Character Creation offer their own talent tree, as well as a trait
buff.
When creating a character, several aspects
of the character must be customized as you Once your species has been decided, add the
choose. This includes the character’s necessary buffs to your traits, according to
species, subspecies, and which traits your the species description. As well, fill the
character shares its strengths and Gifted bubble next to any traits that it is
weaknesses. gifted in.
The way you craft your character will set a Fill in your Current Stamina and Maximum
path for your future endeavors. It’s possible Stamina based on your species’ starting
to stray from this path, but it serves as a stamina, then do the same for your Surface
strong foundation for your journey. Health Points (SHP) and Deep Health
Points (DHP). As well, set your Dodge
Setting Up Rating and Block rating accordingly.
On your character sheet, there is a section Now you are free to add to your subtrait
including three sublevels and an overall scores: you have a pool of 8 points to spend.
level. As well, each sublevel has a box for You may spend a point to add 1 to a trait
Spendable Points (SP). Your Social, Combat, score of your choice except Fortitude and
and Mental levels each start at 1. As well, Resolve. Those two traits must remain at 4.
you have 1 Spendable Point for each of those A subtrait score cannot go above its
levels. Your overall level is the sum of the maximum of 7 unless you are gifted in that
other types, which should be 3. subtrait, in which the maximum is 10. This
maximum may increase later, depending on
Next up, each of your subtraits should be 1 the talents you pick.
excluding Fortitude and Resolve, which
start at 4. As well, each Defense score The last part of your stats includes some
should be 1. math; scribe in all your modifiers based on
each subtrait score as well as your trait
Species scores. Each trait is equal to the sum of the
attached subtraits (Your Strength score is
The species you decide will comprise the equal to your Fortitude score plus your
bulk of your character. Your species not only Power score). The modifier is equal to the
depicts some bonuses to traits as well as trait score minus 4 (A score of 1 equals a -3
what your character is gifted in, but it also modifier, a score of 4 equals a +0 modifier,
grants you two extra talent trees to pick and a score of 7 equals a +3 modifier).
from as you progress. More than that, your Lastly, double the modifier for any subtraits
starting health total and starting stamina is that you are gifted in. The minimum
described by it. modifier for a gifted subtrait is +0.
Choose a species for your character. The When starting, you may choose your
descriptions, lineage, and more facts about starting gear. You have the following to
each species can be found in the Species choose from:
History and Description document. As well,
each species (excluding Humans and • 2 Weak Healing Potions, 2
Automatons) has a list of subspecies, which Emergency Kits, 16 Silver Pieces, or
16,000 U-Credits
• A Dagger, Club, Maul, Heavy Maul,
1 Silver Piece, or 1,000 U-Credits
• A Light Crossbow, Heavy Coat,
Breastplate, 8 Silver Pieces, or
8,000 U-Credits
Human
• Similar genetically to dwarves,
descendants of the same ancestors.
• Good all-arounders, scattered across
the population.
Automaton
Dwarf
• Extremely patient and stubborn,
similar biologically to humans.
Iron Dwarf
Some stuff about iron dwarves and stuff
Copper Dwarf
Stuff about copper dwarves.
Cyborg
A bunch of random information about
cyborgs goes here.
Biotech Cyborg
• Machine half is restorative; generally
an effort to keep a human alive.
Cybertech Cyborg
• Machine half is voluntary, usually
for improving one’s physical
abilities.
Sectling
Some more random info about Sectlings and
stuff.
• Cannot wear chest or back items,
though both slots may be
augmented.
• Have many weird-to-others social
habits, such as using their antennae
to show both compassion and
disdain, though those unaware of
sectling culture often find this odd.
Moth Sectling
• Has 2 meters of air travel. May start or
stop flying with an interrupt action.
When it begins a turn flying, it expends
3 stamina.
Wasp Sectling
• Extremely volatile, vicious, and
naturally violent.
• Has 3 meters of air travel. May start or
stop flying with an interrupt action.
When it begins a turn flying, it expends
5 stamina.
Roach Sectling
• Has 4 arms; may hold 2 2H
weapons or 4 1H weapons/shields
at the same time.
