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Lunar Elf
• Prospering hunters
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Twilight Elf
• An interbred species between the solar
and lunar elves.
• Upon first birth of the species, they were
heckled and humiliated for odd
markings and physical mutations.
Though, after being exiled from elven
culture, they became some of the
strongest spell casters, creating several
magical arts including Illusion,
Divination, Mutation, and Necromancy.
• Most solar and lunar elves resent
twilight elves by nature.
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Cambion
• Cambions are born from solely from
human parents. Many Utians believe
this is from mutated genetics,
whereas many Pians believe it is a
message from a celestial being.
• Cannot wear chest or back items,
though both slots may be
augmented.
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Angelic Cambion
• Has 3M of air travel. May start or
stop flying with an interrupt action.
When it begins a turn flying, it
expends 5 stamina.
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Demonic Cambion
• Has 2M of air travel. May start or
stop flying with an interrupt action.
When it begins a turn flying, it
expends 3 stamina.
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Eldritch Cambion
• Air travel equal to Speed score
modifier, minimum of 0 meters.
May start or stop flying with an
interrupt action. When it begins a
turn flying, it expends 4 stamina.
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Goliath
• Goliaths are the youth of giants,
which are the youth of titans.
Goliaths can transform into many
types of giants, in which giants may
turn into an infinite number of types
of titans, each of which exist are
named and recorded upon existing.
• The Travel action requires 4 turn
actions rather than 2.
• +2 to power, gifted in player’s
choice of Fortitude or Resolve.
• Land travel cannot be obstructed
unless it is caused by a status
condition.
• Speaks Utopian and Giant.
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Frost Goliath
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Fire Goliath
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Storm Goliath
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Stone Goliath
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Therianthrope
• Creatures with the ability to transform
from a human-like form to a beast,
depending on lineage.
• May spend 6 turn actions to transform
between human and beast form. While
in beast form, cannot cast spells, speak,
or use/craft items. You do not gain
benefits from armor unless it is
equipped onto head or chest slot, or
unless it is augmented. Upon
unconsciousness or death, revert back
to human form.
• Speaks Utopian and Beastspeak
• Does not have pupils, hardest part to
disguise.
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Werewolf
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Werebear
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Weretiger
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Dracoling
• Speaks Utopian and Primordial
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Hydra Dracoling
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Basilisk Dracoling
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Drake Dracoling
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Leviathan Dracoling
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Beastial
• Speaks Utopian and Beastspeak
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Minotaur
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Centaur
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Satyr
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Orc
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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 is 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
Social, Combat, and Mental. You gain a
Spendable Point corresponding to the
chosen sublevel.
Increase any single subtrait by 1. Subtraits
cannot go above their maximum. Following
this, your Current Stamina and Maximum
Stamina each increase an amount equal to
your Resolve modifier. As well, your
Maximum SHP and Maximum DHP each
increase an amount equal to your Fortitude
modifier. The same is true for your Current
SHP and Current DHP.
If you have increased to a 10th level (overall
level 10, 20, 30, so on), you also choose a
Specialist Talent, given your character has
the necessary requirements.
Upon gaining the benefits from leveling up,
your current experience drops to 0. If you
had more than necessary to level up, add it
to your current experience.
Talents
As you gain levels and progress through
your journey, you will gain Spendable
Points to use within the talent trees.
At any point, without requiring any actions,
you may take a talent from any of your
accessible talent trees. All characters have
access to the Response, Warefare, Tactics,
Influence, Affliction, Innovation, Magecraft,
and Prowess talent trees. You also have a
talent tree specific to your species, plus
another talent tree specific to your
subspecies.
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Prowess
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Warefare
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Tactics
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Affliction
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Influence
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Innovation
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Magecraft
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Response
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Specialist Talents
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Actions There are 4 types of travel: land travel, air
travel, water travel, and subterranean travel.
