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Lunar Elf them lower on social ranks in urban areas
on Pia.
Bonus Traits
You gain +2 to Appeal.
Defining Attributes
Lunar elves are natural hunters and
stalkers, blending well with a starry night
sky.
Lunar elves have historical conflict with
solar elves, given the contrast of their
abilities. No signs of true superiority have
been given of either, rather their skill sets lie
in different places.
Pian belief states that lunar elves are born of
the gods, creatures with celestial lineage.
Utian beliefs
harshly critique this
idea, claiming that
said gods don not
exist. Debates as
such have gone on
since the
colonization of Uto
and even prior.
Many lunar elves
stary away from
single homes or
living places, rather
living on foot,
camping through
the days and
stalking through
the nights. Lunar
elves that do take
shelter in cities
often resort to
underground
passageways,
cartels, and other
black-market
institutions.
Though not all
lunar elves are
criminals, their
reputation keeps
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Twilight Elf
Bonus Traits
You gain +2 to Language.
Defining Attributes
Twilight elves are the youngest species of
elves. Their birth was mocked and heckled
until they founded four new arts of magic, a
feat seen only one other time in history.
After their innovation towards magic,
twilight elves were seen with new respect.
Currently, twilight elves are still held at high
regard, as not only does lineage lift them,
but their birth is rather rare to come by.
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Cambion
Base Stats
2d4 Block Rating, 2d8 Dodge Rating
10 Stamina, 10 SHP/DHP
Bonus Traits
You gain +2 to Power and +1 to Appeal. You
are gifted in Portrayal.
You cannot equip chest or back items,
though both slots may be augmented.
Languages
You know Utopian and Primordial.
Location
Cambions can be found all around Uto and
Pia. Their appearances are beheld by most
other creatures aware of their lineage and
the many speculations that follow their
existence.
Lifespan and Genetics
Cambions are born from two human
parents; the reason for their birth is widely
discussed and debated. The common Pian
belief is that the birth of a cambion is a
message from a celestial. These beliefs entail
the idea that the steps of a cambion creates
extreme world events, whether those be
good or bad.
Common Utian belief is that cambions are
born in mana fluxes; given a human’s
mutable genetics, the oddities come from
extreme magical mutation. Neither belief
has been proven or disproven.
Cambions do not show any signs of aging,
the oldest cambion known dying at nearly
1,100 years old.
Background
Cambions are a sight to behold amongst
most people, as the beliefs that follow them
create odd reputations for them. Cambions
have been alive since humans, though the
rarity at which they appear has increased.
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Angelic Cambion
Bonus Traits
You gain +2 to Stunt.
You have 3 meters of air travel. You may
spend an interrupt action to start or stop
flying, holding an airborne position. If you
are flying at the beginning of a turn, you
lose 5 stamina.
Defining Attributes
Iron dwarves,
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Demonic Cambion
Bonus Traits
You gain +2 to Portrayal.
You have 2 meters of air travel. You may
spend an interrupt action to start or stop
flying, holding an airborne position. If you
are flying at the beginning of a turn, you
lose 3 stamina.
Defining Attributes
Iron dwarves,
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Eldritch Cambion
Bonus Traits
You gain +2 to Memory.
Your air travel is equal to half your Speed
score rounded down, minimum of 0. You
may spend an interrupt action to start or
stop flying, holding an airborne position. If
you are flying at the beginning of a turn, you
lose 4 stamina.
Defining Attributes
Iron dwarves,
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Goliath Most goliaths and giants alike spend many
years creating a lair custom to their legacy,
Base Stats decorating it with art pieces and trophies
4d4 Block Rating, 1d8 Dodge Rating that showcase their adventures and desires.
6 Stamina, 12 SHP/DHP
Bonus Traits
You gain +2 to Power. You are gifted in your
choice of Fortitude or Resolve.
The Travel action takes 4 turn actions rather
than 2. When you take the Travel action,
creatures and spells cannot obstruct your
path or prevent your movement.
Languages
You know Utopian and Giant.
Location
Goliaths are found predominately in solitary
locations on Pia, often sticking to a single
area for the many millennia of their lives.
They live in exceedingly small groups, if not
alone, in isolated areas such as caves or
abandoned shelters.
Lifespan and Genetics
Goliaths do not degrade with age; rather,
their body and their abilities grow stronger
with years. Their genetic code is nearly
impossible to impair or mutate, as their
predetermined destiny is hardwired into
their biology.
Any two goliaths can breed. The species of
the goliath will be brought down from a
single parent, though the secondary parent
may alter the destiny of what type of giant
or titan the offspring will grow to. Giants
may breed with humans, though several
complications in birth may cause the death
of the human parent; even upon success, the
goliath’s growth into a giant or titan may be
stunted at a point in its life.