Ant Sectling
• Carry capacity is tripled (Strength
score * 7kg).
Oxtus
• Understands Utopian and Oxtus but
cannot speak. Rather, they can
speak to creatures mentally within
20 meters of them, given there is no
physical obstacles between them.
Creatures can speak to and
understand them, given the Oxtus
chooses to do so.
• Oxtii can read creature’s minds,
given they are thinking of
something with some level of
verbality.
• An Oxtus’s telepathy originates from
spores that they emit off their body.
The spores can speak wirelessly to
each other, sharing different signals
that allow the Oxtii to understand
other creatures and allow other
creatures to understand them.
• Little is known about Oxtii, and
some scientific minds find them “too
convenient,” in the sense that most
of their biological functions
represent what would be found on
Uto and Pia, even though they came
from another planet.
• Oxtii resemble plants and fungi,
even using photosynthesis and
spores as means of survival and
social interactions.
• Oxtii were born on Oxtane, a planet
like Pia in a solar system
approximately 4 lightyears away.
Their methods of travel are spoken
as “teleportation”, though no
technology has been explained nor
proven to exist.
Regal Oxtus
• Emits spores that affect other creature’s
hormones, often influencing attraction
in social events. This generally only
affects sentient creatures, not beasts and
low-intelligence abominations.
Astute Oxtus
• Has 2 heads and thusly 2 head slots and
2 neck slots, though neither head slot
nor neck slot may be augmented. As
well, their chest slots cannot be
augmented either.
Brazen Oxtus
• Passive by nature, but extremely
physically capable.
Occulant
• Modified humans originally created not
long before the colonization of Uto.
Meant to be, originally, super-soldiers;
strong warriors and intelligent.
Alpha Occulant
Gamma Occulant
Omega Occulant
Forgotten Occulant
Leveling Up Each talent tree has branches and tiers. In
order to take a talent, it must either be the
The amount of experience necessary to level lowest tier on its branch, or the next tier
up your character is equal to 100 times your higher than a talent you already have. When
overall level. When your character gains you take a talent, reduce your Spendable
enough experience to level up, there’s a few Points accordingly to the cost of the talent.
important boosts that your character will You may only take talents that you have
receive. enough Spendable Points for.
Choose a sublevel to increase by 1 from Actions
Social, Combat, and Mental. You gain a
Spendable Point corresponding to the When working with a turn-by-turn basis,
chosen sublevel. such as when in combat, there’s two types of
actions: turn actions and interrupt actions.
Increase any single subtrait by 1. Subtraits Each creature has 6 turn actions on their
cannot go above their maximum. Following own turn, as well as 2 interrupt actions on
this, your Current Stamina and Maximum each other creature’s turn.
Stamina each increase an amount equal to
your Resolve modifier. As well, your At the beginning of another creature’s turn,
Maximum SHP and Maximum DHP each your well of interrupt actions replenish back
increase an amount equal to your Fortitude to 2. You can use these actions as a response
modifier. The same is true for your Current to specific events. Once these 2 actions are
SHP and Current DHP. used, you won’t be able to take actions until
the next turn.
If you’ve increased to a 10th level (overall
level 10, 20, 30, so on), you also choose a One your own turn, you can use your 6 turn
Specialist Talent, given your character has actions; there’s a list of standard turn
the necessary requirements. actions that all creatures can use, though
some items and talents allow you more
Upon gaining the benefits from leveling up, versatility with your actions. Once all 6 turn
your current experience drops to 0. If you actions are used, your turn ends.
had more than necessary to level up, add it
to your current experience. Standard Turn Actions
The following actions may be used by any
Talents creature on their turn:
As you gain levels and progress through Attack
your journey, you will gain Spendable The Attack action allows a creature to make
Points to use within the talent trees. an attack against a creature or object. If not
using a weapon, this requires 2 turn actions.
At any point, without requiring any actions, Weaponless attacks deal 1d4 Physical
you may take a talent from any of your damage. Otherwise, the amount of turn
accessible talent trees. All characters have actions necessary is depicted by the used
access to the Response, Combat, Tactics, weapon.
