice
dealing a generic amount of damage and may be redistributed in any fashion
hitting fast enough to bring some as long as the maximum damage per
unresponded attacks to the battlefield. damage type is the same.
+1 Power Component for any number
These types of weapons are the most of stacks.
congruent for basic infantry; the
hypothetical perfect middle-ground Compact (+10 RP)
between damage and speed. Tinkerers ■ This weapon takes up 1 slot.
may use this weapon type as a basis to Not compatible with the Awkward or
find out whether they want something Inordinate features.
faster or something heavier. +1 Refinement Component

Elegant (+20 RP)


INNATE STATS ■ The weapon deals an additional
Innately requires 2 turn action to
amount of damage for each type it
attack with.
would normally deal equal to the
Innately requires 1 hand to attack
user’s subtrait modifier. The user’s
with.
Power modifier is used if the weapon
■ 1 stack of Slam or at least 1 stack of
is melee, the user's Dexterity
Harsh is required.
modifier is used otherwise.
Innately has 0 meters of close range
Not compatible with the Extravagant
and 0 meters of far range.
feature.
Innately does not use any modifiers
+1 Material Component
when calculating damage.
Innately takes up 3 slots.
Extravagant (+25 RP)
■ The weapon deals an additional
Requires 1 Refinement Component and 2
amount of damage for each type it
Material Components to craft (Minimum
would normally deal equal to the
0 Power Components, 1 Refinement
user's subtrait modifier. The subtrait
Component, 2 Material Components).
modifier used is chosen upon
crafting.
POSITIVE EFFECTS Not compatible with the Elegant
Slam (+5 RP, Stackable) feature.
■ The weapon deals an additional 1d4 +1 Refinement Component
Physical damage. Damage dice may
be redistributed in any fashion as Reach (+2 RP, Stackable)
long as the maximum damage is the ■ The weapon gains 1 meter of range.
same. It’s still melee.
+1 Material Component for any • Not compatible with the Range
number of stacks. feature, maximum of 2 stacks.
■ +1 Material Component
Range (+4 RP, Stackable)
■ The weapon gains an additional 5
meters of close range and 10 meters
of far range. It is considered ranged.
Not compatible with the Reach
feature.
+1 Refinement Component

Assisted (+5 RP, Stackable)


■ Tests for accuracy made with this Sentient (+25 RP)
weapon gain an additional point of ■ This weapon has a conscious mind
favor. and can sense objects and creatures
Requires the Range feature. within 10 meters of it. It can
+1 Refinement Component for any communicate simple emotions and
number of stacks. ideas directly with only its user and
has a personality of its own.
Poisonous (+55 RP) Emotions and decisions are under
Damage dealt by this weapon to GM discretion.
creatures other than constructs +1 Power Component, +1 Refinement
ignores SHP. Component
■ Not compatible with the Wounding
feature. Blinding (+30 RP)
■ +2 Refinement Components ■ This weapon’s user may spend double
the number of necessary turn actions
Wounding (+70 RP) to attack with this weapon. If they do,
Damage dealt by this weapon ignores creatures that are dealt damage with
SHP. ' it must make a Fortitude test against
Not compatible with the Poisonous the amount of damage dealt. Upon
feature. failing, the creature becomes Blinded
+2 Refinement Components until the beginning of the user’s next
turn.
Exhausting (+70 RP) ■ +1 Power Component
■ When this weapon deals damage to a
creature, that creature's stamina is Confusing (+50 RP)
reduced an equal amount. ■ This weapon’s user may spend double
+2 Refinement Components the number of necessary turn actions
to attack with this weapon. If they do,
Penetrative (+70 RP) creatures that are dealt damage with
■ This weapon ignores defense. it must make a Fortitude test against
+2 Refinement Components the amount of damage dealt. Upon
failing, the creature becomes Dazed
Ship Wrecker (+8 RP) until the beginning of the user’s next
■ This weapon deals double damage to turn.
targets other than creatures. +1 Power Component, +1 Refinement
+1 Material Component Component
Blasting (+40 + 2 RP per meter of Far Armed (-15 RP)
Range the weapon has) ■ This weapon requires and consumes
Attacks made with this weapon affect a single piece of a specific type of
all creatures within a 1 meter wide ammunition. Ammunition must be
line, originating from the user, equipped on the user's Back or Waist
extending out to the weapon's range. slot in order to be used this way.
Tests for accuracy do not need to be ■ -1 Refinement Component
made.
■ Not compatible with the Booming Sapping (-5 RP, Stackable)
feature. ■ This weapon requires 1 additional
+1 Power Component stamina to attack with.
-1 Power Component for any number
Booming (+40 + 5 RP per meter of Far of stacks.
Range the weapon has)
■ Attacks made with this weapon affect Thorned (-5 RP, Stackable)
all creatures within a 90-degree ■ This weapon deals 1 additional
cone, originating from the user, damage of any type to its user each
extending out to the weapon's range. attack. Each stack must use the
Tests for accuracy do not need to be same type of damage.
made. ■ -1 Refinement Component for any
■ Not compatible with the Blasting number of stacks.
feature.
■ +2 Power Components Loaded (-10/X RP, rounded down)
■ This weapon must be loaded or
NEGATIVE EFFECTS charged after X attacks, maximum of
Awkward (-10 RP) 5.
■ This weapon takes up 9 slots. Requires one or more stacks of the
Not compatible with the Compact or Loading feature.
Inordinate features. ■ -1 Refinement Component
■ -1 Refinement Component
Loading (-15 RP, Stackable)
Inordinate (-30 RP) ■ This weapon requires 1 additional
■ This weapon takes up 27 slots. turn action to load or charge.
Not compatible with the Compact or Requires one or more stacks of the
Awkward features. Loaded feature, maximum of 6
■ -2 Refinement Components stacks.
-1 Power Component for any number
Unwieldy (-10 RP) of stacks.
• This weapon requires an additional
hand to attack with. Non-Lethal (-30 RP)
-1 Refinement Component ■ Attacks made with this weapon deal
half as much damage, rounded up, to
creatures that have 0 SHP.
-1 Material Component
SLOW WEAPONS Harsh (+4 RP, Stackable)
■ The weapon deals an additional ld4
Slow weapons are the largest, bulkiest,
and heaviest of potential weapons. These damage of any type. Damage dice
vary in how much time it takes to attack may be redistributed in any fashion
with, but they have one commonality in as long as the maximum damage per
this: they take a while. damage type is the same.
+1 Power Component for any number
Most attacks made with slow weapons of stacks.
will be responded to in some way, so the
general goal with slow weapons is to Compact (+10 RP)
break defenses with sheer force. These ■ This weapon takes up 1 slot.
types of weapons can push the most Not compatible with the Awkward or
amount of damage, fire at the longest Inordinate features.
ranges, but are the slowest to use in +1 Refinement Component
battle.
Elegant (+8 RP)
■ The weapon deals an additional
INNATE STATS amount of damage for each type it
Innately requires 3 turn action to
would normally deal equal to the
attack with.
user’s subtrait modifier. The user’s
Innately requires 1 hand to attack
Power modifier is used if the weapon
with.
is melee, the user's Dexterity
1 stack of Slam or at least 1 stack of
modifier is used otherwise.
Harsh is required.
Not compatible with the Extravagant
Innately has 0 meters of close range
feature.
and 0 meters of far range.
+1 Material Component
Innately does not use any modifiers
when calculating damage.
Extravagant (+10 RP)
Innately takes up 3 slots.
■ The weapon deals an additional
amount of damage for each type it
Requires 3 Material Components to craft
would normally deal equal to the
(Minimum 0 Power Components, 0
user's subtrait modifier. The subtrait
Refinement Components, 3 Material
modifier used is chosen upon
Components).
crafting.
Not compatible with the Elegant
POSITIVE EFFECTS feature.
Slam (+3 RP, Stackable) +1 Refinement Component
■ The weapon deals an additional 1d4
Physical damage. Damage dice may Reach (+1 RP, Stackable)
be redistributed in any fashion as ■ The weapon gains 1 meter of range.
long as the maximum damage is the It’s still melee.
same. • Not compatible with the Range
+1 Material Component for any feature, maximum of 2 stacks.
number of stacks. ■ +1 Material Component
Range (+3 RP, Stackable) Sentient (+25 RP)
■ The weapon gains an additional 5 ■ This weapon has a conscious mind
meters of close range and 10 meters and can sense objects and creatures
of far range. It is considered ranged. within 10 meters of it. It can
Not compatible with the Reach communicate simple emotions and
feature. ideas directly with only its user and
+1 Refinement Component has a personality of its own.
Emotions and decisions are under
Assisted (+5 RP, Stackable) GM discretion.
■ Tests for accuracy made with this +1 Power Component, +1 Refinement
weapon gain an additional point of Component
favor.
Requires the Range feature. Blinding (+45 RP)
+1 Refinement Component for any - This weapon’s user may spend double
number of stacks. the number of necessary turn actions
to attack with this weapon. If they do,
Poisonous (+55 RP) creatures that are dealt damage with
Damage dealt by this weapon to it must make a Fortitude test against
creatures other than constructs the amount of damage dealt. Upon
ignores SHP. failing, the creature becomes Blinded
■ Not compatible with the Wounding until the beginning of the user's next
feature. turn.
■ +2 Refinement Components +1 Power Component

Wounding (+70 RP) Confusing (+75 RP)


Damage dealt by this weapon ignores ■ This weapon’s user may spend double
SHP. the number of necessary turn actions
■ Not compatible with the Poisonous to attack with this weapon. If they do,
feature. creatures that are dealt damage with
+2 Refinement Components it must make a Fortitude test against
the amount of damage dealt. Upon
Exhausting (+70 RP) failing, the creature becomes Dazed
■ When this weapon deals damage to a until the beginning of the user’s next
creature, that creature's stamina is turn.
reduced an equal amount. +1 Power Component, +1 Refinement
+2 Refinement Components Component

Penetrative (+70 RP)


■ This weapon ignores defense.
+2 Refinement Components

Ship Wrecker (+5 RP)


■ This weapon deals double damage to
targets other than creatures.
+1 Material Component
Blasting (+40 + 2 RP per meter of Far Armed (-10 RP)
Range the weapon has) ■ This weapon requires and consumes
Attacks made with this weapon affect a single piece of a specific type of
all creatures within a 1 meter wide ammunition. Ammunition must be
line, originating from the user, equipped on the user's Back or Waist
extending out to the weapon's range. slot in order to be used this way.
Tests for accuracy do not need to be ■ -1 Refinement Component
made.
■ Not compatible with the Booming Sapping (-2 RP, Stackable)
feature. ■ This weapon requires 1 additional
+1 Power Component stamina to attack with.
-1 Power Component for any number
Booming (+40 + 5 RP per meter of Far of stacks.
Range the weapon has)
■ Attacks made with this weapon affect Thorned (-2 RP, Stackable)
all creatures within a 90-degree ■ This weapon deals 1 additional
cone, originating from the user, damage of any type to its user each
extending out to the weapon's range. attack. Each stack must use the
Tests for accuracy do not need to be same type of damage.
made. ■ -1 Refinement Component for any
■ Not compatible with the Blasting number of stacks.
feature.
■ +2 Power Components Loaded (-10/X RP, rounded down)
■ This weapon must be loaded or
NEGATIVE EFFECTS charged after X attacks, maximum of
Awkward (-10 RP) 5.
■ This weapon takes up 9 slots. Requires one or more stacks of the
Not compatible with the Compact or Loading feature.
Inordinate features. ■ -1 Refinement Component
■ -1 Refinement Component
Loading (-10 RP, Stackable)
Inordinate (-30 RP) ■ This weapon requires 1 additional
■ This weapon takes up 27 slots. turn action to load or charge.
Not compatible with the Compact or Requires one or more stacks of the
Awkward features. Loaded feature, maximum of 6
■ -2 Refinement Components stacks.
-1 Power Component for any number
Unwieldy (-5 RP) of stacks.
• This weapon requires an additional
hand to attack with. Non-Lethal (-20 RP)
-1 Refinement Component ■ Attacks made with this weapon deal
half as much damage, rounded up, to
creatures that have 0 SHP.
-1 Material Component
X

Elaborate (-20 RP)


■ This weapon requires 4 turn actions
- to attack with.
Not compatible with the Articulate or
J Convoluted features.
*1 -2 Refinement Components

Articulate (-30 RP)


■ This weapon requires 5 turn actions
to attack with.
Not compatible with the
Convoluted features.
-3 Refinement Components

Convoluted (-40 RP)


■ This weapon requires 6 turn actions
to attack with.
Not compatible with the Elaborate
Articulate features.
■ -4 Refinement Components

Casting spells and carving runes into


weapons go somewhat hand and hand,
though they are naturally different arts
entirely. Often, rune carvers will use the
crafted item as a conduit for magical
energy.

Much like spells, magical weapons may


pierce the Aether in order to summon
matter or energy from another plane, th
J same plane, or even the Aether itself.
V However, the means at which each rune
does so is unique, based on the needs of
the craft.
‘X.
Ancient dwarves, specifically those that
disappeared long ago, founded rune
carving and created the fundamentals
still used today. This led dwarves to be
the foundation of most forms of resource
gathering and refinement due to the raw
materials necessary for such skill.

I
SHIELDS Magus (+20 RP, Stackable)
Spells equipped creatures cast cost 1
Shields are the only form of handheld
armor, often making a creature more less stamina, minimum cost of 1.
tactical in combat. Most commonly, +1 Power Component for any number
shields help a creature block or dodge of stacks.
oncoming harm via deflection or
negation. Sentient (+25 RP)
■ This equipment has a conscious mind
and can sense objects and creatures
INNATESTATS within 10 meters of it. It can
■ Innately requires 1 hand to have
communicate simple emotions and
equipped.
ideas directly with only its user and
Innately requires 1 turn action to
has a personality of its own.
equip or unequip.
Emotions and decisions are under
■ Innately takes up 3 slots.
GM discretion.
+1 Power Component, +1 Refinement
Requires 3 Material Components to craft
Component
(Minimum 0 Power Components, 0
Refinement Components, 3 Material
Components). NEGATIVE EFFECTS
Awkward (-10 RP)
This armor takes up 9 slots.
POSITIVE EFFECTS Not compatible with the Compact or
Defensive (+10 RP, Stackable)
Inordinate features.
■ While equipped, grants +1 defense of
-1 Refinement Component
any type, chosen upon crafting.
+1 Material Component for any
Inordinate (-30 RP)
number of stacks.
■ This armor takes up 27 slots.
■ Not compatible with the Awkward or
Guarded (+15 RP, Stackable)
Inordinate features.
■ While equipped, grants +1d4 Block
-2 Refinement Component
Rating.
+1 Material Component for any
Unwieldy (-20 RP)
number of stacks.
■ This armor requires an additional
hand to equip.
Spry (+15 RP, Stackable)
■ -1 Refinement Component
While equipped, grants +1dl2 Dodge
Rating.
+1 Refinement Component for any
number of stacks.

