Searchable Utopia TTRPG v0.5 Illustrated
Searchable Utopia TTRPG v0.5 Illustrated
COPYRIGHT
THIS IS A PROTOTYPE COPY OF UTOPIA
TTRPG. COPYRIGHT MYRAMYTH 2024.
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'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.
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.
___
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).
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.
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.
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.
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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.
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.
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
V
THICK SKIN ORE SCENT INVENTIVE
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
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.
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.
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.
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.
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.
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.
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.
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
RAPID BLOWS
OTHERWORLDLY CURSE
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.
RAPID BLOWS
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.
■ai X i / /
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A
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.
* :
WAKE ARTISTRY
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.
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.
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.
Must have the Tinkerer You may remove an augmented item from a
Augmentor creature without dealing damage to it.
core talent.
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.
'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.
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.
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.
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.
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.
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
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.
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
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.
>
Duration: Immediate
Range: Touch
AOE: Target weapon that isn't currently ELECTROCUTE
Combat
imbued
Duration: Immediate
Range: Touch
AOE: Target weapon that isn’t currently
imbued
3X STAMINA
Necromancy
Duration: Concentration
Range: Touch
AOE: Target creature
8X STAMINA
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
SWEETFIRE
1 Combat
Evocation, Array, Enchantment, Illusion
24 STAMINA
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
FIREBALL
Combat
Duration: Concentration
Range: 15 meters
AOE: All objects and creatures within 4
meters of a chosen point
80 STAMINA
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.
j
&
ft
■
J
7
IIfT
>
>
PRESERVE
Aid
Array, Necromancy Array, Enchantment, Divination
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
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
30 STAMINA
14 STAMINA
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
■*>
A
Y 1
t
HEAL
12X STAMINA
24X STAMINA
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'
»
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.
21 STAMINA
30 STAMINA
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
45 STAMINA
Duration: Concentration
Range: Touch
AOE: Target creature
20 STAMINA
SILENCE
Debilitation
Array, Enchantment, Alteration
Duration: 1 minute
Range: 10 meters
AOE: Target creature
22 STAMINA
Duration: 1 minute
Range: 20 meters
AOE: Target creature
46 STAMINA
PREMONITION DREAM
Ascertainment
Ascertainment
Duration: 1 hour
Range: Touch Duration: Immediate
AOE: Self Range: Touch
AOE: Target creature
28 STAMINA
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.
>
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
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
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.
ROUND GUARD
Shield, Crude
Size: 3 slot
+ld12 Dodge
[efj J
18 Silver Pieces
Size: 3 slots
+2 Physical Defense
+2 Psyche Defense
\
>
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
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.
LIGHT CROSSBOW
Moderate Weapon, Common
HALBERD
low Weapon, Common
+ 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.
user's hands.
Size: 3 slots
PLATE ARMOR
Chest Armor, Common
Size: 9 slots
+2al2 Dodge
\/
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
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.
9 slots
+ 7 Physical Defense
+ 5 Energy Defense
+ 4 Heat Defense
+ 4 Chill Defense
Size: 9 slots
+ 2 Physical Defense
+ 2 Energy Defense Size: 9 slots
+ 2 Heat Defense
+ 2 Chill Defense
+ 4d12 Dodge
+ 6 Psyche Defense
SHATTER EDGE
Moderate Weapon, Rare
Size: 3 slots
A sharply edged blade compounded with strong
vivacity, using a strong current to empower its
+ 8 Psyche Defense strikes.
UILDMASTER BRACERS
and Armor. Rare
Augmentable
M BH
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
+ 30 Physical Defense
+15 Energy Defense
Augmentable
Size: 3 slots
+ 35 Psyche Defense
I Augmentable
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.
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
»
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.
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.
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.
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.
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
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.
OME OF ARRAY
ct, Extraordinary OME OF DIVINATION
rtifact, Extraordinary
Size: 3 slots
Size: 3 slots
S3P
>
TOME OF NECROMANCY
Artifact, Extraordinary
rtifact, Extraordinary
Size: 3 slots
Size: 1 slot
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.
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.
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
ANTIMANA PROBE
Artifact, Legendary
Size: 1 slot
>■
This device emits a powerful nullifying wave that
renders all mana in a huge area innert, negating all
spells completely.
IMPERIAL WINGS
Back Equipment, Rare
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.
BACKPACK
Back Equipment, Common
Size: 3 slots
BAG OF LIGHTNESS
Back Equipment, Rare
Size: 1 slot
MAKESHIFT REMEDY
Consumable, Crude
Size: 3 slots
Activation Time: 2 TA
Doses: 1 Consumable, Common
64 Silver Pieces
Size: 3 slots
Activation Time: 2 TA BASIC STIM
Consumable, Common
Doses: 1
72 Silver Pieces
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.
QUICKSILVER REMEDY
Consumable, Extraordinary
Size: 3 slots
Activation Time: 1 TA
Doses: 1
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.
Size: 3 slots
Activation Time: 2 TA
Doses: 4
Defenses
3 Physical 3 Energy 2 Heat 1 Psyche
ACTIONS
A common predator found in the wild. Often they prowl in packs, though remain as somewhat mild
creatures in the eyes of skilled adventurers.
Defenses
5 Physical 5 Energy 3 Heat 3 Chill 1 Psyche
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
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
Defenses
3 Physical 2 Energy 2 Heat 2 Chill 1 Psyche
ACTIONS
Slam (Attack)
2 Turn Actions, 0 meters (melee)
ld8-l Physical, 1 target
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
Defenses
3 Physical 2 Energy 2 Heat 2 Chill 1 Psyche
ACTIONS
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
Defenses
5 Physical 3 Energy 3 Heat 3 Chill 1 Psyche
ACTIONS
A creature that currently serves a militia of some type; they are both equipped and capable in
combat.
>
Defenses
3 Physical 1 Energy 1 Heat 3 Psyche
ACTIONS
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
ACTIONS
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
Defenses
1 Physical 1 Energy 0 Heat 0 Psyche
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.
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
Defenses
5 Physical 2 Energy 0 Heat 0 Chill 0 Psyche
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.
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
Defenses
2 Physical 4 Energy -2 Heat 0 Psyche
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.
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
Defenses
0 Physical 2 Energy -4 Heat 4 Chill 0 Psyche
ACTIONS
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.
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
Defenses
8 Physical 8 Energy 8 Heat 0 Psyche
ACTIONS
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.
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
ACTIONS
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.
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
Defenses
10 Physical 10 Energy * Heat -5 Chill 1 Psyche
ACTIONS
PASSIVE
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
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
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.
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.
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.
NEGATIVE EFFECTS
Awkward (-15 RP)
■ This armor takes up 9 slots.
■ Not compatible with the Compact or
Inordinate features.
-1 Refinement Component
(+15 RP)
Affected creatures cannot regain
SHP, DHP, or stamina for the
consumable’s duration.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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
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.
Martial Classes
Martial classes offer general combat capabilities, increasing damage and often
offering a ranged attack of some type.
Arcane Classes
Arcane classes will allow the creature to take advantage of some arcane arts, making
them versatile adversaries with strong utilitarian capabilities.
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.