Background
Goliaths are the youth of giants and giants
are the youths of titans. Their growth is
extremely gradual, and there is no
predetermined line that a goliath must cross
to be considered a giant.
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Frost Goliath
Bonus Traits
You gain +1 to Language.
Defining Attributes
Iron dwarves,
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Fire Goliath
Bonus Traits
You gain +1 to Stunt.
Defining Attributes
Iron dwarves,
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Storm Goliath
Bonus Traits
You gain +1 to Speed.
Defining Attributes
Iron dwarves,
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Stone Goliath
Bonus Traits
You gain +1 to Memory.
Defining Attributes
Iron dwarves,
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Therianthrope their curse. When the curse was first cast,
therianthropes were unable to control their
Base Stats beast form. They were forced into
2d4 Block Rating, 2d8 Dodge Rating transformation at different points and
10 Stamina, 10 SHP/DHP slaughtered any creature that lived.
Bonus Traits After years and years of seclusion, they
You gain +2 to Awareness and +1 to slowly gained control over their beast,
Portrayal. You are gifted in Power. ushering a new breed of creatures that could
live in harmony, though their reputation far
You may spend 6 turn actions to transform from dissipated.
between human and beast form. While in
beast form, you cannot cast spells, speak,
craft items, or use items. You do not gain
benefits from armor in this form unless they
are augmented or occupy your head or chest
slot.
Languages
You know Utopian and Beastspeak.
Location
Therianthropes are often found in large
packs and cities on Pia, huddled together in
villages and tribes. On more rare occasion,
some can be found in the Utian Wilderness.
Lifespan and Genetics
Therianthropes are humans subject to a
curse that is easily passed down through
heritage. Humans and therianthrope can
breed, allowing the curse to spread further
and more so eliminating the human
population.
The curse is a dominating gene, smothering
the mouldability of human genetics. The
spawn of this curse is far off of written
records, though speculations show some
leads.
One of the only features defining the
difference between a human form of a
therianthrope and a human is its lack of
pupils. This is a dead giveaway to any
creature who is aware of the curse’s lore.
Background
Therianthropes were the product of an
ancient curse set on humans, allowing them
to transform in a specific beast based on
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Werewolf
Bonus Traits
You gain +2 to Dexterity.
Defining Attributes
Iron dwarves,
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Werebear
Bonus Traits
You gain +2 to Power.
Defining Attributes
Iron dwarves,
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Weretiger
Bonus Traits
You gain +2 to Stunt.
Defining Attributes
Iron dwarves,
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Dracoling
Base Stats
2d4 Block Rating, 1d8 Dodge Rating
12 Stamina, 10 SHP/DHP
Bonus Traits
You gain +2 to Dexterity and +1 to Memory.
You are gifted in Power.
You may spend 3 turn actions and 6 stamina
to make a Draconic Roar weaponless attack.
Attacks made this way have a range of 5
meters, deal 1d12 Energy damage, and are
unaffected by score modifiers.
Your head, neck, and chest slots cannot be
augmented.
Languages
You know Utopian and Primordial.
Location
Most dracolings are found on Pia, their
specific location based on what their
draconic parent was. This may include deep
oceans, high-altitude lairs, or dense forests.
They often live in seclusion or with other
species, not very often with other dracolings
due to high competitiveness between them.
Lifespan and Genetics
Dracolings are the product of a draconic and
human parent. The chance of an offspring is
low and often requires medicinal or magical
aid, though humans do possess the
necessary genes to capacitate a draconic
half-body.
Background
Dracolings were once frowned upon during
their early years of existing, though after
showing formidable power and excessive
abilities made them respectable creatures,
both to fight and befriend.
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Hydra Dracoling
Bonus Traits
You gain +2 to Awareness.
You have 3 functional heads. You have 3
head slots, 3 neck slots.
You cannot equip chest items.
Defining Attributes
Iron dwarves,
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Basilisk Dracoling
Bonus Traits
You gain +2 to Power.
Defining Attributes
Iron dwarves,
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Drake Dracoling
Bonus Traits
You gain +2 to Speed.
You have 3 meters of air travel. You may
spend an interrupt action to start or stop
flying, holding an airborne position. While
flying, you cannot attack, cast spells, or
otherwise use your hands.
You cannot equip hand or chest armor.
Defining Attributes
Iron dwarves,
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Leviathan Dracoling
Bonus Traits
You gain +2 to Stunt.
Your water travel is equal to your Stunt
score. You can breathe in both air and
water.
Defining Attributes
Iron dwarves,
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Beastial
Base Stats
2d4 Block Rating, 1d8 Dodge Rating
12 Stamina, 10 SHP/DHP
Bonus Traits
You gain +2 to Speed and +1 to Awareness.
You are gifted in Stunt.
Languages
You know Utopian and Beastspeak.