Compact (+10 RP)


■ This armor takes up 1 slot.
Not compatible with the Awkward or
Inordinate features.
+1 Refinement Component
CHEST ARMOR Spry (+40 RP, Stackable)
While equipped, grants +1d12 Dodge
Chest armor is the most defensive piece
a creature can wear. Contrary to its Rating.
name, most chest armor is adorned on +1 Refinement Component for any
the torso and legs, and even includes number of stacks.
entire sets of clothing.
Compact (+10 RP)
Based on its design, it’s very expensive ■ This armor takes up 1 slot.
to add non-defensive features to chest Not compatible with the Awkward or
armor. Often these types of armor are Inordinate features.
rather mundane and produce more +1 Refinement Component
protection than anything else.
Magus (+15 RP, Stackable)
Spells equipped creatures cast cost 1
INNATE STATS less stamina, minimum cost of 1.
■ Occupies chest slot.
+1 Power Component for any number
Innately takes up 3 slots.
of stacks.
Requires 5 Material Components to craft
Aerial (+15 RP, Stackable)
(Minimum 0 Power Components, 0
Equipped creatures are granted an
Refinement Components, 3 Material
additional 1 meter of Air travel. This
Components).
feature has no effect if the creature
has an Air travel of 0 meters.
POSITIVE EFFECTS +1 Power Component for any number
Augmentable (+20 RP) of stacks.
■ This armor may be augmented into a
creature’s chest slot. Sentient (+25 RP)
+2 Refinement Components This equipment has a conscious mind
and can sense objects and creatures
Defensive (+4 RP, Stackable) within 10 meters of it. It can
■ While equipped, grants +1 defense of communicate simple emotions and
any type other than Psyche, chosen ideas directly with only its user and
upon crafting. has a personality of its own.
+1 Material Component for any Emotions and decisions are under
number of stacks. GM discretion.
+1 Power Component, +1 Refinement
Screen (+5 RP, Stackable) Component
Grants +1 Psyche defense.
+1 Material Component for any Shrouded (+20 RP)
number of stacks. Creatures and objects cannot gain
information on equipped creatures
Guarded (+40 RP, Stackable) through divination. Attempts to do so
■ While equipped, grants +1d4 Block will come back "null”.
Rating. ■ +1 Material Component
+1 Material Component for any
number of stacks.
NEGATIVE EFFECTS
Awkward (-10 RP)
This armor takes up 9 slots.
Not compatible with the Compact or
Inordinate features.
-1 Refinement Component

Inordinate (-30 RP)


■ This armor takes up 27 slots.
Not compatible with the Awkward or
Inordinate features.
■ -2 Refinement Component

Tethered (-20 RP)


Once this armor is equipped or
augmented, it cannot be removed,
only destroyed. Its user may spend 6
turn actions to destroy this item. If
this item is augmented when
destroyed, the user still suffers all
effects as if it was being
de-augmented.
-1 Refinement Component

Hexproof (-20 RP)


■ While this armor is equipped, the
user cannot cast spells.
-1 Refinement Component

Corroded (-40 RP)


If the user takes an amount of
damage that is both a type of damage
that this armor grants 1 or more
defense for and the amount of
damage is equal to or higher than
double the respective defense
granted, this armor becomes
destroyed. If this item is augmented
when destroyed, the user still suffers
all effects as if it was being
de-augmented.
Requires the Defensive feature.
-1 Material Component
HEAD ARMOR Compact (+10 RP)
■ This armor takes up 1 slot.
Head armor is a specialized type of
equipment that offers a healthy balance Not compatible with the Awkward or
of defense and utility. Head pieces are Inordinate features.
often the best all-around in cost. ■ +1 Refinement Component

Intensify (+15 RP, Stackable)


INNATESTATS Equipped creatures gain an additional
■ Occupies head slot.
+1 to a single specific subtrait chosen
■ Innately takes up 3 slots.
upon crafting, regardless of the
creature’s maximum.
Requires 1 Refinement Component and 3
+1 Power Component for any number
Material Components to craft (Minimum
of stacks.
0 Power Components, 1 Refinement
Component, 3 Material Components).
Magus (+15 RP, Stackable)
Spells equipped creatures cast cost 1
POSITIVE EFFECTS less stamina, minimum cost of 1.
Augmentable (+20 RP) +1 Power Component for any number
■ This armor may be augmented into a of stacks.
creature’s chest slot.
+2 Refinement Components Harsh (+20 RP, Stackable)
■ Weaponless attacks deal an
Defensive (+5 RP, Stackable) additional 1d4 damage of any type.
■ While equipped, grants +1 defense of Damage dice may be redistributed in
any type other than Psyche, chosen any fashion as long as the maximum
upon crafting. damage per damage type is the
■ +1 Material Component for any same.
number of stacks. ■ +1 Refinement Component and +1
Material Component for any number
Screen (+4 RP, Stackable) of stacks.
Grants +1 Psyche defense.
+1 Material Component for any Breathless (+10 RP)
number of stacks. ■ While equipped, the user does not
need to breathe.
Guarded (+30 RP, Stackable) +1 Refinement Component
While equipped, grants +1d4 Block
Rating.
+1 Material Component for any
number of stacks.

Spry (+30 RP, Stackable)


■ While equipped, grants +1d12 Dodge
Rating.
+1 Refinement Component for any
number of stacks.
Sentient (+25 RP) NEGATIVE EFFECTS
■ This equipment has a conscious mind Awkward (-15 RP)
and can sense objects and creatures This armor takes up 9 slots.
within 10 meters of it. It can Not compatible with the Compact or
communicate simple emotions and Inordinate features.
ideas directly with only its user and -1 Refinement Component
has a personality of its own.
Emotions and decisions are under Inordinate (-40 RP)
GM discretion. ■ This armor takes up 27 slots.
■ +1 Power Component, +1 Refinement Not compatible with the Awkward or
Component Inordinate features.
-2 Refinement Component
Shrouded (+20 RP)
Creatures and objects cannot gain Tethered (-15 RP)
information on equipped creatures Once this armor is equipped or
through divination. Attempts to do so augmented, it cannot be removed,
will come back “null”. only destroyed. Its user may spend 6
+1 Material Component turn actions to destroy this item. If
this item is augmented when
destroyed, the user still suffers all
effects as if it was being
de-augmented.
-1 Refinement Component

Hexproof (-15 RP)


While this armor is equipped, the
user cannot cast spells.
-1 Refinement Component

Corroded (-50 RP)


If the user takes an amount of
damage that is both a type of damage
that this armor grants 1 or more
defense for and the amount of
damage is equal to or higher than
double the respective defense
granted, this armor becomes
destroyed. If this item is augmented
when destroyed, the user still suffers
all effects as if it was being
de-augmented.
Requires the Defensive feature.
-1 Material Component
HAND ARMOR Compact (+10 RP)
■ This armor takes up 1 slot.
Hand armor is difficult to imbue and
complex by nature, but does work as a Not compatible with the Awkward or
form of accessory armor. Protection is Inordinate features.
not their strong suit, though they do aid ■ +1 Refinement Component
in one’s ability to block incoming attacks
as well as offering sustainable damage Intensify (+15 RP, Stackable)
without a weapon. Equipped creatures gain an additional
+1 to a single specific subtrait chosen
upon crafting, regardless of the
INNATESTATS creature’s maximum.
Occupies hands slot.
+1 Power Component for any number
Innately takes up 3 slots.
of stacks.
Requires 2 Refinement Components and
Magus (+20 RP, Stackable)
1 Material Component to craft (Minimum
Spells equipped creatures cast cost 1
0 Power Components, 1 Refinement
less stamina, minimum cost of 1.
Component, 1 Material Component).
+1 Power Component for any number
of stacks.
POSITIVE EFFECTS
Augmentable (+20 RP) Harsh (+10 RP, Stackable)
■ This armor may be augmented into a ■ Weaponless attacks deal an
creature’s chest slot. additional IdA damage of any type.
+2 Refinement Components Damage dice may be redistributed in
any fashion as long as the maximum
Defensive (+10 RP, Stackable) damage per damage type is the
■ While equipped, grants +1 defense of same.
any type, chosen upon crafting. +1 Power Component and +1
+1 Material Component for any Refinement Component for any
number of stacks. number of stacks.

Guarded (+20 RP, Stackable) Swift (+20 RP)


■ While equipped, grants +1d4 Block Equipped creature may make
Rating. weaponless attacks with 1 less
■ +1 Material Component for any action, minimum cost of 1.
number of stacks. ■ +1 Refinement Component

Spry (+30 RP, Stackable)


■ While equipped, grants +1d12 Dodge
Rating.
+1 Refinement Component for any
Sentient (+25 RP)
■ This equipment has a conscious mind
and can sense objects and creatures
within 10 meters of it. It can
communicate simple emotions and
ideas directly with only its user and
has a personality of its own.
Emotions and decisions are under
GM discretion.
■ +1 Power Component, +1 Refinement
Component

Shrouded (+20 RP)


Creatures and objects cannot gain
information on equipped creatures
through divination. Attempts to do so
will come back “null”.
+1 Material Component

NEGATIVE EFFECTS
Awkward (-15 RP)
■ This armor takes up 9 slots.
■ Not compatible with the Compact or
Inordinate features.
-1 Refinement Component

Inordinate (-40 RP) Hexproof (-15 RP)


■ This armor takes up 27 slots. ■ While this armor is equipped, the
Not compatible with the Awkward or user cannot cast spells.
Inordinate features. ■ -1 Refinement Component
■ -2 Refinement Component
Corroded (-40 RP)
Tethered (-10 RP) If the user takes an amount of
Once this armor is equipped or damage that is both a type of damage
augmented, it cannot be removed, that this armor grants 1 or more
only destroyed. Its user may spend 6 defense for and the amount of
turn actions to destroy this item. If damage is equal to or higher than
this item is augmented when double the respective defense
destroyed, the user still suffers all granted, this armor becomes
effects as if it was being destroyed. If this item is augmented
de-augmented. when destroyed, the user still suffers
-1 Refinement Component all effects as if it was being
de-augmented.
Requires the Defensive feature.
-1 Material Component
FOOT ARMOR Intensify (+20 RP, Stackable)
Equipped creatures gain an additional
Foot armor is, much like hand armor,
complex and difficult to imbue. What it +1 to a single specific subtrait chosen
lacks in protection it makes up for with upon crafting, regardless of the
superior speed bonuses and aid in creature’s maximum.
dodging harm. +1 Power Component for any number
of stacks.
INNATE STATS Magus (+20 RP, Stackable)
■ Occupies feet slot.
Spells equipped creatures cast cost 1
■ Innately takes up 3 slots.
less stamina, minimum cost of 1.
+1 Power Component for any number
Requires 2 Refinement Components and
of stacks.
1 Material Component to craft (Minimum
0 Power Components, 1 Refinement
Harsh (+10 RP, Stackable)
Component, 1 Material Component).
Weaponless attacks deal an
additional 1d4 damage of any type.
POSITIVE EFFECTS Damage dice may be redistributed in
Augmentable (+20 RP) any fashion as long as the maximum
■ This armor may be augmented into a damage per damage type is the
creature’s chest slot. same.
+2 Refinement Components +1 Power Component and +1
Refinement Component for any
Defensive (+10 RP, Stackable) number of stacks.
■ While equipped, grants +1 defense of
any type, chosen upon crafting. Swift (+20 RP)
■ +1 Material Component for any Equipped creature may make
number of stacks. weaponless attacks with 1 less turn
action, minimum cost of 1.
Guarded (+30 RP, Stackable) ■ +1 Refinement Component
■ While equipped, grants +1d4 Block
Rating. Arachnid (+40 RP)
+1 Material Component for any Equipped creature may travel up
number of stacks. vertical surfaces and upside down
when using Land travel.
Spry (+20 RP, Stackable) +1 Power Component
■ While equipped, grants +1d12 Dodge
Rating.
+1 Refinement Component for any
number of stacks.

Compact (+10 RP)


■ This armor takes up 1 slot.
Not compatible with the Awkward or
Inordinate features.
+1 Refinement Component
Boosted (+7 RP, Stackable) NEGATIVE EFFECTS
■ Equipped creatures are granted an Awkward (-15 RP)
additional 1 meter of Land travel. This . This armor takes up 9 slots,
feature has no effect if the creature . Not compatible with the Compact or
has a Land travel of 0 meters. Inordinate features.
■ +1 Refinement Component for any . -1 Refinement Component
number of stacks.
Inordinate (-40 RP)
Marine (+5 RP, Stackable) . This armor takes up 27 slots.
Equipped creatures are granted an . Not compatible with the Awkward or
additional 1 meter of Water travel. Inordinate features.
This feature has no effect if the . -2 Refinement Component
creature has a Land travel of 0
meters. Tethered (-10 RP)
+1 Refinement Component for any . Once this armor is equipped or
number of stacks. augmented, it cannot be removed,
only destroyed. Its user may spend 6
Aerial (+12 RP, Stackable) turn actions to destroy this item. If
■ Equipped creatures are granted an this item is augmented when
additional 1 meter of Air travel. This destroyed, the user still suffers all
feature has no effect if the creature effects as if it was being
has a Land travel of 0 meters. de-augmented.
■ +1 Refinement Component for any . -1 Refinement Component
number of stacks.
Hexproof (-15 RP)
Sentient (+25 RP) . While this armor is equipped, the
■ This equipment has a conscious mind user cannot cast spells,
and can sense objects and creatures . -1 Refinement Component
within 10 meters of it. It can
communicate simple emotions and Corroded (-40 RP)
ideas directly with only its user and If the user takes an amount of
has a personality of its own. damage that is both a type of damage
Emotions and decisions are under that this armor grants 1 or more
GM discretion. defense for and the amount of
+1 Power Component, +1 Refinement damage is equal to or higher than
Component double the respective defense
granted, this armor becomes
Shrouded (+20 RP) destroyed. If this item is augmented
Creatures and objects cannot gain when destroyed, the user still suffers
information on equipped creatures all effects as if it was being
through divination. Attempts to do so de-augmented.
will come back “null”. Requires the Defensive feature.
+1 Material Component -1 Material Component
CONSUMABLES SimPle (+2° RP>
Consumables are unique but vague in ' This consumable requires 1 less turn
definition, pertaining to any item that can action to activate, minimum cost of 1.
only be used a number of times before it ' Not compatible with the Complicated,
is destroyed or void of usefulness. Charged, or Deployed features.

Consumables come in a plethora of Compact (+25 RP)


forms including potions, kits, salves, ■ This consumable takes up 1 slot.
injections, food and drugs, and more. Not compatible with the Awkward or
Although, with their limited use comes Inordinate features.
the need for less materials.
Splash (+10 RP)
More importantly, consumables are one Upon activation, this consumable is
of the best forms of portable medicine, thrown at any point up to a number of
specifically medicine capable of healing meters away equal to the user’s
one of mortal wounds that a good nap Strength or Agility score, whichever
will not take care of. is higher. Objects and creatures that
are impacted are considered
affected.
INNATE STATS Not compatible with the Charged or
Innately requires 1 open hand to
Deployed features.
activate.
Innately requires 2 turn actions to
Destructive (+2 RP, Stackable)
activate.
■ Affected objects and creatures are
■ Dosed feature is required.
dealt an additional 1d4 damage of any
Innately affects only the user that
type other than Psyche. Damage dice
activates the consumable or a
may be redistributed in any fashion
chosen target within 0 meters.
as long as the maximum damage per
Innately takes up 3 slots.
damage type is the same. Damage
dealt this way may be blocked or
Requires 1 Power Component per 50 RP
dodged.
(minimum of 1) and 1 Refinement
Component per 40 RP (minimum of 1) to
Psychosis (+3 RP, Stackable)
craft, rounded down.
■ Affected creatures are dealt an
additional 1d4 Psyche damage.
POSITIVE EFFECTS Damage dice may be redistributed in
Dosed (Multiply Final RP Cost by X) any fashion as long as the maximum
■ This consumable may be activated X damage is the same. Affected
times before being consumed. creatures may spend 1 turn action or
1 interrupt action to make a Will test.
Radiating (+4X RP) Upon succeeding the amount of
■ This consumable affects all objects damage dealt, it ignores all damage
and creatures within X meters of dealt.
itself upon activation.
Not compatible with the Spell Bomb
feature.
Heal (+8 RP, Stackable) NEGATIVE EFFECTS
■ Affected creatures regain 1d4 SHP. Awkward (-10 RP)
Healing dice may be redistributed in . This consumable takes up 9 slots,
any fashion as long as the maximum . Not compatible with the Compact or
healing is the same. Inordinate features.

Heal (+6 RP, Stackable) Inordinate (-30 RP)


■ Affected creatures regain IdA . This consumable takes up 27 slots,
stamina. Healing dice may be . Not compatible with the Awkward or
redistributed in any fashion as long Inordinate features.
as the maximum healing is the same.
Unwieldy (-8 RP)
Medical (+10 RP, Stackable) . This consumable requires an
■ Affected creatures regain IdA DHP. additional hand to activate.
Healing dice may be redistributed in
any fashion as long as the maximum Complicated (-5 RP, Stackable)
healing is the same. . This consumable requires 1 additional
turn action to activate.
Sentient (+20 RP) . Maximum of 4 stacks.
■ This equipment has a conscious mind . Not compatible with the Simple,
and can sense objects and creatures Charged, or Deployed features,
within 10 meters of it. It can
communicate simple emotions and Charged (-35 RP)
ideas directly with only its user and ■ This consumable requires 1 minute to
has a personality of its own. activate.
Emotions and decisions are under ■ Not compatible with the Simple,
GM discretion. Complicated, or Deployed features.