When working with a turn-by-turn basis, A creature’s land travel is equal to their
such as when in combat, there is two types Speed score. Its water travel is equal to half
of actions: turn actions and interrupt their Stunt score rounded up and all other
actions. Each creature has 6 turn actions on travel speeds are 0 unless otherwise stated.
their own turn, as well as 2 interrupt actions
on each other creature’s turn. Sheath and Unsheathe
The Sheath and Unsheathe action allows a
At the beginning of another creature’s turn, creature to sheath, unsheathe, or switch
your well of interrupt actions replenish back weapons from its inventory as a part of
to 2. You can use these actions as a response using one of the weapons or items, no extra
to specific events. Once these 2 actions are actions required. Otherwise, sheathing or
used, you will not be able to take actions unsheathing a weapon or item requires 1
until the next turn. turn action.
One your own turn, you can use your 6 turn Jump
actions; there is a list of standard turn The Jump action allows a creature to leap a
actions that all creatures can use, though number of meters, upwards or forwards,
some items and talents allow you more equal to its Power score, with 3 turn actions
versatility with your actions. Once all 6 turn and 3 stamina. If the creature traveled at
actions are used, your turn ends. least 2 meters directly prior, it may use its
Strength score instead.
Standard Turn Actions
Deep Breath
The following actions may be used by any The Deep Breath action allows a creature to
creature on their turn: regain 1 stamina or 1 SHP with 1 turn
action.
Attack
The Attack action allows a creature to make Grapple
an attack against a creature or object. If not The Grapple action allows a creature to
using a weapon, this requires 2 turn actions. attempt to restrain another creature within
Weaponless attacks deal 1d4 Physical melee distance that is its size or smaller with
damage. Otherwise, the amount of turn 3 turn actions. The targeted creature must
actions necessary is depicted by the used make a Strength test contested against the
weapon. grappler. If the targeted creature fails, it
becomes grappled.
A creature may attack with two weapons
simultaneously, in which the number of Grappled creatures cannot take the Travel
turn actions required is equal to the highest action. When grappled, the Attack action
needed of the two weapons. Weapons used requires twice the number of actions if it
this way deal half damage, rounded down. targets a creature other than the grappler.
Travel A creature may use 1 interrupt action or 2
The Travel action allows a creature to move turn actions, up to once per turn, to attempt
a number of meters equal to its travel another contested Strength test against the
distance with 2 turn actions. grappler.
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If a grappled creature is a smaller size than The following actions may be used by any
the grappler, damage that is subject to one creature on another creature’s turn.
becomes subject to both.
Block
Scale If a creature is subject to damage from a
The Scale action allows a creature to source that they are aware of, it may take
attempt to climb onto another creature the Block action to roll its Block Rating with
within melee distance that is a larger size an interrupt action. The damage dealt to the
with 3 turn actions. The targeted creature creature is reduced by the roll.
must make an Agility test contested against
the scaling creature. If the targeted creature Dodge
fails, the creature successfully scales it. If a creature is subject to damage from a
source that they are aware of, it may take
When scaled, the Attack action requires the Dodge action to roll its Dodge Rating
twice the number of turn actions if it targets with an interrupt action. If the roll is equal
the creature scaling it. If the weight of the to or higher than the damage being dealt, all
scaling creature surpasses its carry capacity, damage is prevented.
the creature becomes encumbered.
Take Cover
A creature may use 1 interrupt action or 2 If a creature is subject to damage from a
turn actions to attempt another contested source that they are aware of, it may take
Agility test against the scaling creature. the Take Cover action to double its Dodge
Rating for the rest of the turn with an
If a scaled creature takes the Travel action, interrupt action.
scaling creatures move the same distance,
no actions required. In order for a creature to be able to take the
Take Cover action, there must be applicable
Hold cover that is its size or larger.
The Hold action allows a creature to
conserve 2 turn actions for use of 1 interrupt Assist
action on a later turn. A creature holding an When another creature within melee range
interrupt action may use it only once before takes an action, a creature may take the
it is expended. Assist action to aid the creature. The level of
aid the action-taking creature receives and
If a creature takes the Hold action, it may the number of interrupt actions required is
use 3 interrupt actions on another creature’s up to GM discretion.
turn. Once it has done so, it cannot do so
again until it takes the Hold action again.
If a creature takes the Hold action twice on
its turn, it may use 3 interrupt actions on
another creature’s turn twice, or 4 interrupt
actions on another turn once.
Held actions are depleted if not used by the
creature’s following turn.
Standard Interrupt Actions
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