Location
Beastials can be found all over Pia, a
common species amongst the elves and iron
dwarves. Common civilian folk in villages
and towns, as well has hunters and
gatherers in small packs.
Lifespan and Genetics
Beastials share the form of both a beast and
a human, though their human genetics seem
to be squandered and dominated, making
them biologically immutable, unlike
humans.
Beastials live to an average of 100 years old,
upwards of 200 with proper medicine and
healing. They can breed with other like
beastials as well as humans, though
breeding with humans will always create a
beastial offspring.
Background
The history of the birth of the beastials is no
more than speculation, though their past
seems to be nearly as long as humans
themselves. Speculation says that it was
most likely an experiment of magic, though
many researchers of their past say that
magic was too new and not well enough
understood for that to be the case.
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Minotaur
Bonus Traits
You gain +2 to Stunt.
Defining Attributes
Iron dwarves,
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Centaur
Bonus Traits
You gain +2 to Memory.
Defining Attributes
Iron dwarves,
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Satyr
Bonus Traits
You gain +2 to Appeal.
Defining Attributes
Iron dwarves,
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Orc
Bonus Traits
You gain +2 to Power.
Defining Attributes
Iron dwarves,
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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 Held actions are depleted if not used by the
the grappler, damage that is subject to one creature’s following turn.
becomes subject to both.
Standard Interrupt Actions
Scale
The Scale action allows a creature to The following actions may be used by any
attempt to climb onto another creature creature on another creature’s turn.
within melee distance that is a larger size
with 3 turn actions. The targeted creature Block
must make an Agility test contested against If a creature is subject to damage from a
the scaling creature. If the targeted creature source that they are aware of, it may take
fails, the creature successfully scales it. the Block action to roll its Block Rating with
an interrupt action. The damage dealt to the
When scaled, the Attack action requires creature is reduced by the roll.
twice the number of turn actions if it targets
the creature scaling it. If the weight of the Dodge
scaling creature surpasses its carry capacity, If a creature is subject to damage from a
the creature becomes encumbered. source that they are aware of, it may take
the Dodge action to roll its Dodge Rating
A creature may use 1 interrupt action or 2 with an interrupt action. If the roll is equal
turn actions to attempt another contested to or higher than the damage being dealt, all
Agility test against the scaling creature. damage is prevented.
If a scaled creature takes the Travel action, Take Cover
scaling creatures move the same distance, If a creature is subject to damage from a
no actions required. source that they are aware of, it may take
the Take Cover action to double its Dodge
Hold Rating for the rest of the turn with an
The Hold action allows a creature to interrupt action.
conserve 2 turn actions for use of 1 interrupt
action on a later turn. A creature holding an In order for a creature to be able to take the
interrupt action may use it only once before Take Cover action, there must be applicable
it is expended. cover that is its size or larger.
If a creature takes the Hold action, it may Assist
use 3 interrupt actions on another creature’s When another creature within melee range
turn. Once it has done so, it cannot do so takes an action, a creature may take the
again until it takes the Hold action again. Assist action to aid the creature. The level of
aid the action-taking creature receives and
If a creature takes the Hold action twice on the number of interrupt actions required is
its turn, it may use 3 interrupt actions on up to GM discretion.
another creature’s turn twice, or 4 interrupt
actions on another turn once.
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Items Crafting Ordinary: 21-40 RP
Unordinary: 41-60 RP
Many treasures may be found in the world Rare: 61-90 RP
of prospering adventurers, though each one Mythical: 91-130 RP
has the opportunity to craft items specific to Legendary: 131-180 RP
their wants and needs. When crafting an Fabled: 181+ RP
item, a small set of steps must be taken in
order to bring their creations to life. Crafting Components
An item’s rarity is based on the number of There are 3 types of components used for
Rarity Points [RP] it has. Rarity Points is crafting: Power Components [PC],
the general sum of its capabilities, which Refinement Components [RC], and
determines its physical and monetary Material Components [MC]. Each item type
worth. will have a number of specific components
needed to craft it. The rarity of the
Determining Rarity components should match the rarity of the
crafted item unless otherwise stated.
When crafting a custom item, you must
choose a number of benefits and detriments If an item calls for a type of component,
that the item provides. Each benefit and such as an Unordinary PC (Unordinary
detriment have an RP Impact. The RP power component), it’s possible for it to
Impact will be multiplied by the item’s RP require a specific Unordinary PC, such as a
Multiplier, as shown in the tables below Frail Rune. Preset items will have this listed
based on the item’s type. Use these accordingly, though custom items are up to
measures to decide its final RP cost, which GM discretion.
in turn determines the rarity of the item. It
may have any number of benefits and Crafting an item requires a tool set, a
detriments. structure equipped with a vast array of
necessary tools including a source of heat, a
The item’s rarity will be determined as flat surface with precision utensils, and
followed: many types of handheld tools. Crafting an
item requires 1 hour of concentration.