Spell Bomb (+10X RP, Stackable) Deployed (-50 RP)


■ The user casts a spell costing X . This consumable requires 1 hour to
stamina using this consumable. A activate.
specific spell must be chosen upon . Not compatible with the Simple,
crafting per instance of using this Complicated, or Charged features,
feature. The activation of this feature
is not considered casting a spell and Malignant (-4 RP, Stackable)
no stamina must be paid. Spells that . Upon activation, the user is dealt an
have non-stamina costs cannot be additional 1d4 damage. Damage dealt
chosen. Regardless of the spell, the this way ignores defenses. Damage
consumable is treated as the origin dice may be redistributed in any
of the spell and the user is treated as fashion as long as the maximum
the caster. A creature does not need damage is the same. This feature
to know any arcane arts to use this only affects the creature that
feature. activates this consumable, not all
■ Not compatible with the Radiating affected creatures,
feature.
Tiring (-3 RP, Stackable) PROLONGUED FEATURES
■ Upon activation, the user loses an If a consumable has any number of
additional 1d4 stamina. Dice may be prolongued features, it requires at least 1
redistributed in any fashion as long stack of Residual, Lingering, or
as the maximum roll is the same. Persisting.
This feature only affects the creature
that activates this consumable, not Residual (+2 RP, Stackable)
all affected creatures. ■ Prolonged features last for 1
additional turn.
Not compatible with the Lingering or
Persisting features.

Lingering (+10 RP, Stackable)


Prolonged features last for 1
additional minute.
Not compatible with the Residual or
Persisting features.

Persisting (+75 RP, Stackable)


Prolonged features last for 1
additional hour.
Not compatible with the Residual or
Lingering features.

Resistance (+50 RP)


Affected creatures ignore all damage
of one specific type, chosen upon
crafting, for the consumable’s
duration. This has no effect on
creatures that already ignore all
damage of a specific type.

(+15 RP)
Affected creatures cannot regain
SHP, DHP, or stamina for the
consumable’s duration.

Exhausting (-15 RP, Stackable)


Upon activation, the user gains a
of Fatigue for the consumable’s
duration. This feature only affects the
creature that activated this
consumable, not all affected
creatures.
ARTIFACTS Ammunition
■ This artifact is considered
Artifacts are extremely unique and
include some of the most complicated ammunition. Targets of attacks using
designs. Artifacts are anything you this ammunition are considered
cannot wear like armor or use as a basic affected.
weapon, though it does include amulets, ■ Activated features for this item are
capes, rings, packs, and other triggered during each attack and
accessories. multiply the total feature RP cost by
6.
An artifact can be nearly anything, Crafting this artifact yields 4 times as
though it has much tighter many, making a single item's value a
specifications, broken up into active fourth, round down.
features and passive features. Rather than each item taking up 1 slot
innately, any number of the item
While most passive features have a flat takes up 1 accumulative slot. Any
RP modification, active features must amount of the same ammunition may
have a chosen amount of time necessary be equipped in the waist or back slot.
to trigger. The faster it is to trigger an
activated feature, the more expensive Requires 1 Power Component per 50 RP
the feature becomes. Every activated (minimum of 0), 1 Refinement
feature must have its own Component per 40 RP (minimum of 1),
activation-time modifier. and 1 Material Components per 25 RP to
craft (minimum of 1), rounded down.
INNATE STATS
Innately has 1 of the following features, ACTIVATIONS
chosen upon crafting: Fast Activation I (Multiply Chosen
Feature Costs by 12, Stackable)
Equippable Gains a number of activated features
May be equipped in a neck slot, ring requiring 1 turn action to activate.
slot, back slot, or waist slot Creatures may activate it using 1
(equipped creature is affected, only interrupt action instead.
one slot must be chosen upon
crafting). Fast Activation II (Multiply Chosen
Innately requires 1 hand to activate. Feature Costs by 8, Stackable)
■ Innately takes up 1 slot. Gains a number of activated features
Handheld requiring 2 turn actions to activate.
■ Creatures holding the artifact with 1 Creatures may activate it using 2
hand are considered affected or may interrupt actions instead.
choose a target within 0 meters to be
affected. Fast Activation III (Multiply Chosen
Innately requires 1 hand to activate. Feature Costs by 6, Stackable)
Innately takes up 1 slot. Gains a number of activated features
requiring 3 turn actions to activate.
Fast Activation IV (Multiply Chosen Psychosis (+1 RP, Stackable)
Feature Costs by 5, Stackable) Affected creatures are dealt an
Gains a number of activated features additional ld4 Psyche damage.
requiring 4 turn actions to activate. Damage dice may be redistributed in
any fashion as long as the maximum
Fast Activation V (Multiply Chosen damage is the same. Affected
Feature Costs by 4, Stackable) creatures may spend 1 turn action or
Gains a number of activated features 1 interrupt action to make a Will test.
requiring 5 turn actions to activate. Upon succeeding the amount of
damage dealt, it ignores all damage
Fast Activation VI (Multiply Chosen dealt.
Feature Costs by 3, Stackable)
Gains a number of activated features Spell Bomb (+2X RP, Stackable)
requiring 6 turn actions to activate. - The user casts a spell costing X
stamina using this artifact. A specific
Activated I (Multiply Chosen Feature spell must be chosen upon crafting
Costs by 2, Stackable) per instance of using this feature and
Gains a number of activated features cannot be changed. The activation of
requiring 1 minute to activate. this feature is not considered casting
a spell and no stamina must be paid.
Activated II (Multiply Chosen Feature Spells that have non-stamina costs
Costs by 1, Stackable) cannot be chosen. Regardless of the
■ Gains a number of activated features spell, the artifact is treated as the
requiring 1 hour to activate. origin of the spell and the user is
treated as the caster. A creature
Command Trigger (+20 RP) does not need to know any arcane
Activating this artifact does not arts to use this feature.
require any hands. Not compatible with the Radiating
passive feature.
Unwieldy (-10 RP)
■ This artifact requires an additional Travel (+X RP)
hand to activate. ■ TUpon activation, the artifact travels
autonomously across basic terrain,
ACTIVATED FEATURES either a predetermined path chosen
Destructive (+1 RP, Stackable) upon crafting or one decided by the
■ Affected objects and creatures are user each time. It has a Land travel
dealt an additional 1d4 damage of any of X.
type other than Psyche. Damage dice
may be redistributed in any fashion
as long as the maximum damage per
damage type is the same. Damage
dealt this way may be blocked or
dodged.
PASSIVE FEATURES Modest Casting (+80 RP, Stackable)
Destructive (+1 RP, Stackable) ■ Affected creatures may cast and craft
Affected objects and creatures are spells that use the art of Array,
dealt an additional ld4 damage of any Divination, or Necromancy. One must
type other than Psyche. Damage dice be chosen per stack upon crafting,
may be redistributed in any fashion
as long as the maximum damage per Major Casting (+100 RP, Stackable)
damage type is the same. Damage ■ Affected creatures may cast and craft
dealt this way may be blocked or spells that use the art of Wake or
dodged. Alteration. One must be chosen per
stack upon crafting.
Clamber (+8 RP)
■ This artifact may travel up vertical Radiating (+20 + 5X RP)
surfaces and upside down when ■ All objects and creatures within X
using Land travel. meters of this artifact are considered
Requires the Travel activated feature. affected.
Not compatible with the Spell Bomb
Seaworthy (+10 RP) activated feature.
■ This artifact’s Water travel is equal to
its Land travel. Remote (+X RP)
Requires the Travel activated feature. ■ A creature may activate this artifact
from up to 5X meters away.
Airborne (+25 RP) Creatures possessing the artifact are
■ This artifact’s Air travel is equal to its affected upon activation.
Land travel.
Requires the Travel activated feature. Capacity (+2X RP)
Creatures affected by this artifact can
Versatile (+40 RP, Stackable) store an additional number of slots,
• Affected creatures are granted +1d4 equal to X.
Block Rating or +ld12 Dodge Rating,
chosen upon crafting. Shrouded (+20 RP)
■ Creatures and objects cannot gain
Versatile (+40 RP, Stackable) information on affected creatures
■ Affected creatures are granted +1d4 through divination. Attempts to do so
Block Rating or +ld12 Dodge Rating, will come back ‘‘null”.
chosen upon crafting.
Sentient (+30 RP)
Minor Casting (+60 RP, Stackable) • This artifact has a conscious mind
■ Affected creatures may cast and craft and can sense objects and creatures
spells that use the art of Evocation, within 10 meters of it. It can
Enchantment, or Illusion. One must communicate simple emotions and
be chosen per stack upon crafting. ideas directly with only its user and
has a personality of its own.
Emotions and decisions are under
GM discretion.
Instrumental (+80 RP)
Items may be crafted using this
artifact in place of a tool station.

Boosted (+15 RP, Stackable)


Users are granted an additional X
meters of Land travel. This feature
has no effect if the creature has a
Land travel of 0 meters.

Marine (+15 RP, Stackable)


Users are granted an additional X
meters of Water travel. This feature
PASSIVE FEATURES has no effect if the creature has a
Intensify (+20 RP, Stackable) Water travel of 0 meters.
■ Affected creatures gain an additional
+1 to a single specific subtrait chosen Aerial (+15 RP, Stackable)
upon crafting, regardless of the Users are granted an additional X
creature’s maximum. meters of Air travel. This feature has
no effect if the creature has an Air
Resistance (+70 RP) travel of 0 meters.
■ Affected creatures ignore all damage
of one specific type other than Flight (+25 + 15X RP)
Physical, chosen upon crafting. A Equipped creature has an Air travel
creature may only ignore one type of of X meters, given its natural Air
damage due to item features. The travel is lower.
damage ignored is decided by the
most recent effect. Magus (+20 RP, Stackable)
Not compatible with the Incorporeal ■ Spells affected creatures cast cost 1
feature. less stamina, minimum cost of 1.

Incorporeal (+110 RP) Fiddly (-10 RP)


■ Affected creatures ignore all Physical ■ This artifact takes up 3 slots,
damage. A creature may only ignore
one type of damage due to item Awkward (-20 RP)
features. The damage ignored is ■ This artifact takes up 9 slots,
decided by the most recent effect.
■ Not compatible with the Resistance Inordinate (-50 RP)
feature. ■ This artifact takes up 27 slots.

Hermetic (+50 RP) Hexproof (-30 RP)


■ Consumables may be crafted using • Affected creatures cannot cast
this artifact in place of a tool station. spells.
practiced. It wasn't until the
TAILORED independence of the twilight elves that
the remaining four arts were discovered,
INCANTATIONS much with the aid of the harboring iron
Spellcraft is an ancient form that has dwarves: the Art of Illusion, the Art of
been used for combat, utility, healing, Divination, the Art of Necromancy, and
conjuring, and many other things. As the Art of Alteration.
powerful as it sounds, it is also
extremely versatile. Many casters have Over years of development, the arts have
designed and constructed spells that not only been honed into the practicable
have stood the test of time. states that they are in today, but also
they were used to develop runes. While
Since its discovery, the use of mana to normal spells use the soul as a conduit
carve holes in the dimensions has been and thus drain the energy of its user,
utilized for not only single spells, but in runes allow this energy to be siphoned
artifice and in infrastructure. Mana is from a machine, using the runes as a
imbued in the atmosphere, it is more specified conduit. Given, rune
everywhere around us, and you can feel carving makes for much more specific
it. imbuements that cannot be changed
once finalized.
All creatures have an innate sense of
mana. How tuned this sense is may be
different per creature, but it’s there just CASTING AND CUSTOMIZING SPELLS
like vision or hearing is. More than that, In their base form, a spell requires 3
you can sense when magic is cast, when turn actions and an amount of stamina
mana is disturbed, even when there is no based on what effects it has.
mana around you. It almost has an odor
to it, and in that sense, every spell has This chapter will further detail what
its own scent. features may be added to a spell and
what respective arcane art is required to
Spellcraft was founded by ancient be able to cast it. Every effect consists of
dwarves, a subspecies now extinct: Power Points (PP). Upon final design, a
crystal dwarves. Simply, a spell is a hole spell costs an amount of stamina equal
poked in reality, utilizing the Aether to to the amount of PP divided by 10,
pull an effect from somewhere and point rounded up.
it somewhere else. The exact
implications of each spell is based on All spell features may be added multiple
the spellcaster’s skill, energy, and times, adding its PP cost upon every
design. addition of the feature. For instance, if
you were to use 3 stacks of the Energy
In the time of ancient dwarves, there feature (Destruction feature in
were only four arcane arts: the Art of Evocation), the spell would have 75 PP.
Evocation, the Art of Array, the Art of Thus, the spell would cost 8 stamina. As
Enchantment, and the Art of Wake. well, any creature that knows the Art of
Albeit, in the time of creation, these arts Evocation may cast it.
were not nearly as well defined or
Any spell may be crafted at any point, "ripple” caused by the puncturing of the
and a caster is purely limited by their Aether, and what allows the spell to
imagination and the cost of the spell. As have a wider effect. Without using the
well, a caster may have predetermined Art of Wake, a spell’s wake is infinitely
spells that they choose from, there is no small,
difference in cost either way.

ANATOMY OF A SPELL
A spell can be broken into two distinct
parts: the maw and the wake. Though a
maw is generally the same concept for
every spell, wakes vary greatly. Spells
that do not use the Art of Wake have an
infinitely small wake, or one that is
rather negligible.

The Maw
The maw is the heart of a spell, and
every spell must have one. In literal
terms, the maw is the actual point where
the Aether is pierced.

A spell always originates from its maw.


If a spell only affects 1 object or
creature, that means that the maw is
inside that entity. When a single-target
spell has a lingering effect, if the
creature leaves the spell’s range, the
effects of the spell follow the targeted
entity. This is not true if the spell has a
wake.

An important characteristic of a spell's


maw is its signature. Some are able to
read a spell's signature, and with
pertinent information, deduce who the
caster is and gain information on how it
was casted, even what circumstances
the caster was under in some cases.

The Wake
Only spells utilizing the Art of Wake have
a wake. This is the area of effect that the
maw can take advantage of when
casting spells. In essence, this is the
EVOCATION Elemental Matter (20 PP)
■ The caster produces a material,
The Art of Evocation is the oldest and
simplest Arcane Art; the art of refinement, or power component
summoning entities from somewhere made out of pure elemental matter.
else. One or more can be conjured into an
item as rare as Common that
This is the only form of magic that can requires a similar number of
produce actual matter, and the only form components.
of actual matter that can be produced by The caster does not need to be able
a spell: magimatter. This is the basis for to craft a given item normally in
any form of conjuration magic. order to create an item this way.
The elemental matter exists for the
Creatures may attempt to block or dodge sPell’s duration. Upon being
damage dealt by evocation. If a creature dispelled, the elemental matter
successfully negates all damage dealt dissipates with no trace,
this way, all evocation effects on the
creature end DESTRUCTION
Evocation produces damaging force in
If an imbued weapon or creature magic. Just about all spells capable of
becomes subject to another imbuement, physical harm, apart from the damaging
the previous effect is removed. one’s mind, include the Art of
Evocation.
MAGIMATTER
Evocation has the ability to produce a Instant Elemental (15 PP)
dull material deemed magimatter. Upon casting, affected creatures and
Magimatter is a non-conductive, objects are dealt an additional ld4
magically resistant material that damage. The type may be chosen
resembles rigid, dense clay; always a flat between Energy, Heat, or Chill.
gray color. Damage dice may be redistributed in
any fashion as long as the maximum
Magimatter can be summoned by the damage per type is the same.
kilogram; 4 kilograms of magimatter is
equal to 1 liter, or 1,000 cubic Lingering Energy (25 PP)
centimeters. It is a Crude material. Upon casting and at the beginning of
each turn for the duration of the
Summon Magimatter (5X PP) spell, affected creatures and objects
■ The caster produces X kilograms of are dealt an additional 1d4 Energy
magimatter centered on the spell’s damage. Damage dice may be
maw, taking a form that the caster redistributed in any fashion as long
can vividly imagine. as the maximum damage per damage
■ The magimatter exists for the spell’s type is the same.
duration. Upon being dispelled, it
disintegrates into fine particles and
ultimately disappears with no trace.
Lingering Thermal (30 PP)
- ' Upon casting and at the beginning of
-J*'-
each turn for the duration of the
spell, affected creatures and objects
are dealt an additional 1d4 Heat or
Chill damage. Damage dice may be
redistributed in any fashion as long
as the maximum damage per damage
type is the same.
The effects of this feature may vary
environmentally, based on GM
discretion. For instance, 1d4 Heat
damage may be exchanged for
\/ harmlessly warming a creature or
lighting a small fire, while ld4 Chill
damage may be enough to freeze a
barrel of water for the spell’s
duration.
r IMBUE
Imbuement is a form of evocation that
extends past a spell’s natural duration, a
A temporary form of rune carving. These
runes leave an effect on a weapon that
expels upon its next attack.