Influence, Affliction, Innovation, Magecraft,
and Prowess talent trees. You also have a A creature may attack with two weapons
talent tree specific to your species, plus simultaneously, in which the number of
another talent tree specific to your turn actions required is equal to the highest
subspecies. needed of the two weapons. Weapons used
this way deal half damage, rounded down.
Travel another contested Strength test against the
The Travel action allows a creature to move grappler.
a number of meters equal to its travel
distance with 2 turn actions. If a grappled creature is a smaller size than
the grappler, damage that is subject to one
There are 4 types of travel: land travel, air becomes subject to both.
travel, water travel, and subterranean travel.
A creature’s land travel is equal to their Scale
Speed score. Its water travel is equal to half The Scale action allows a creature to
their Stunt score rounded up and all other attempt to climb onto another creature
travel speeds are 0 unless otherwise stated. within melee distance that is a larger size
with 3 turn actions. The targeted creature
Sheath and Unsheath must make an Agility test contested against
The Sheath and Unsheath action allows a the scaling creature. If the targeted creature
creature to sheath, unsheath, or switch fails, the creature successfully scales it.
weapons from its inventory as a part of
using one of the weapons or items, no extra When scaled, the Attack action requires
actions required. Otherwise, sheathing or twice the number of turn actions if it targets
unsheathing a weapon or item requires 1 the creature scaling it. If the weight of the
turn action. scaling creature surpasses its carry capacity,
the creature becomes encumbered.
Jump
The Jump action allows a creature to leap a A creature may use 1 interrupt action or 2
number of meters, upwards or forwards, turn actions to attempt another contested
equal to its Power score. If the creature Agility test against the scaling creature.
used at least 2 meters of land travel directly
prior, it may use its Strength score instead. If a scaled creature takes the Travel action,
scaling creatures move the same distance,
Deep Breath no actions required.
The Deep Breath action allows a creature to
regain 1 stamina or 1 SHP with 1 turn Hold
action. The Hold action allows a creature to
conserve 2 turn actions for use of 1 interrupt
Grapple action on a later turn. A creature holding an
The Grapple action allows a creature to interrupt action may use it only once before
attempt to restrain another creature within it is expended.
melee distance that is its size or smaller with
3 turn actions. The targeted creature must If a creature takes the Hold action, it may
make a Strength test contested against the use 3 interrupt actions on another creature’s
grappler. If the targeted creature fails, it turn. Once it has done so, it cannot do so
becomes grappled. again until it takes the Hold action again.
Grappled creatures cannot take the Travel If a creature takes the Hold action twice on
action. When grappled, the Attack action its turn, it may use 3 interrupt actions on
requires twice the number of actions if it another creature’s turn twice, or 4 interrupt
targets a creature other than the grappler. actions on another turn once.
A creature may use 1 interrupt action or 2 Held actions are depleted if not used by the
turn actions, up to once per turn, to attempt creature’s following turn.
Standard Interrupt Actions
The following actions may be used by any
creature on another creature’s turn.
Block
If a creature is subject to damage from a
source they are aware of, it may take the
Block action to roll its Block Rating with an
interrupt action. The damage dealt to the
creature is reduced by the roll.
Dodge
If a creature is subject to damage from a
source they are aware of, it may take the
Dodge action to roll its Dodge Rating with
an interrupt action. If the roll is equal to or
higher than the damage being dealt, all
damage is prevented.
Take Cover
If a creature is subject to damage from a
source they are aware of, it may take the
Take Cover action to double its Dodge
Rating for the rest of the turn with an
interrupt action.
In order for a creature to be able to take the
Take Cover action, there must be applicable
cover that is its size or larger.
Assist
When another creature within melee range
takes an action, a creature may take the
Assist action to aid the creature. The level of
aid the action-taking creature receives and
the number of interrupt actions required is
up to GM discretion.
Choke Spell
When a creature is within 1 meter of a
spell’s throat, they may attempt to choke the
spell with 1 interrupt action. They must
decide whether or not to attempt to choke
the spell before knowing what type of spell it
is.
To choke a spell, the creature must make a
Resolve test. If the test succeeds the amount
of stamina spent on casting the spell, the
spell is choked.