Elemental Imbue (15 PP)


■ All weapons and creatures affected
become imbued, dealing an additional
1d4 damage on its next attack. The
type may be chosen between Energy,
Heat, or Chill. Damage dice may be
redistributed in any fashion as long
v as the maximum damage per damage
type is the same. Each creature
affected receives additional damage
during its next weaponless attack.
Imbuement damage does not gain the
features of the weapon, such as
ignoring SHP or ignoring defenses.
■ Weapons and creatures that are

\ already imbued cannot be affected


this way.

f
ENCHANTMENT Continuum I (40X PP)
■ The spell remains active for X turns
The Art of Enchantment simply leaves
lingering effects. Though this is after this one or until you spend 1
extremely useful for a multitude of turn action or 1 interrupt action to
spells, enchantment does little on its dispel it.
own. Simply, a spell benefits most from
having another effect. Continuum II (80X PP)
■ The spell remains active for X
minutes after this turn or until you
PROLONG spend 1 turn action or 1 interrupt
Each spell’s maw has a lifespan which
action to dispel it.
depicts how long the maw will stay open.
Prolongation is the pure purpose of
Continuum III (200X PP)
enchantment, allowing a spell to
- The spell remains active for X hours
continuously affect its surroundings
after this turn or until you spend 1
after cast.
turn action or 1 interrupt action to
dispel it.
Muse I (10X PP)
■ The spell remains active for X turns
Continuum IV (440X PP)
after this one, requiring focus.
■ The spell remains active for X days
after this turn or until you spend 1
Muse II (20X PP)
turn action or 1 interrupt action to
■ The spell remains active for X
dispel it.
minutes after this one, requiring
focus.
Continuum V (1.000X PP)
■ The spell remains active for X months
Muse III (50X PP)
after this turn or until you spend 1
■ The spell remains active for X hours
turn action or 1 interrupt action to
after this turn, requiring focus.
dispel it.
Muse IV (110X PP)
Continuum VI (1.900X PP)
■ The spell remains active for X days
• The spell remains active for X years
after this turn, requiring focus.
after this turn or until you spend 1
turn action or 1 interrupt action to
MODIFICATION
Much as how the art can make spells
stay, the Art of Enchantment shows how
to take them away. This feature is the
only independent use of enchantment
without any other arts.

Delay (10X PP)


All effects from the spell do not
immediately activate. Rather, the
caster chooses a trigger within the
spell’s effect such as a code word or
a creature touching the affected PERMANENCY
entity. The spell activates upon the Much as how the art can make spells
trigger happening, dispelling itself stay, the Art of Enchantment shows how
after X hours. to take them away. This feature is the
If this spell affects an object or
creature that was already subject to Perpetual (-)
the spell using this feature, the ■ The spell remains active indefinitely,
previous effect is removed. or until all targets become invalid.
Spells using this feature do not cost
Disenchant (50X PP) stamina. Instead, the caster’s
All effects from spells that have been maximum stamina is reduced an
active for X days or less are dispelled amount equal to the amount of
on each affected object and creature. stamina the spell would cost,
If a creature is concentrating or ignoring discounts. Spells with this
focusing on a spell affected this way, feature still observe the caster’s
it may make a Will contest against spellcap. Each time the caster
the caster, keeping the spell effects completes a rest, it regains 1
active upon succeeding. maximum stamina back.
ILLUSION Sesnational Overwrite (75 PP)
A single sensation, feeling, or instinct
The Art of Illusion was one of four
designed by ancient twilight elves. It acts of the caster’s choice is modified for
much differently from the original four all affected creatures for the spell’s
arts, simply modifying the sensory duration. The caster may modify the
functions of creatures. This type of sense in any way that does not
magic is useful for stealth, deception, or outright obscure it, given they can
even giving potent information to others. vividly imagine it. All affected
creatures have the same sense
Creatures affected by illusion magic may altered in the same way.
make a Will contest against the caster
upon casting and at the beginning of Sesory Masking (80 PP)
each turn. Upon succeeding, it ends all ■ The caster chooses one of the
illusionary effects on itself. following for each stack of this
feature: affected objects and
creatures become invisible, affected
EXTRASENSORY objects and creatures become silent,
The most common use of illusion is to
or affected objects and creatures
alter a sentient creature's senses, so
become tasteless and odorless.
that they see, smell, feel something
Creatures that are silent or invisible
different than what reality is actually
gain 2 additional points of favor on
offering.
tests made to remain inconspicuous.
Sensory Enhancment (30 PP)
■ The caster chooses one of the IMAGERY
following: affected creatures gain a One of very few arts that have an effect
heightened sense of vision, affected that can exist outside of a spell’s wake,
creatures gain a heightened sense of imagery is a powerful tool in any
hearing, or affected creatures gain a illusionist’s deep sleeves. These images
heightened sense of smell and taste can be used to deceive creatures or to
for the spell's duration. Creatures show multidimensional images and
affected this way gain a point of favor diagrams, allowing the illusionist to offer
when making tests using the chosen information in innovative ways.
sense.
Change Appearance (50 PP)
Sensory Negation (70 PP) • The caster chooses one between
■ The caster chooses one of the creatures or objects per stack of this
following per stack of this feature: feature. Any number of affected
affected creatures gain Blindness, entities of the chosen variety take on
affected creatures gain Deafness, or a new appearance that the caster can
affected creatures lose all capability vividly imagine for the spell's
in another sense of choice for the duration. The new appearance does
spell’s duration. not change the size of creatures or
objects.
Summon Image (10 PP) Create Large Image (120 PP)
■ The caster creates an illusionary ■ The caster creates an illusionary
image that the caster can vividly image that the caster can vividly
imagine that would fit within the imagine that would fit in a 10 meter
spell’s wake for the spell's duration. cube centered on the maw for the
The image is visually realistic and spell's duration. The image is visually
exists for the spell's duration. The realistic and exists for the spell's
caster may have it animate in a duration. The caster may have it
predetermined way, such as animate in a predetermined way,
breathing or jumping continuously, as such as breathing or running, as long
long as it stays within the spell’s as it stays within the illusion’s
wake. boundaries.

Create Small Image (30 PP) DURESS


■ The caster creates an illusionary Illusionary magic is mentally based.
image that the caster can vividly While this is most often used to modify
imagine that would fit in a 1 meter one’s senses, this can also be
cube centered on the maw for the concentrated into pure mental pain.
spell’s duration. The image is visually These concentrated blasts can slowly
realistic and exists for the spell's decay a creature’s psyche, tugging
duration. The caster may have it against their mental walls.
animate in a predetermined way,
such as breathing or running, as long Terror (40 PP)
as it stays within the illusion’s Upon casting and at the beginning of
boundaries. each turn after for the duration of the
spell, affected creatures are dealt an
Create Medium Image (60 PP) additional IdA Psyche damage.
■ The caster creates an illusionary Damage dice may be redistributed in
image that the caster can vividly any fashion as long as the maximum
imagine that would fit in a 3 meter damage type is the same. Damage
cube centered on the maw for the dealt this way cannot be blocked or
spell’s duration. The image is visually dodged, though affected creatures
realistic and exists for the spell's may make Will contests against the
duration. The caster may have it caster to prevent damage dealt this
animate in a predetermined way, way.
such as breathing or running, as long
as it stays within the illusion’s Confuse (70 PP)
boundaries. All affected creatures make a Will
contest against the caster when the
spell is cast. For each creature, upon
failing, it becomes Dazed for the
spell's duration.

I
ARRAY
The Art of Array is what allows a caster
to use spells at range, making sure they
do not have to get within close proximity
to their targets. This is one of the oldest
arts of magic, chronologically close to
the Art of Evocation.

BOLSTER
The maw of a spell can be modified and
animated in several unique ways. Most
often, it ends up as a straight line,
though the throat can be circular, a
square, anything.

Throw I (4 PP)
The range of the spell increases by 1
meter.

Throw II (30 PP)


■ The range of the spell increases by 10
meters.

Throw III (210 PP)


■ The range of the spell increases by
100 meters.

Throw IV (1,200 PP)


Travel (5X PP)
■ The range of the spell increases by 1
• The spell’s maw travels in a
kilometer.
predetermined animated path,
chosen by the caster, within the
Attach (15 PP)
spell's range with a maximum speed
■ The spell’s maw attaches to an object
of X meters per turn.
or creature within the spell’s range. It
Creatures and objects are only
constantly shares a location centered
affected by the spell when they
on the chosen creature or object.
intercept the spell’s maw or wake
and become no longer affected upon
exiting.

Twincast (100 PP)


■ The spell gains an additional target.
Each feature must be paid for
separately for new targets and each
maw has its own individual wake.
NECROMANCY ANIMATION
The Art of Necromancy is a powerful art Similar in spirit but different in practice
designed by ancient twilight elves, one than revivification, animation is the art of
that revolutionized the use of magic and pushing souls into objects and bodies,
its permeance in standard civilization. some that aren’t capable of holding soul
This art fueled huge amounts of anymore. Instead of the body piloting
research towards souls and their itself, a magically-imbued entity is given
connections with their host bodies. new motor capabilities through spell,
and piloted via command. These types of
For more information on Stasis, see creatures have decision-making
page 87. capabilities and are often sentient, but
rarely able to process even complex
REVIVIFICATION thought.
Necromancy's most powerful trait
Ressurect (10X PP)
includes the ability to push souls back
All affected, available, non-living
into capable bodies. This comes with
many possible ramifications, depending bodies become animated, each
turning into an animated creature,
on the caster’s route towards doing so.
the exact stats chosen by the caster
Preserve (50 PP)
and the GM (A single body may have
Upon casting, the DHP of each
multiple usable stat blocks). Each
creature stays animated for the
affected body in stasis becomes 0. If
an affected body would take damage spell's duration, and the caster may
during the spell's duration, it reverts spend 1 turn action or 1 interrupt
back to 0 DHP again unless the
action to command any of the
creatures or to give a creature free
damage was equal to or higher than
the creature’s maximum DHP. will.
Animated creatures may be up to a
Resuscitate (100 PP) DR X, and the caster will be aware of
■ Upon casting, each affected body in what type of creature will be created
stasis regains its soul or another that prior to casting the spell.
A "non-living body” may be the body
is compatible, given it is able to do
of any creature that has died,
so. Each body’s current DHP and
artificial constructs with motor
stamina both become 1. The body
gains 4 levels of Fatigue. 1 level of capability, or things of similar
Fatigue gained this way is removed capacity. GM discretion may be
upon resting. required.
If a creature in stasis is affected this
way, its DHP and stamina each
become 1 and it gains free will
immediately instead. It does not lose
animation when the spell ends.
Kindle (10X PP)
All affected, available objects become
animated, each turning into an
animated creature, the exact stats
chosen by the caster and the GM (A
single body may have multiple usable
stat blocks). Each creature stays
animated for the spell’s duration, and
the caster may spend 1 turn action or
1 interrupt action to command any of
the creatures or to give a creature
free will.
Animated creatures may be up to a
DR X, and the caster will be aware of
what type of creature will be created
prior to casting the spell.

SOUL RENDING
• Soul rending is a highly sought form
of combat within the magical arts in
which one takes the soul of another
and smashes it repeatedly with a
medium-to-large size incorporeal
hammer. This is referred to as
rending for the fact that it is, literally,
tearing one’s soul from its vessel,
depleting the host’s life force.

Sever (80 PP)


Upon casting and at the beginning of
each turn for the duration of the
spell, affected creatures are dealt an
additional IdA damage. Damage dealt
this way ignores defenses and
ignores SHP. Damage dice may be
redistributed in any fashion as long
as the maximum damage per damage
type is the same.
This effect cannot reduce a creature
to below 0 DHP.
• When an affected creature is dealt
damage this way, it may make a Will
contest against the caster. Upon
succeeding, the damage is ignored
and this effect ends on it.
DIVINATION Probe (50 PP)
The Art of Divination is the most For the spell’s duration, the caster
overwhelming art of the four created by may replace any number of its
ancient twilight elves. Unlike other arts, senses with an affected creature’s or
divination puts eyes on the entire world modify its senses as if it was
and is capable of seeing things from centered on an affected object. The
anywhere, given the mana there is caster may spend 1 turn action or 1
continuously connected to the caster. interrupt action to switch which
This proved extremely useful and helped object or creature it is viewing from,
mages understand how mana functions given multiple are affected.
on a greater scale.
Weak Divulgence (100 PP)
■ The caster chooses an affected object
UNEARTHING with a binary capability, such as a
One of divination's greater features is
coin or a wheel (able to show 2
the ability to gather information where
definitive options, such as heads and
one without divination couldn’t. This
tails or left and right). The caster may
allows the caster vague, magical
ask any questions that have only two
answers to potentially groundbreaking
potential answers, such as a yes or
questions.
no question, and attach a binary
action to each answer.
Surveil (30 PP)
■ The object magically responds with
For each creature affected upon
an accurate, definitive answer to the
casting, the caster learns one of the
question, given it is able to. If the
following stats: current SHP, current
answer is magically obstructed or
DHP, current stamina, a single type of
the question is unanswerable, it may
defense, a single subtrait, difficulty
return "null”, in which the object will
rating, block rating, or dodge rating.
respond with neither of the two
The caster learns how the chosen
premeditated answers. If the
stats change during the spell’s
question is unclear, details will either
duration.
be assumed or the object will return
null. Answers are determined by the
Insight (50 PP)
GM.
■ The caster learns the answer to a
If the answer requires knowledge of
simple question about the affected
future events, it responds with null.
objects and creatures, such as worst
fears, greatest desires, or whether or
not each is under magical influence.
The response must be true, does not
need to be descriptive, may be
different per creature and object
affected, and is chosen by the GM. If
the question is too complicated or
doesn't apply, the answer may come
back as “null”.
Strong Divulgence (250 PP) Scry II (60 PP)
■ The caster chooses an affected object ■ The caster gains a prospect against
with an analog capability, such as a all affected creatures for the duration
dial able to show a spectrum of of the spell. The caster gains 2 points
states (such as partially turned, fully of favor on tests made against
turned, or not turned at all). The affected creatures.
caster may ask any question that has The caster may give this prospect to
a similar spectrum of answers, such other affected creatures, giving them
as “How close are we to our the same bonuses against affected
destination?". creatures.
■ The object magically responds with
an accurate, definitive answer to the Scry III (90 PP)
question, given it is able to. If the ■ The caster gains a prospect against
answer is magically obstructed or all affected creatures for the duration
the question is unanswerable, it may of the spell. The caster’s Block Rating
return “null”, in which the object will and Dodge Rating is doubled for
respond with an answer other than attacks made and spells casted by
what was originally considered. If the affected creatures for the duration of
question is unclear, details will either the spell.
be assumed or the object will return ■ The caster may give this prospect to
null. Answers are determined by the other affected creatures, giving them
GM. the same bonuses against affected
If the answer requires knowledge of creatures.
future events, it responds with null.
Scry IV (120 PP)
FORETELLING ■ The caster gains a prospect against
Foretelling is the only form of future all affected creatures for the duration
telling that civilization has ever seen, of the spell. When the caster makes a
albeit somewhat imperfect. Magical roll that directly affects prospected
divination cannot actually see the future. creatures, including attacking, spell
Rather, foretelling is based on damage, blocking, dodging, and tests,
calculation, not true prophecy. However, each die is potentially modified. If a
it often remains impeccably accurate die would roll below half its
when the correct information is given. maximum, rounded down, it’s treated
as if it rolled the half instead.
Scry I (30 PP) ■ The caster may give this prospect to
■ The caster gains a prospect against other affected creatures, giving them
all affected creatures for the duration the same bonuses against affected
of the spell. Tests made for accuracy creatures.
against affected creatures gain an
additional point of favor.
■ The caster may give this prospect to
other affected creatures, giving them
the same bonuses against affected
Premonition (80 PP) Locate Object (100 PP)
■ The caster rolls 3d6 and saves the ■ The caster chooses a specific item
roll for the spell's duration. If a test is that they have made physical contact
made by the caster or a creature with or can vividly imagine, or a list
affected by the spell within the spell’s of specifications that an item may
duration, the roll is replaced with the have. For the spell’s duration, the
saved dice. Modifiers are calculated caster knows the exact direction
after the roll is replaced. If the leading towards an item, regardless
replaced roll would have any points of obstacles in between.
of disfavor, remove the highest die Unless a specific item was chosen,
from the saved roll for each point of the nearest item that matches the
disfavor. If the roll would have any type chosen is located.
points of favor, duplicate the lowest
die for each point of favor.
Upon a roll being replaced, the caster
rolls 3d6 and saves the roll again for
the spell’s duration. Once a
premonition roll is made, it cannot be
changed until it is used, even if the
spell is recast or the feature is used
in a different spell.

LOCATING
Divination can reveal a basic location for
virtually anything, though it does not
observe potential obstacles. This feature
has been used by ancient and modern
cartographers as well as treasure
hunters.

Locate Creature (100 PP)


■ The caster chooses a specific
creature that they have made
physical contact with or can vividly
imagine, or a list of specifications
that a creature may have. For the
spell’s duration, the caster knows the
exact direction leading towards a
creature, regardless of obstacles in
between.
Unless a specific creature was
chosen, the nearest creature that
matches the type chosen is located.
WAKE
The Art of Wake allows a spell to cover
substantially more ground. Dwarven
innovation allowed it to gain exponential
value for a linear cost of energy.

Rather than a single target, spells that


use the Art of Wake affect all creatures
and objects within the spell's wake. VOID
Common with wizards and uncommon
SCOPE with sorcerers, void spaces allow a spell
The most prominent feature of the Art of to contain small bubbles of safety, that of
Wake, scope allows the spell to cover which nothing inside the bubble will be
either a two-dimensional area or a affected. This is especially useful for
three-dimensional area, affecting all damaging spells centered on the caster.
creatures within.
Finite Void (10 PP)
Shapeless Extend (5X PP) ■ The spell's wake ignores a specific
■ The spell’s wake increases by area object or creature.
square X meters across a flat
surface. Cubic Void (6X PP)
• The spell's wake ignores all objects
Square Extend (20X PP) and creatures within a cube X meters
■ The spell’s wake increases in a tall, positioned anywhere within the
square X meters long across a flat spell's wake, facing any direction.
surface.
Spherical Void (10X PP)
Circular Extend (35X PP) ■ The spell's wake ignores all objects
■ The spell’s wake increases in a circle and creatures in a sphere with a
with a radius of X meters across a radius of X meters, positioned
flat surface. anywhere within the spell’s wake.

Shapeless Fulminate (10X PP)


■ The spell’s wake increases by X cubic
meters in any shape.

Cubic Fulminate (60X PP)


• The spell’s wake increases in a cube
X meters tall.

Spherical Fulminate (100X PP)


■ The spell’s wake increases by X
meters in all directions.
ALTERATION RESTORATION
The Art of Alteration is arguably one of The first form of magical healing ever
the most powerful arts, as well as the derived prior to a creature actually being
youngest art. It allows the caster to dead, restoration is a revolutionary
modify the construction, down to a feature of magic. Not only can it heal
molecular level, of matter and energy. minor cuts and bruises, it mends mortal
wounding such as organ failure and
ALCHEMY broken bones.
Ancient in concept but new in magic,
Alleviate (80 PP)
alchemy physically transforms one type
of matter to another. Outside of Upon casting and at the beginning of
purification, this is difficult to make full each turn after for the duration of the
spell, affected creatures regain an
use out of without permanency.
additional ld4 SHP. Healing dice may
Purify (50 PP)
be redistributed in any fashion as
Upon casting, the spell purifies 1
long as the maximum healing is the
additional kilogram of affected solid same.
material or 1 additional liter of If a creature under this effect cannot
regain any more SHP, this effect ends
affected liquid, or if the spell has a
on the creature.
wake, all material and liquids within
the spell’s wake.
Mend I (40X PP)
■ This effect may modify objects,
equipped or otherwise, but cannot
Upon casting and at the beginning of
modify anything living. each turn after for the duration of the
spell, affected creatures regain an
additional 1d4 DHP. Healing dice may
Transmute (20 PP)
■ The caster changes 1 additional be redistributed in any fashion as
kilogram of affected solid long as the maximum healing is the
substances, or if the spell has a same.
wake, all applicable substances • This effect cannot restore a
within the spell’s wake, to another creature’s DHP beyond 25.
type. The transformation persists for Each time affected creatures regain
DHP this way, a Common component
the spell's duration. Upon dispelling,
the material reverts back to its must be consumed. If the caster does
original form. not have enough or chooses not to,
■ Unless the targeted substance is this effect ends instead.
magimatter, both the targeted
substance and the new substance
must be solid and pure.
■ The caster must be touching a
sample of the new substance upon
casting the spell, otherwise this
effect fails. This effect may modify
objects, equipped or otherwise, but
cannot modify anything living.
/"X /

Mend II (60X PP) Mend IV (100X PP)


Upon casting and at the beginning of Upon casting and at the beginning of
each turn after for the duration of the each turn after for the duration of the
spell, affected creatures regain an spell, affected creatures regain an
additional IdA DHP. Healing dice may additional 1d4 DHP. Healing dice may
be redistributed in any fashion as be redistributed in any fashion as
long as the maximum healing is the long as the maximum healing is the
same. same.
■ This effect cannot restore a ■ This effect cannot restore a
creature’s DHP beyond 50. creature’s DHP beyond 200.
Each time affected creatures regain Each time affected creatures regain
DHP this way, an Extraordinary DHP this way, a Legendary
component or item must be component must be consumed. If the
consumed. If the caster does not caster does not have enough or
have enough or chooses not to, this chooses not to, this effect ends
effect ends instead. instead.

Mend III (80X PP) Mend V (120X PP)


Upon casting and at the beginning of Upon casting and at the beginning of
each turn after for the duration of the each turn after for the duration of the
spell, affected creatures regain an spell, affected creatures regain an
additional IdA DHP. Healing dice may additional 1d4 DHP. Healing dice may
be redistributed in any fashion as be redistributed in any fashion as
long as the maximum healing is the long as the maximum healing is the
same. same.
■ This effect cannot restore a Each time affected creatures regain
creature’s DHP beyond 100. DHP this way, a Mythical component
Each time affected creatures regain must be consumed. If the caster does
DHP this way, a Rare component or not have enough or chooses not to,
item must be consumed. If the caster this effect ends instead.
does not have enough or chooses not
to, this effect ends instead.
TRANSMUTATION ■ It can no longer speak.
Transmutation is a branch of alteration ■ Its Land travel becomes 1.
that allows the caster to reshape objects ■ Its Water or Air travel become 0.
and creatures, allowing them new ■ Increase or decrease its defenses
abilities and features, or rather by a total sum of 4.
debilitating them. Effects like this are ■ Increase or decrease its Block
heavily based on the caster's imagination Rating by 1 d4 or its Dodge Rating
and memory. by 1d12, minimum of 0.
■ Increase or decrease its subtrait
Reshape Object (60 PP) scores by a total of 2, minimum of
■ The physical form of any number of 0.
affected objects changes, such in a Other effects require GM discretion,
way that the caster can vividly and may require one or more
imagine. The physical changes may additional stacks of Reshape
modify how the item operates. This Creature.
feature cannot modify an object in a Affected creatures may make a Will
way that would change its size contest against the caster upon
category. casting and, unless permanent, at the
■ This effect cannot change an item's beginning of each turn. Upon
rarity or what substances it is succeeding, the effect ends for the
already made of. The transformation creature.
persists for the spell’s duration. Upon ■ The transformation persists for the
dispelling, the object reverts back to spell’s duration, or until it is
its original form. transformed again. Upon dispelling,
the creature reverts back to its
Reshape Creature (100 PP) original form. For permanent spells,
■ The physical form of any number of this feature persists until it is
affected creatures changes, such in a permanently transformed again.
way that the caster can vividly
imagine. This cannot modify a Debilitate (150 PP)
creature in a way that would change Upon casting, all affected creatures
its size category. make a Strength contest against the
■ The physical changes may have up to caster’s Will test. For each creature,
one of the following effects, or upon failing, it becomes Paralyzed for
something similar: the spell’s duration.
■ Its Water travel becomes equal to Unless permanent, affected
its Speed score in meters. creatures may make a Strength
■ Its Air travel becomes equal to contest against the caster’s Will test
half its Speed score rounded at the beginning of each turn. Upon
down in meters. succeeding, the effect ends for the
■ It gains the ability to breathe creature.
underwater.
■ Its weaponless attacks require 1
turn action and deal 2d8 Physical
damage.
LOCOMOTION Telekinetic Force (10X PP)
Telekinesis is a powerful feature that Affected creatures and objects that
was quickly harnessed upon the creation weigh 10 times X kilograms or less
of the Art of Alteration. It not only allows are forced in a single specific
the caster to control other creature’s direction chosen by the caster for the
positions, but even their own. This duration of the spell. Creatures and
makes it a pertinent form of travel for objects affected this way travel up to
some powerful mages. a number of meters per second
(meters per turn action) equal to the
Telekinetic Halt (10X PP) caster’s Will score. The caster may
Affected creatures and objects are spend 1 turn action or 1 interrupt
halted, unable to move in any action to change direction or speed
direction, regardless of their current during the duration of the spell.
position. - This effect cannot force a creature
■ A creature may attempt to forcefully further than X meters away from its
pull something affected this way out original position.
of its position, including itself, by A creature may attempt to forcefully
spending 1 turn action or 1 interrupt prevent this motion, including on
action to make a Strength contest itself, by spending 1 turn action or 1
against X. If it succeeds, the effect interrupt action to make a Strength
ends on the targeted object or contest against X. If it succeeds, the
creature. Creatures may only attempt effect ends on the targeted object or
to make this test if they have proper creature. Creatures may only attempt
leverage. to make this test if they have proper
leverage.
■ An affected creature or object
impacting another obstacle may
cause kinetic force damage.
For more information on Kinetic
Force, see page 82.

f
Before Uto was fully colonized, there way outside of the atmosphere, though
was great conflict in the idea of breach­ the lack of mana created issues within
ing the atmosphere and exploring the the enchantments of the ship. Even
great beyonds. Moreover, there was beyond the locomotive forces of the
debate between the use of magic and the Hellion, magic was used to power the
use of technology; which is superior, if relays, the capacitors, the engine, and
one was morally feasible while the other many of the small functions the ship
wasn’t, if one was practical. relied on.

These smaller quarrels broke into great­ Before it could truly take its course to
er fights, and desperately into war. their potential new home, the magical
Across the Anvil Mountain Range, the binds finally shattered, tearing the ship
inhabitants of the mana rich Twilight to pieces, leaving no more than its
Forest and the technologically superior sturdy frame. Crew members were
City of Angels broke into an onslaught. quickly and forcefully evacuated, left to
Devastation swept both sides. perish in the vast open space.

A small number of hidden members The unsuspecting passengers were


discovered a medium ground between shunted out the protective walls. Even
these two, the arcane and the innovative. the safest corners of the ship became
These few were called technomancers at death traps, the little oxygen the ship
the time, and they sought their escape held becoming contaminated with dark
upwards. In hiding, a ship was built with nothingness. A small barricade of loose
scrounged materials and ritual magic, objects made a temporary shelter for
powerful enough to breach Pia’s orbit. only a single person.

A small crew boarded this ship amidst Knowing of the repercussions of never
the grievances of Pia. The craft was of taking in truth behind this expenditure,
marvelous design, taking into account this one sheltered crew member, low on
the sliver of time and lack of resources. oxygen and thin on time, drafted a note
With a rough take off, the ship desper­ to send back to the ground. With what
ately fought to make its way into the air, little resources he had left, he explained
into the clouds, and finally amongst the the travesty and a small list of potential
stars. solutions may cure these ailments.

The mana rich environment of Pia slowly And with no remains but a scrap of
faded behind them, and their source of knowledge, every crew member aboard
magical energy depleted as the ship the Hellion I perished, its rigid skeleton
thrusted forwards. Although the mem­ still orbiting Pia today. Luckily, this
bers were cunning in their design, their sparse knowledge led to the break­
lack of understanding of the world through that devised the Hellion II, the
beyond orbit betrayed them heavily. first successful ship to land on Uto, the
first ever steps laying honor to those
The lack of weight beyond Pia’s gravita­ who paved this road in blood.
tional pull allowed them to coast their
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Errata
The following information will be added to the prototype copy of Utopia TTRPG, typed
out in a similar fashion, and finally integrated in the final copy of the game. It’s
expected that once the errata has been added in an illustrated format, albeit in text, all
changes should be canon and finalized.

Talents

Species Talents
● The Inventive species talent of the Human tree will cost only 1 Mind.
● The Mental Screech talent of the Eldritch Cambion tree (and Breath Weapon
talent in the custom species tree) will be updated to say that it uses the given
subtrait modifier for both damage and tests made for accuracy.
● The Heaven’s Halo talent of the Angelic Cambion tree (and Halo talent in custom
species tree) will be reworded to say “any number of other creatures within 1
meter of you” instead of “any number of creatures”, and require that you spend
1 DHP instead of 1 SHP.
● The Activated Clash talent of the Cybernetic Cyborg tree (and Exceptional Clash
in the custom species tree) will be updated to say that 1 additional turn action
and 4 additional stamina should be paid for each stack.

Warfare Talents
● The left branch of the Warfare tree will be changed to observe all melee attacks,
including weaponless.
● Swift Strikes will include a maximum use of 2 times per attack, and will clarify a
minimum of 4 turn actions.
● Hasty Attacks will include a maximum use of 4 times per attack, and will clarify
a minimum of 2 turn actions.
● Terminal Drive will clarify a minimum of 1 turn action.
● The Charger talent will state that, as long as you take the Travel action directly
prior to taking the Attack action, the stamina reduction will be equal to the
Travel score used.

Innovation Talents
● The Intellectual talent will be reworded to clarify “another creature” instead of
“a creature”.
● The time requirement for the Deconstructor talent will be increased to 1 minute
and require a tool station, and no longer allow targeting consumables or
ammunition.
● The Algorithmic talent will only cover Power and Dexterity tests, not all
modifiers.

Specialist Talents
● The Natural Healer specialist talent will state that you can spend any number of
charges, choosing to either heal 1d4 SHP per charge used or 1d4 DHP for every 2
charges used. Combining both effects is not allowed in a single action. It will also
state “another creature” instead of “a creature”.
● The Archmage talent will allow casters to use SHP instead of DHP when casting
spells using the Perpetual feature (more updates on the Perpetual feature
below).
● The Faesong talent will be changed to say “any number of creatures within 10
meters that can sense and understand you” instead of “any number of creatures
that can sense and understand you”.
● The Dual Wielder specialist talent will state an additional turn action and 8
additional stamina per weapon beyond the first.
● The Adept specialist talent will have a clause for if you are gifted in each
subtrait, similar to the Disciple talent of the Prowess tree.
● The Conqueror talent will clarify that your turn still takes 6 seconds.

Spells
● Core spells will be recalculated to match the spellcraft system.
● Core spell costs using an “X” formula will be more clearly worded to indicate that
they are referring to multiplying the amount by X, and that X can be any amount
the caster chooses. (For instance, if a spell costs 3X to deal Xd8 damage, then
you may set X to 2; doing so, the spell will cost 6 stamina and deal 2d8 damage.)
● All spell effects that require a test (such as many Illusion features and Alteration
features) will now have a blanket clause that states, “A test can be made to resist
a single spell a number of times equal to the affected creature’s Fortitude
score,” preventing them from making infinite tests. This will be true for spells
with the Perpetual feature as well.
● It will be stated that regardless of usable arts, a caster may concentrate on a
spell to increase its duration, specifically by the amount of time spent
concentrating.
● Spells will be stated to require a visual and audible component of any type.
Specific Features
● The Magimatter and Elemental matter features of Evocation will see the
following changes:
○ Elemental Matter will be increased to 30 PP per stack.
○ Consumable items cannot be created with components summoned this
way.
○ They will both state that they cannot create items with the Spelltech
(Spellbomb) feature.
● The Perpetual feature of Enchantment will see the following changes:
○ It will cost 100PP.
○ It will not reduce the caster’s permanent stamina for any duration of
time. Instead, the caster will have to pay DHP (current, not maximum) to
cast a spell using this feature. Upon casting a spell using this feature, they
will gain 1 point of fatigue. 1 point of Fatigue gained this way is removed
after completing a rest.
○ Spell cast with this feature cannot be discounted in any way and the cost
cannot be substituted.
○ It will state that spells using this feature cannot force a creature to regain
SHP or DHP.
● The Reshape Object feature of Alteration will see the following changes:
○ It will have a maximum target size of Medium, though it will have a clause
to affect objects that fit within its wake.
● The Reshape Creature feature of Alteration will see the following changes:
○ It will have a maximum target size of Medium, though it will have a clause
to affect creatures that fit within its wake.
○ The minimum subtrait score for the Reshape Creature feature of
Alteration will be 1.
○ It will clarify that it cannot increase a creature's subtrait score beyond its
maximum.
● The Telekinetic Force feature of Alteration will see the following changes:
○ It will be given a “Use item” clause, in reference to items being suspended
telekinetically. The caster may spend 1 turn action to command a
suspended item, but must also use the necessary turn actions required to
activate the item. (For instance, to telekinetically attack with a 3 turn
action weapon, the caster must spend 4 turn actions). Weapons attacked
with this way still suffer Multi-Attack effects. The caster does not gain
passive effects from items suspended this way unless they would have
due to the item’s properties (such as the Radiating feature of Artifacts).
○ It will no longer require “proper leverage” for a creature to be able to
make a Strength test against the effect.
○ If an object or creature is forcefully stopped, this effect ends on it.
● The Telekinetic Halt feature of Alteration will no longer require “proper leverage”
for a creature to be able to make a Strength test against the effect.
● The Transmutation feature of Alteration will see the following changes:
○ The caster must have at least a 1 kilogram sample of the chosen material.
The sample cannot have been created through Transmutation and is
consumed upon casting.
○ The “within the spell’s wake” clause will be removed.
○ It will state that both the affected material and the sample must be either
pure or magimatter.
● The Shapeless Extend and Shapeless Fulminate features of Wake will see the
following changes:
○ They will offer a number of 1 meter squares and 1 meter cubes per stack,
allowing the spell to be any shape within the given tiles, and require that
all tiles be touching. (For instance, you can use 9 stacks of it to make a 3
by 3 square, but mold the wake to work around obstacles.)
● The Debilitate feature of Alteration will see the following changes:
○ Creatures paralyzed this way do not automatically fail Strength tests
against contesting the spell.
○ Creatures paralyzed this way will be given the option to make a Strength
or Will contest.
● The Delay feature of Enchantment will see the following changes:
○ It will say “all other effects” instead of “all effects”.
● Art of Wake features will include “all applicable targets” instead of just “all
creatures”.
● The Dispel feature of Enchantment will have an additional clause stating, “This
has no effect on spells that costed more than this feature or spells that were paid
in a different cost than this feature.”

Items
● Core items will be recalculated to match the item craft system.
● A stack limit will be introduced for crafting. An item may have a number of
features (stacked features counting as multiple features) based on its rarity:
maximum of 10 for Crude, 20 for Common, 30 for Extraordinary, and so on
linearly. This will include both positive and negative features.
● Negative effects on items will no longer offer component discounts.
● All effects on Consumables that state “only affects the user” will be removed.
● The Augmentable feature of all items will be changed to state that they can be
augmented into their respective slot, rather than each being augmentable into
the chest slot.
Specific Features
● The maximum X for the Loaded feature for all weapons will be increased to 6.
● The Non-Lethal feature for weapons will become no longer compatible with the
Poisonous or Wounding feature.
● The Destructive feature for artifacts under Passive Effects will be removed,
though the activated effect will stay.
● The Thorned feature for weapons will state that they have no damage type and
ignore defenses.
● The Spellbomb feature will be renamed to Spelltech.
● The Penetrative feature of weapons will be changed in the following ways:
○ The RP cost for Fast weapons will be increased to 80 RP.
○ The RP cost for Moderate weapons will be reduced to 60 RP.
○ The RP cost for Slow weapons will be reduced to 40 RP.
○ It will become stackable, requiring that a damage type is chosen each
time.
● The Hexproof feature will be removed from armor, replaced with the Constricting
feature:
○ Equipped creatures gain 1 point of Fatigue while the armor is worn.
○ It will be valued at the same RP as each instance of Hexproof.
● The Hexproof feature of Artifacts will be modified to have a positive RP rather
than a negative.
● The Command Trigger activation feature and Unwieldy activation feature will be
clarified to not be compatible with each other on the same activation, though
they may each be used on separate activations.
● All instances of Unwieldy (All weapons, shields, consumables, and artifacts) will
value at -10 RP and become stackable, maximum of 6 stacks.
● The Destructive feature of Artifacts will be reworded to state that activating an
artifact this way will be considered an attack.
● Ammunition artifact wording will be changed from “Activated features for this
item are triggered during each attack” to “This artifact’s features are triggered
upon a successful weapon attack using this artifact as ammunition and will
cause this item to be consumed.” (The option of attacking with ammunition
innately will not be added, as it doesn’t have an innate or modifiable turn action
requirement, though there will be no specific ruling against it.)
● The Intensify feature on armor and artifacts will be stated to observe the
wielder’s maximum.
● The Assisted feature on weapons will state that it reduced the accuracy test TD
by half for each stack instead of giving the user a point of favor.
● The Blinding and Confusing features on weapons will see the following changes:
○ Each feature will become stackable.
○ Upon failing the test, the number of turns that a creature will succumb to
the given effects will be equal to the number of stacks.
○ The feature will cost 15 RP for Blinding, 30 RP for Confusing.
● The Extravagant and Elegant features will each see the following changes:
○ Each will only add the damage modifier to one damage type it would
already deal, chosen upon crafting. It will not be stackable.
○ For fast weapons, Elegant will cost 60 RP and Extravagant will cost 80 RP.
○ For moderate weapons, Elegant will cost 30 RP and Extravagant will cost
45 RP.
○ For slow weapons, Elegant will cost 10 RP and Extravagant will cost 20 RP.
● The Exhausting feature will be reduced to 50 RP for each weapon.
● The Reach feature on weapons will now have a maximum of 3 and be converted
to an X value rather than a stackable feature.
● The Range feature on weapons will have an X value rather than a stackable
feature. Artifacts will also include this feature under Passive Features, requiring
the Destructive feature.
● The following item features will require that the item be a minimum rarity of
Common:
○ The Medical feature on consumables.
○ The Elegant and Poisonous features on all weapons.
● The following item features will require that the item be a minimum rarity of
Extraordinary:
○ The Penetrative, Wounding, and Extravagant features on all weapons.
○ The Augmentable feature on all armor.
● Items will have a minimum RP value of 1.
● The Radiating feature on artifacts will be removed.
● The Harsh feature on hand armor and feet armor will be updated to state that
additional damage does not take on the effects of your weaponless attacks.
● The Dosed feature on consumables will be removed.

Basic Mechanics
● Weaponless attacks will be stated to include Power modifier.
● The mechanics of defenses will be stated in the book: Whenever you are dealt a
specific type of damage, that damage is reduced by your respective defense.
● Grappling will be changed to give a point of disfavor on tests made to grapple
creatures for each size category larger or smaller they are than you, and that
you can only grapple creatures up to 1 size larger than you.
● Scaling will be changed to give a point of favor for each size category larger the
target creature is than you.
● An optional starting equipment will be included in the book: an amount of Silver
Pieces equal to the starting level squared, and the option to purchase gear
accordingly. Customized items can only be purchased if the buyer has the ability
to craft them. (Example: A level 10 player will start with 100 silver pieces.)
● Damage dice redistribution will elaborate a minimum die of d4 as a blanket
statement.
● Defenses will be clarified to be a per-source mechanic, such as described below
with simultaneous attacks.
● Blocking and dodging will be clarified as a per instance mechanic, such as
described below with simultaneous attacks.
● Simultaneous attacks will state that each weapon will independently observe
defenses, though due to them all happening at the same time, must be Blocked
or Dodged all together.
● The Travel action will be stated that all potential movement must be used during
the action. Interrupting travel with another action will lead to a loss of additional
usage. (For instance, if you have a travel score of 10 and move only 5 meters
before making an attack, you will not regain those additional 5 meters of travel.)
● It will be worded in Turn Actions to clarify that turns are not simultaneous. Each
creature’s turn takes a consecutive 6 seconds to complete, meaning from the
start of your turn to the end of your turn, 6 seconds have passed. It will also be
stated that an interrupt action is not exactly 1 second, but rather it varies based
on the given action and the creature’s responsive capabilities, whereas 1 turn
action is 1 second.
● Wording for how deciding turn order works will be stated in the book: all
applicable creatures make Speed tests. Turn order is determined by the value of
each roll, highest rolls going first.
● The Aim action will be reworded to clarify that it can be stacked as long as the
Aim action is taken consecutively before an attack without being interrupted by
another action.
● It will be stated that you can throw melee weapons at the cost of losing
possession of them. They will do their normal damage and their close range will
be equal to your Strength or Agility score, whichever is higher, and their long
range will be double that.
● Fatigue will be modified, such that a creature gains a point of Fatigue after not
eating for 24 hours, not sleeping for 24 hours, or not drinking water for 24 hours.
● Under Carry Capacity, it will be changed to say that Augmentable items and
equipped items both count against a creature's slot allowance.
● Grappling will state that it takes twice as many interrupt actions to Block or to
Dodge creatures other than the grappler.
● Scaling will state that it takes twice as many interrupt actions to Block or to
Dodge the scaling creature.
● The Attack action will include a statement that bonus damage for attacks do not
innately include the features of the attack.
Other Expect Changes
These are the following changes that do not affect balance that can be expected as a
difference between the prototype and the finalized copy.

Flavor and Lore


● Oxtii will be given information on their lifespan.
● Under “Pia and Uto” on page 2, “one century ago” will be corrected to “two
centuries ago”.
● “Utian agency” will be changed to “Pian agency” on page 13.
● Restructure the wings from the Piantheon, and remove all signals of hierarchy.

Informational
● Under the “A Talented Champion” section, the Influence tree will be given a
description.
● “PC” will be spelled out as “Power Component” on page 18.
● It will be noted under customizable species that custom species options are an
optional ruling. The heightened level of power and versatility will be noted, and
that allowing any custom species of any combination may lead to a heightened
power level for players. GMs be warned.
● The Skill Specialist Talent description will be modified to state that it is one of the
only ways to increase a subtrait beyond its maximum.
● Under “Ranged Weapons”, ranged weapons will be described as weapons with a
close and far range instead of weapons with 3 or more meters of range.

Graphic Changes
● The contrast on the Magecraft tree will be increased for better visibility.
● All art marked with a “TA” watermark will be removed and replaced.

Other Fixes and Changes


● All typos, grammatical errors, and duplicate paragraphs and text will be fixed.
● Capitalization and bolding will be consistent throughout.
● Several hyphenations will be removed for better readability.
Customizable Species
The number of different sentient creatures with similar silhouette to yourself is
immeasurable. When it comes to deciding who you want your avatar to be, there may
always be another option that you’re looking for. However, unlike other customizable
features in Utopia, a custom species has much more leniency in the way of design.

Unlike items and spells, each species normally fits within a bottom line and a top line.
While designed spells have a stamina cost that increases based on power and items
have a rarity and value, species simply exist within a certain range of abilities.

A GM may rule that only specific custom species are allowed, that certain custom
species are not allowed, or that no custom species are allowed at all.

Stats and Quirks


When designing a species, you’ll end with a number of Quirk Points (QP). These
accumulate based on the starting Constitution, Endurance, Effervescence, number of
gifted subtraits, starting Block Rating and Dodge Rating, its Quirks, and sometimes its
talents.

Quirks are a list of features that are innate to the species. Examples include what
languages they speak, the number of usable appendages it has, and the ability to fly.
Each of these make the species unique while also producing a number of balances to
their abilities. The total number of Quirk Points must be between 18 and 23.

Each species innately speaks either Utopian and one other specific language or
Utopian and one other simple language of the player’s choice.

Deciding Talents
While a species can have virtually any talent. However, there are a number of basic
talents that are shared by several species. These basic talents allow for them to have a
decent boost to basic abilities such as Block and Dodge Rating and their travel scores.

Each talent that’s used by other species should have the same cost, regardless of who’s
able to gain them. Although, the distribution of Body, Mind, and Soul points may vary
freely.

For instance, the Ore Scent talent should always cost 1 talent point total, but can cost 1
Body, 1 Mind, or 1 Soul. The Quick Footing talent should always cost a total 2 talent
points in any combination.
Each species talent should cost no more than 3 talent points unless a quirk allows them
higher costs. A talent cannot require a more expensive talent to be gained. For
instance, if the Quick Footing talent is in a Tier 1 position, the Ore Scent talent cannot
be in the Tier 2 position of that branch.

Body, Mind, and Soul


Generally, a creature’s Body, Mind, and Soul scores have several meanings, modifying
both the meaning behind their talents and the mechanical advantage they gain,
accordingly.

Body
A creature’s body represents their physical skill and toughness. Talents that focus
towards strengthening one’s physical form should cost a higher number of Body points.
As well, these points will increase the species’ max SHP potential.

Mind
If a creature uses its wits to gain the talent, it should focus more on Mind points. These
points will increase the species’ max stamina potential.

Soul
When a creature’s social skills to carve a path towards the talent or gained it through a
strong attachment to their soul, such as one would through cultivation, it should have a
high concentration of Soul points. These points will increase the species’ max DHP
potential.

Quirks
A species can have a maximum of 5 total quirks. Some quirks may increase or decrease
the creature’s total Quirk Points, though some have no effect due to having a small
effect or having one that can be either negative or positive.

If a number of options are separated by slashes, the same position must be chosen
each time and only 1 may be chosen. For instance, if a creature is offered 2/3/5 meters
of Air travel at the cost of 3/5/8 stamina each turn, an Air travel of 2 always costs 3
stamina and an Air travel of 5 always costs 8 stamina.

It’s important to note that each subspecies of the same family may have different
quirks. If they do, they still must hold to the range of 10 to 15 quirk points.
Name Description QP Value

This species instead knows 2 simple languages


Talker +1
of the player’s choice.

This species instead knows any 1 language of


Quiet -1
the player’s choice.

Mute This species cannot verbally speak. -2

This species can communicate telepathically


Telepathy with creatures that share a language with it, a +2
maximum range of 10 meters.

Armor and/or artifacts worn in 2/4/8 specific


slot types that it can utilize must be made
custom in order for this species to equip. Armor
Odd Shape -1/-2/-3
may be customized over 1 hour using a tool set.
Only creatures able to craft items of a similar
rarity may customize items this way.

This species has 2/3/5 meters of Air travel. If it


Basic Flight flies for any amount of time during a turn, it +2
loses 3/5/8 stamina.

This species has an Air travel equal to


half/equal to/equal to double its Speed score.
Advanced Flight +2/+4/+6
If it flies for any amount of time during a turn, it
loses 4 stamina.

This species has 2/3/4 functional heads. You


Multiheaded +2/+4/+6
have 2/3/4 head slots and 2/3/4 neck slots.

One/Two/Three/All specific armor slot types


Anomalous -1/-2/-3/-4
cannot be augmented on this species.

Armor cannot be worn in one/two/three/any


Exobody specific armor slot types on this species. This -2/-3/-4/-5
does not affect augmentable spaces.

This species has 0/1/4/6 functional hands. You


Handsy -6/-3/+4/+8
have 0/0/2/3 hand slots and 0/0/2/3 ring slots.

Bioluminescent This species naturally glows in the dark. +0

This species isn’t/is considered a Construct and


does not need to breathe, eat, drink water, or
Artificial +5/+6
sleep. It cannot be inflicted with points of
Fatigue or Unconsciousness. When resting, it
remains conscious but Paralyzed.

This species cannot take the Deep Breath


Breathless -5
action.

This species may spend 6 turn actions to


convert 1 kilogram of organic material into a
Biocore +1
Crude Material/Refinement/Power
Component.

This species may spend 2 turn actions and


Alternate Power consume a Power component of any rarity to +0
regain 1 stamina.

This species has a Water travel equal to/equal


Swimmer +1/+2
to double its Speed score.

This species has a Land travel equal to


Mover -2/+4
half/double its Speed score.

The number of slots this species can carry is


equal to double/fifteen times its Strength
Carrier -2/+3
score.
Optional: You are considered Small/Large.

This species may have talents that copy the


Impressionable talents of another species, costing the same +1
number of talent points plus 1.

This species may spend 6 turn actions to


transform to or from its second form for as long
as it remains focused. While in its second form,
it gains one of these specific effects:
● It loses effects from all equipped items.
Transform Its weaponless attacks deal double +3
damage, each defense is increased by 2,
its Block Rating is increased by 2d4, its
Dodge Rating is increased by 2d12.
● It gains up to 3 quirks, minimum 1
negative, worth a total of 4 QP.

Amphibious This creature can breathe in both air and water. +1

This species hovers above the ground up to 1


meters and ignores damage dealt from falling
Levitation and can levitate above liquids as if it was solid +6
ground. Its Land travel is equal to its
Speed/Dexterity/Power/Fortitude/Engineerin
g/Memory/Resolve/Awareness/Portrayal/Stu
nt/Appeal/Language score.

This species’ Constitution, Endurance, and


Substantial Effervescence each have a maximum of +2/+3/+4
12/15/18.
Talents
Every species will have between 10 to 11 talents that they have access to, partially
based on what subspecies they are. Each option will have three total branches: one to
two species branches and one or two subspecies branches.

A species branch will be shared amongst each subspecies. These branches will be 4
tiers and identical across each option. Subspecies branches, on the other hand, are
specific to each subspecies and only contain 3 total tiers.

Some talents are exceptional, making them more valuable than other potential talents.
These talents may cost Quirk Points to add to a species tree. Any talent that does not
have such a cost does not cost any Quirk Points to add.

1 Talent Point
Inventive
● When crafting an item other than a component, you require 1 less material
component, minimum of 1.
Ore Scent
● You gain a point of favor on tests made to forage and to find natural resources.
Stubborn
● You gain a point of favor on tests made to resist being influenced or forced to
commit to an action.
Quickened Augment
● You may spend 2 turn actions to augment or de-augment an item from yourself.
Tireless
● You do not gain points of Fatigue from lack of sleep.
Mischievous
● You gain a point of favor on Appeal tests made against creatures that are
hostile towards you.
Telepathy
● You may communicate telepathically with creatures that are able to
communicate using a language you understand. Your telepathy has a maximum
range of 10 meters. (If the species has the Telepathy quirk, this talent instead
increases its range to 30 meters.)
2 Talent Points
Adaptable Defense
● Each of your defenses increase by 1.
Quick Footing
● Your Dodge Rating increases by 1d12.
Strong Defense
● Your Block Rating increases by 1d4.
Exceptional Combat
● When you make an attack, you may spend an additional turn action up to 3
times to deal an additional 2d8 Physical/Energy/Heat/Chill/Psyche damage.
Exceptional Clash
● When you make an attack, you may spend an additional turn action and up to 4
stamina to deal an additional 2d10 Physical/Energy/Heat/Chill/Psyche
damage. You may use this feature up to 5 times per attack.
Buffer
● Your Physical/Energy/Heat/Chill/Psyche defense increases by 4.
Barrier
● Your Physical/Energy/Heat/Chill/Psyche (choose 2) each increase by 2.
Creative
● Spells you cast cost 1 less to cast, minimum cost of 1.
Mage Mentality
● You gain a point of favor on tests made to remain Focused and to keep
Concentration.
Runic Buffer
● You gain a point of favor on tests made to resist spell effects.
Prodigy
● Choose a subtrait. You become gifted in it.
Absorption
● Whenever you take any amount of Energy/Heat/Chill/Psyche damage, you
regain that much stamina.
Proud
● When you spend 5 or more stamina on something other than casting a spell, you
may make a Portrayal test. If the test succeeds the amount of stamina spent,
you regain 2 stamina. You may only make 1 Portrayal test per stamina costing
event.
Youthful
● When you spend 5 or more stamina on something other than casting a spell, you
may make a Portrayal test. If the test succeeds the amount of stamina spent,
you regain 3 SHP. You may only make 1 Portrayal test per stamina costing event.
Ingenious
● When crafting an item other than a component, you require 1 less refinement
component, minimum cost of 1.
Internal Slots
● De-augmenting an item does not deal damage to you.
Augment Prep
● Requires the Quickened Augment talent.
● You may use the Quickened Augment talent with 1 turn action rather than 2.
Augment Strikes
● Weaponless attacks you make deal an amount of additional
Physical/Energy/Heat/Chill/Psyche damage equal to four times the number
of items you have augmented.
Hypersynthesis
● When you successfully dodge any amount of Energy/Heat/Chill/Psyche
damage, you regain 1d4 stamina.
Remineralize
● You may spend 1 minute to remineralize water. Any creature may spend 3 turn
actions to drink it, regaining 1d4 stamina and 1d4 SHP. Water remineralized this
way becomes impure after 1 hour.
Persuasive
● You gain a point of favor on tests made to influence and force creatures to
commit to an action.
Quicken
● Your Land/Water travel increases by 2/3.
Fortunate
● When you make a test, you may spend 3 stamina to reroll a single 1. You may
only reroll any number of dice once per test.
Spontaneous
● You may make an Agility test rather than a Speed test when calculating turn
order.
Camouflage
● You gain a point of favor on tests made to remain inconspicuous.
Prideful Warrior
● When you make a melee attack against a creature that can see you, you may
spend 8 stamina to deal an additional 1d8 Physical damage. You may use this
effect a number of times equal to your Stunt modifier per attack, minimum of 1.
Champion Brawler
● When making tests or calculating based on scores or modifiers, you may use
your Stunt score in place of your Power score and use your Display score in place
of your Strength score.
Champion Hunter
● When making tests or calculating based on scores or modifiers, you may use
your Appeal score in place of your Dexterity score and use your Charm score in
place of your Agility score.
Rapid Blows (+1 QP)
● Your weaponless attacks require 1 turn action rather than 2.
Hypercognant
● You cannot be inflicted with Unconsciousness unless you choose to, given you
have more than 0 stamina and more than 0 DHP.
Halo
● Whenever you take the Deep Breath action, you may spend 1 DHP. If you do,
choose any number of other creatures within 1 meter of you. They each regain 1
SHP.
Teeth and Claws
● Your weaponless attacks deal 2d8 Physical damage.
Special Weapon (+1 QP)
● When you make a weaponless attack, you may choose for it to deal 2d6
Energy/Heat/Chill/Psyche damage and have 5 meters of close range, 10
meters of far range, instead. Attacks made this way use your
Speed/Dexterity/Fortitude/Engineering/Memory/Resolve/Awareness/Portr
ayal/Stunt/Appeal/Language modifier instead of Power.
3 Talent Points
Expertise
● Whenever you make a test using a subtrait that you are gifted in, you may
spend 5 stamina to gain a point of favor. You may only gain a point of favor this
way once per test.
Self Repair (+1 QP)
● You may spend 6 turn actions to make an Engineering test. If the test succeeds
the amount of DHP you’re missing, you regain 2d4 DHP, otherwise you are dealt
3 damage. Damage dealt this way ignores defenses.
Mechanical Medic
● Requires the Self Repair talent.
● When you use the Self Repair talent, you may consume a Common or rarer
material/refinement/power component to gain a point of favor on the
Engineering test.
Thorough
● Requires the Self Repair talent.
● When you use the Self Repair talent, you regain 2d8 DHP instead.
Mechanized
● When you are the target of an attack, you may spend an interrupt action and up
to 7 stamina to increase one of your defenses by the amount of stamina spent
for the rest of the action.
Brilliant
● When crafting an item other than a component, you require 1 less power
component, minimum cost of 1.
Restorative Cycle
● You may spend 1 turn action and up to 4 SHP to regain an amount of stamina
equal to double the amount of SHP spent.
Practical Usage
● When you regain stamina, SHP, or DHP from an item, you regain twice as much
instead.
Deep Heal (+1 QP)
● If your current DHP is lower than half of your maximum DHP rounded down, you
may spend 1 turn action and 1 SHP to regain 1 DHP.
Regenerative (+1 QP)
● When you take the Deep Breath action, you regain 1 SHP.
Natural Support
● You may spend 1 turn action and up to 10 SHP to force a touching creature to
regain an amount of SHP equal to the amount spent.
Proficiency
● You cannot gain points of disfavor on
Speed/Dexterity/Power/Fortitude/Engineering/Memory/Resolve/Awareness
/Portrayal/Stunt/Appeal/Language tests.
Berserk
● When you take the Attack action, you may spend 2 additional turn actions and
12 stamina to attack a random target within range. If you do, the attack’s
damage is doubled.
Natural Survivalist
● When you harvest components from a creature or from foraging, you may make
an Awareness test. If the test succeeds 11, you gain a random additional similar
component. You may only make 1 Awareness test per harvest.
Champion Caster
● When making tests or calculating based on scores or modifiers, you may use
your Language score in place of your Resolve score and use your Charm score in
place of your Will score.
Otherworldly Gift
● When a creature within 5 meters of you makes a test, you may spend 1 interrupt
action and 4 stamina up to once per test to give the creature a point of favor.
Otherworldly Curse
● When a creature within 5 meters of you makes a test, you may spend 1 interrupt
action and 4 stamina up to once per test to give the creature a point of disfavor.
Sticky Feet
● You may use Land travel to climb on vertical surfaces and upside down.
Calculating Stats
Keeping in mind a species’ Constitution, Endurance, Effervescence, Block Rating,
Dodge Rating, and gifted subtraits, the following metrics must be used:
● Each Constitution point, Endurance point, and Effervescence point is worth 1 QP.
None of these scores may be below 2 or above 8 unless a quirk allows them to
be.
● Each die of Block Rating and Dodge Rating are worth 1 QP. These scores must
each fit within 1 to 6 dice total.
● Gifted subtraits are each worth 1 QP and must be specific unless a quirk allows
them to be chosen by the player. A species must have between 1 and 4 gifted
subtraits. 3 specific gifted subtraits may be traded for 2 gifted subtraits chosen
by the player.

With these specifications, a species must have at least 9 Quirk Points before adding
any additional features.
Modular Creature Generation
There are more creatures in the world than there are pages in most books; however,
these creatures can often be broken down into a sum of smaller parts. Many creatures
share a handful of things in common, and you can use that when designing creatures of
your own, specific to the setting you need.

Creatures can be designed in three total parts: a body, a number of kits, and some
number of classes.

Creature Body
A creature body will depict the most features of it. This includes its base stats health
and stamina, subtraits, and what basic actions it will be equipped with. As well, this will
decide what it takes to harvest that given creature and what may be gained upon
doing so.

This is the only feature of a creature that is required. A single creature body may be
used on its own, no customization required.

What type of harvestable resources a creature will have is based on its final DR. What
types of components can be harvested and what type of test that needs to be made is
based on the creature body. However, the rarity of those components are decided by
the following, unless otherwise stated:
● DR 19 or lower offers Crude components
● DR 20-39 offers Common components
● DR 40-74 offers Extraordinary components
● DR 75-149 offers Rare components
● DR 150-299 offers Legendary components
● DR 300 or higher offers Mythical components

Kits
A creature can have any number of kits attached to it. Each kit has a series of
stackable features, each one depicting its aptitudes. For instance, you may add three
stacks of the Tank kit and a single stack of the Aggressive kit, creating a creature that
can receive a decent amount of damage while still having some amount of damage
output.

For each kit that’s added, you’ll increase the creature’s SHP, DHP, stamina, subtraits,
defenses, travel scores, Block Rating, and Dodge Rating accordingly. As well, it may
gain some features such as points of favor on specific tests.
Classes
There are four types of classes that a creature can have: martial classes, arcane
classes, support classes, and innate classes. A creature can have up to one class from
each type except innate, but isn’t required to have any innately. A creature may have
more than one innate class, but only up to 1 stack of each type.

Some classes offer items and equipment. When attaching a class to a creature, you
may treat it as if it’s equipped with the item, or as if the effects of the item are a part of
the creature’s innate abilities. Which one you choose will depict how much XP the
creature can potentially give to players; if a creature drops an item it was holding, an
amount of XP is removed from the encounter based on the rarity of the dropped item,
minimum of 0 XP. This is not true for harvested items.

Much like kits, each class will increase the creature’s stats and give it a number of
passive features, as well as potential additional actions that it may take. An item
received from a class that uses Energy, Heat, or Chill damage effects may be
interchanged with another one of the three options freely without affecting the DR of
the creature.

For more advanced customization, certain stats can be redistributed, even after
choosing body, kits, and classes, in the following manner:
● SHP, DHP, and stamina may be redistributed in any way as long as the total sum
is the same.
● Subtraits may be redistributed in any way as long as the total sum is the same
and no subtrait goes below 1 and the total sum is the same.
● Block Rating and Dodge Rating may be redistributed in any way, given neither
of them go below 1 die and the total sum of dice is the same.
● Defenses may be redistributed in any way as long as the total sum is the same.
● You can create a character, with or without a custom species, and treat it as a
creature. The creature’s DR will be equal to the created character’s level.
Characters created this way may be treated as a Creature Body, and kits and
classes may be attached to it as necessary.
Creature Bodies
Exactly one creature body must be chosen for each creature design. If an option is
written in a Option/Option/Option format, any single option may be chosen at no
change to other stats.

Elemental
● Base DR of 17
● 20 SHP, 45 DHP, 20 Stamina
● 5 Physical Defense, 0 in all other defenses
● 4 Speed, 3 Dexterity, 5 Awareness, 5 Portrayal, 2 Stunt, 4 Appeal, 1 in all other
subtraits
● 4d12 Dodge, 1d4 Block
It will have the following passive features:
● This creature does not need to breathe, eat, drink water, or sleep. It cannot be
inflicted with points of Fatigue or Unconsciousness.
● This creature hovers above the ground up to 1 meters and ignores damage dealt
from falling and can levitate above liquids as if it was solid ground. Its Land
travel is equal to its Speed score plus 2.
● This creature’s Land travel cannot be reduced.
● This creature ignores Energy/Heat/Chill damage.
It will have the following actions innately:
● 2 Turn Actions, Attack
○ 5/10 meters (Ranged)
○ 2d8 + [Portrayal Mod] Energy/Heat/Chill damage.
○ This creature may spend up to 3 additional turn actions, dealing an
additional 2d8 damage of the same type per additional turn action.
It will have the following harvest requirements and loot:
● Upon succeeding a Resolve test, 1d8 power components will be harvested.
○ The test’s TD is equal to a fifth of its DR, rounded up.

Beast
● Base DR of 5
● 10 SHP, 5 DHP, 10 Stamina
● 1 of each defense
● 2 Speed, 2 Dexterity, 2 Power, 3 Awareness, 1 in all other subtraits
● 3d12 Dodge, 2d4 Block
It will have the following passive features:
● When this creature becomes the target of an effect, it may spend 3 stamina to
take the Travel action using interrupt actions as if they were turn actions.
It will have the following actions innately:
● 2 Turn Actions, Attack
○ 0 meters (Melee)
○ 2d8 + [Power Mod] Physical damage.
It will have the following harvest requirements and loot:
● 1d6 material components
● Upon succeeding an Engineering test, 1d8 material components and 1d4
refinement components will be harvested.
○ The test’s TD is equal to a fifth of its DR, rounded up.

Humanoid
● Base DR of 5
● 10 SHP, 10 DHP, 5 Stamina
● 1 of each defense
● 2 Speed, 2 Dexterity, 2 Power, 2 Engineering, 2 Memory, 2 Awareness, 2
Portrayal, 2 Language, 1 in all other subtraits
● 2d12 Dodge, 2d4 Block
It will have the following actions innately:
● 2 Turn Actions, Attack
○ 0 meters (Melee)
○ 1d8 + [Power Mod] Physical damage.
○ This creature may spend up to 3 additional turn actions, dealing an
additional 2d8 Physical damage per additional turn action.
It will have the following harvest requirements and loot:
● 1d4 Crude material components
● Upon succeeding an Engineering test, 1d4 refinement components will be
harvested.
○ The test’s TD is equal to a tenth of its DR, rounded up.

Construct
● Base DR of 5
● 15 SHP, 5 DHP, 5 Stamina
● 2 Physical Defense, 2 Energy Defense, 1 Chill Defense, 0 in all other defenses
● 2 Speed, 2 Power, 4 Fortitude, 2 Resolve, 1 in all other subtraits
● 2d12 Dodge, 2d4 Block
It will have the following passive features:
● This creature does not need to breathe, eat, drink water, or sleep. It cannot be
inflicted with points of Fatigue or Unconsciousness.
● If this creature is being controlled by a caster, it ignores Psyche damage dealt to
it. Instead, Psyche damage is dealt to the caster.
It will have the following actions innately:
● 2 Turn Actions, Attack
○ 0 meters (Melee)
○ 1d8 + [Power Mod] Physical damage.
○ This creature may spend up to 3 additional turn actions, dealing an
additional 2d8 Physical damage per additional turn action.
It will have the following harvest requirements and loot:
● 1d4 material components
● Upon succeeding an Engineering test, 1d10 material components and 1d4 power
components will be harvested.
○ The test’s TD is equal to a tenth of its DR, rounded up.
○ If this creature was created due to a spell, its harvestable component
rarity and quantities cannot be higher that those used to create it.

Draconic
● Base DR of 50
● 90 SHP, 90 DHP, 70 Stamina
● 21 Physical defense, 11 of each other defense
● 4 Speed, 3 Dexterity, 10 Power, 10 Fortitude, 8 Resolve, 5 Awareness, 6 Portrayal,
4 Language, 3 in all other subtraits
● 4d12 Dodge, 8d4 Block
It will have the following passive features:
● When this creature becomes the target of an effect, it may spend 3 stamina to
take the Travel action using interrupt actions as if they were turn actions.
● A source of kinetic force cannot deal more damage to this creature than half of
its maximum DHP, rounded down.
● When this creature takes the Block action against a melee attack, it may spend 1
additional interrupt action and 5 stamina to roll a melee attack instead of its
Block Rating.
● This creature ignores Energy/Heat/Chill damage.
It will have the following actions innately:
● 2 Turn Actions, Attack
○ 2 meters (Melee)
○ 6d12 + [Power Mod] Physical damage.
● 3 Turn Actions, 10 stamina, Attack
○ 8d8 Energy/Heat/Chill damage. This attack affects all creatures within a
90 degree cone, originating from this creature, extending out to 10
meters.
It will have the following harvest requirements and loot:
● 1d4 material components
● Upon succeeding an Engineering test, 1d10 material components, 1d8 refinement
components, and 1d6 power components will be harvested.
○ The test’s TD is equal to a fifth of its DR, rounded up.
Abomination
● Base DR of 3
● 5 SHP, 5 DHP, 5 Stamina
● 5 Physical defense, 1 Psyche defense, 3 in each other defense
● 2 Dexterity, 2 Power, 2 Fortitude, 1 in all other subtraits
● 1d12 Dodge, 1d4 Block
It will have the following actions innately:
● 2 Turn Actions, Attack
○ 0 meters (Melee)
○ 1d8 Physical damage.
It will have the following harvest requirements and loot:
● 1d6 material components
● Upon succeeding an Engineering test, 1d10 material components, 1d10
refinement components, and 1d10 power components will be harvested.
○ The test’s TD is equal to half its DR, rounded up.
Kits
Each kit can be used any number of times, increasing the creature’s DR and giving it a
number of stackable features each time a new one is attached.

Defensive (+2 DR)


● SHP and DHP are each increased by 5
● Any single defense increases by 4
● Either Block Rating is increased by 1d4 or Dodge Rating is increased by 1d12

Impressive (+3 DR)


● SHP, DHP, or stamina increase by 15
● Choose up to 6 subtraits. They are each increased by a total sum of 6

Tank (+4 DR)


● SHP and DHP each increase by 10
● Physical and Energy defense each increase by 3, each other defense increases
by 1
● Power increases by 1, Fortitude increases by 3
● Block increases by 1d4

Rogue (+4 DR)


● SHP and DHP each increase by 5, stamina increases by 10
● Speed and Dexterity each increase by 2
● Dodge increases by 1d12
● Land travel increases by 2
● This creature gains an additional point of favor on tests made to resist spell
effects.

Aggressive (+4 DR)


● DHP increases by 5, stamina increases by 15
● Dexterity increases by 1, Power increases by 3
● Land travel increases by 2
● When this creature takes the Travel action, this creature may spend 3 times X
stamina, whereas X is the number of stacks of this kit the creature has. If it does,
its Land travel increases by its Power times X for the rest of the action.
● When this creature makes an Attack, it may spend double X turn actions and
spend 12 times X stamina. If it does, it instead attacks a target at random and
deals X times as much damage, whereas X is the number of stacks of this kit it
has.
Magus (+4 DR)
● Stamina increases by 20
● Resolve increases by 4
● The cost of spells this creature casts are reduced by an additional 3 stamina,
minimum of 1.

Doppelganger (+6 DR)


● SHP increases by 5, DHP increases by 20, stamina increases by 5
● Each defense increases by 1
● Stunt increases by 1, Portrayal, Appeal, and Language each increase by 2
● This creature gains 2 additional points of favor on tests made to disguise itself
or keep its identity unknown, as well as 2 additional points of favor on tests
made to mimic the actions of another creature.

Powerful (+20 DR)


● SHP and DHP each increase by 40, stamina increases by 20
● Physical defense increases by 12, Energy defense increases by 10, Heat and Chill
defense each increase by 9, and Psyche defense increases by 5
● Portrayal, Stunt, Appeal, and Language each increase by 1, each other subtrait
increases by 2
● Dodge Rating increases by 2d12, Block Rating increases by 2d4
● This creature gains an additional point of favor on tests made to resist spell
effects.
Classes
A creature can have up to one martial class, one arcane class, one support class, and
any number of innate classes, but isn’t required to have any. When a class adds an item
to the creature, you may choose to have it equipped in item form or a part of the
creature’s innate skill sets. XP rewards are only reduced if the items are equipped and
dropped.

Martial Classes
Martial classes offer general combat capabilities, increasing damage and often
offering a ranged attack of some type.

Brute (+8 DR)


● SHP increases by 25, DHP increases by 15
● Physical defense increases by 2, Energy, Heat, and Chill defense each increase
by 1
● Power increases by 4, Speed and Fortitude each increase by 2
● Block Rating increases by 1d4
It gains the following passive features:
● When a melee attack this creature makes deals enough damage to reduce its
target’s DHP to 0, it may retarget the remaining damage to another creature
within range.
● This creature gains an additional point of favor on tests made to grapple.
It gains the following actions innately:
● 1 Turn Action, Attack
○ 0 meters (Melee)
○ 4d4 Physical damage.
This class comes with the following items:
● Dagger (-80 XP)
● Garments (-20 XP)

Martialist (+15 DR)


● SHP increases by 35, DHP increases by 30, stamina increases by 10
● Physical defense increases by 4, each other defense other than Psyche increases
by 2
● Dexterity and Power increase by 5, Speed increases by 3, Fortitude increases by
2
● Its Dodge Rating increases by 2d12 and its Block Rating increases by 2d4
It gains the following passive features:
● When a melee attack this creature makes deals enough damage to reduce its
target’s DHP to 0, it may retarget the remaining damage to another creature
within range.
● This creature gains an additional point of favor on tests made to grapple.
● When this creature takes the Travel action, it may spend 3 stamina to add its
Power score to its Land travel for the rest of the action.
It gains the following actions innately:
● 3 Turn Actions, Attack
○ 2 meters (Melee)
○ 5d12 Physical damage.
● 3 Turn Actions, Attack
○ 20/40 meters (Ranged)
○ 5d8 + [Dexterity Mod] Physical
This class comes with the following items:
● Claymore (-64 XP)
● Longbow (-70 XP)
● Body Armor (-80 XP)

Militant (+30 DR)


● SHP increases by 70, DHP increases by 60, stamina increases by 20
● Physical defense increases by 7, Energy defense increases by 5, Heat and Chill
defenses each increase by 4
● Dexterity and Power increase by 8, Speed increases by 6, Fortitude and Resolve
each increase by 4
● Its Dodge Rating increases by 3d12 and its Block Rating increases by 4d4
It gains the following passive features:
● When a melee attack this creature makes deals enough damage to reduce its
target’s DHP to 0, it may retarget the remaining damage to another creature
within range.
● This creature gains an additional point of favor on tests made to grapple.
● When this creature takes the Travel action, it may spend 3 stamina to add its
Power score to its Land travel for the rest of the action.
● Whenever another creature that this one can sense takes the Attack action, this
creature may spend 8 stamina to take the Attack action using interrupt actions
as if they were turn actions.
It gains the following actions innately:
● 2 Turn Actions, Attack
○ 1 meter (Melee)
○ 5d6 Energy damage.
● 2 Turn Actions, Attack
○ 20/40 meters (Ranged)
○ 4d8 Energy
This class comes with the following items:
● Force Blade (-248 XP)
● Force Arbalest (-280 XP)
● Gauntlets (-80 XP)
● Power Body (-260 XP)

Mighty (+65 DR)


● SHP and DHP each increase by 140, stamina increases by 35
● Physical defense increases by 16, Energy defense increases by 14, Heat and Chill
defenses each increase by 12, Psyche defense increases by 10
● Power increases by 15, Speed and Fortitude each increase by 10, Dexterity
increases by 8, Resolve and Awareness each increase by 7, and Portrayal, Stunt,
Appeal, and Language each increase by 2
● Its Dodge Rating increases by 4d12 and its Block Rating increases by 8d4
It gains the following passive features:
● This creature has 9 turn actions and 3 interrupt actions per turn.
● When a melee attack this creature makes deals enough damage to reduce its
target’s DHP to 0, it may retarget the remaining damage to another creature
within range.
● This creature gains an additional point of favor on tests made to grapple.
● When this creature makes a melee attack, it may choose to target each creature
within the attack’s range rather than a single target. Attacks made this way deal
half damage to each creature.
● When this creature takes the Travel action, it may spend 3 stamina to add its
Power score to its Land travel for the rest of the action.
● Whenever another creature that this one can sense takes the Attack action, this
creature may spend 8 stamina to take the Attack action using interrupt actions
as if they were turn actions.
● When this creature makes an attack, it may spend 3 stamina to reduce the
number of turn actions required by 1, minimum of 4 turn actions. It may also
spend 5 stamina to do the same with a minimum of 2 turn actions, or 7 stamina
with a minimum of 1 turn action. It may do so any number of times per attack.
It gains the following actions innately:
● 6 Turn Actions, Attack
○ 2 meters (Melee)
○ 7d10 + [Power Modifier] Physical, ignores defenses
● 2 Turn Actions, Attack
○ 10/20 meters (Ranged)
○ 3d10 Physical + 4d8 Energy
This class comes with the following items:
● Tremor Hammer (-2048 XP)
● Shatter Gat (-800 XP)
● Imperial Chestpiece (-872 XP)
● Power Helm (-256 XP)
● Gauntlets (-80 XP)
● Greaves (-80 XP)

Arcane Classes
Arcane classes will allow the creature to take advantage of some arcane arts, making
them versatile adversaries with strong utilitarian capabilities.

For more advanced customization of caster classes, Evocation, Enchantment, and


Illusion may be interchanged with no effect to DR. The same is true for Array,
Necromancy, and Divination, as well as Wake and Alteration.

Illusionist (+7 DR)


● Stamina increases by 35
● Resolve increases by 7
It gains the following passive features:
● It can cast and craft spells using the Art of Array, Enchantment, and Illusion.
● Spells this creature casts cost 2 less stamina, minimum cost of 1.
This class comes with the following items:
● Crooked Symbol (-20 XP)
● Crooked Ring (-20 XP)

Elemancer (+12 DR)


● Stamina increases by 60
● Speed and Dexterity each increase by 2, Resolve increases by 8
It gains the following passive features:
● It can cast and craft spells using the Art of Evocation, Array, Wake, and
Enchantment.
● Spells this creature casts cost 5 less stamina, minimum cost of 1.
● Its Spellcap is equal to its Will score.
This class comes with the following items:
● Casting Cloth (-80 XP)
● Crooked Symbol (-20 XP)
● Crooked Ring (-20 XP)
● Odd Curio (-10 XP)

Necromancer (+12 DR)


● Stamina increases by 60
● Resolve and Awareness each increase by 6
It gains the following passive features:
● It can cast and craft spells using the Art of Array, Wake, and Necromancy.
● Spells this creature casts cost 4 less stamina, minimum cost of 1.
● Its Spellcap is equal to its Will score.
This class comes with the following items:
● Arcane Symbol (-80 XP)
● Spellbook (-60 XP)

Mystic (+24 DR)


● DHP increases by 20, Stamina increases by 100
● Resolve and Awareness each increase by 9, and Speed, Dexterity, and Fortitude
each increase by 2
It gains the following passive features:
● It can cast and craft spells using the Art of Array, Wake, Enchantment, Illusion,
Divination, and Alteration.
● When this creature is the target of any effect, it may spend 2 interrupt actions to
cast a spell. Spells cast this way cost twice as much stamina before discounts.
● Spells this creature casts cost 8 less stamina, minimum cost of 1.
● Its Spellcap is equal to double its Will score.
This class comes with the following items:
● Shamanic Rings (-240 XP)
● Arcane Idol (-240 XP)
● Arcane Symbol (-80 XP)

Spitter (+30 DR)


● SHP and Stamina each increase by 30, DHP increases by 65
● Each defense increases by 4
● Speed, Fortitude, Resolve, and Awareness each increase by 3, Dexterity
increases by 10, Power increases by 2, Portrayal increases by 4, Appeal and
Language each increase by 1
● Dodge Rating increases by 4d12
It gains the following passive features:
● Ranged attacks this creature makes have twice as much close range.
● When this creature makes a ranged attack, it may choose 3 targets instead of 1.
If it does, each target is dealt half damage instead, rounded up.
● This creature’s Land travel is equal to its Speed score plus 4.
Support Classes
Creatures wielding a support class can generate dynamic encounters, as they heal and
bolster other potential foes.

Healer (+13 DR)


● DHP increases by 5, stamina increases by 60
● Physical defense increases by 4, Psyche defense increases by 2, each other
defense increases by 1
● Engineering increases by 3, Resolve increases by 9, Appeal and Language each
increase by 1
● Its Block Rating increases by 2d4.
It gains the following passive features:
● Whenever a creature within 5 meters makes a test, this creature may spend an
interrupt action and 10 stamina up to once per test. If it does, its modifiers are
added to the test.
● This creature has a number of Restoration Charges equal to its Resolve score.
It gains the following actions innately:
● 2 Turn Actions, Attack
○ 1 meter (Melee)
○ 4d8 Physical damage.
● 3 Turn Actions, Special
○ This creature makes an Appeal test and chooses one between SHP and
stamina. For each creature it chooses that can sense and understand it, if
the test was higher than the amount missing for the chosen stat, it regains
1d6.
● 3 Turn Actions, Special
○ This creature spends any number of Restoration Charges to heal a
touching creature. It either heals 1d4 SHP per Restoration Charge or 1d4
DHP per 2 Restoration Charges used.
This class comes with the following items:
● Quarterstaff (-64 XP)
● Kite Shield (-60 XP)
● Garments (-20 XP)
● Cap (-18 XP)

Innate Classes
These classes often aren’t due to any form of equipment or special training, but rather
a feature of the creature’s biology.

Skyborn (+2 DR)


● Stamina increases by 10
● Stunt increases by 2
● Its Air travel becomes equal to its Speed score, its Land travel becomes equal to
half its Speed score, rounded up

Seaborn (+3 DR)


● SHP, DHP, and stamina each increase by 5
● Speed increases by 1, Fortitude increases by 2
● Its Block Rating increases by 1d4.
● Its Water travel becomes equal to double its Speed score
It gains the following passive features:
● This creature is able to breathe in both air and water.
This class comes with the following items:
● Long Guard (-15 XP)

Untouchable (+25 DR)


● SHP and DHP each increases by 50, stamina increases by 25
● Energy, Heat, and Chill defense each increase by 4
● Each subtrait increases by 3
It gains the following passive features:
● This creature ignores all Physical damage dealt to it.

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