Mundane: 1-20 RP
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Weapons
Weapons --
Weapon Types
Item Type Component Cost Base Item Features RP
Multiplier
Light Weapons 1 PC, 3 RC, 2 MC
1 TA to attack, 1M range; 8x
Moderate 1 PC, 2 RC, 4 MC one-handed
Weapons
1 PC, 1 RC, 6 MC 2 TA to attack, 1M range; 4x
Heavy Weapons one-handed
1 PC, 8 MC
Massive 1 RC, 1 MC (Makes 3 3 TA to attack, 2M 3x
Weapons range; two-handed
ammunition)
Ammunition 4 TA to attack, 2M 2x
range; two-handed
Cannot be used as a 12x
weapon by itself.
Benefits and Detriments
Attribute Ben/Det Effect RP
Name Impact
Harsh
Poisonous Benefit Deals +1d4 damage of any type each attack. +2 RP
Reach
Benefit Damage dealt by this weapon ignores SHP. +16 RP
Casting
Benefit Gains an additional 2M of range. The weapon +2 RP
Effortless is considered ranged.
Loading
Benefit Each attack, the item casts a spell that costs X +2X RP
PP.
Benefit The weapon requires one hand rather than +8 RP
two (Heavy and massive weapons only).
Detriment The weapon requires X turn actions to load. -4X RP
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Costly Detriment The weapon requires a specific type of -4 RP
Sapping Detriment ammunition. -6X RP
Unwieldy Detriment -4 RP
Articulate Detriment The weapon consumes X stamina from the -10 RP
user each attack.
The weapon requires two hands rather than
one (Light and moderate weapons only).
The weapon requires an additional turn
action to attack (Massive weapons only).
Armor
Armor --
Armor Types
Item Type Component Base Item Features RP
Cost +1d4 Block rating or +1d8 Dodge Multiplier
Shields 3 RC, 6 MC rating 2x
2 Physical defense
Chest 2 PC, 1 RC, 10 MC 3x
Armor 1 Psyche defense
4x
Head 2 PC, 1 RC, 5 MC --
Armor -- 4x
-- 4x
Hand 1 PC, 2 RC, 2 MC -- 6x
Armor -- 6x
-- 5x
Feet Armor 1 PC, 2 RC, 2 MC 5x
Neck 1 PC, 1 RC, 1 MC
Armor
Rings 1 RC, 1 MC
Back Armor 3 RC, 3 MC
Waist 1 PC, 1 RC, 4 MC
Armor
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Benefits and Detriments
Attribute Ben/Det Effect RP
Name Impact
+3 RP
Defensive Benefit Grants +1 Defense of any type. +9 RP
+15 RP
Versatile Benefit Grants +1d4 Block Rating or +1d8 Dodge +12 RP
Rating. +18 RP
+24 RP
Optics Benefit While equipped, the wearer cannot be +28 RP
afflicted with Blindness. +28 RP
+4X RP
Phonics Benefit While equipped, the wearer cannot be +3X RP
afflicted with Deafness. +9X RP
+12X RP
Free Moving Benefit While equipped, the wearer cannot be +8 RP
afflicted with Restraint. +16 RP
+26 RP
Invigorating Benefit While equipped, the wearer cannot be
afflicted with Daze.
Assistance Benefit While equipped, the wearer cannot be
afflicted with Paralysis.
Unalterable Benefit While equipped, the wearer cannot be
afflicted with Petrification.
Boosted Benefit While equipped, the wearer has an
additional X meters of land travel.
Marine Benefit While equipped, the wearer has an
additional X meters of water travel.
Aerial Benefit While equipped, the wearer has an
additional X meters of air travel.
Driller Benefit While equipped, the wearer has an
additional X meters of subterranean travel.
Feathered Benefit While equipped, the wearer is not dealt
damage from falling.
Arcane Benefit While equipped, the wearer may use the Art
Thought of Demolition or the Art of Illusion.
Arcane Drive Benefit While equipped, the wearer may use the Art
of Bolts or the Art of Divination.
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Arcane Power Benefit While equipped, the wearer may use the Art +34 RP
Arcane Benefit of Enchantment or the Art of Mutation. +40 RP
Genius Benefit +6 RP
Cryptic Ease Defect While equipped, the wearer may use the Art
Defect of Blasts or the Art of Necromancy. -4 RP
Shackled Defect -X RP
While equipped, the wearer may cast spells -5X RP
Overbearing with 1 less stamina, minimum of 1.
Heavy
Once this item is equipped, it cannot be
unequipped, only destroyed. The wearer may
spend 6 turn actions to destroy this item.
This item requires X extra specific item slots
to be equipped.
While equipped, the wearer forfeits X meters
of each type of travel, minimum of 1.
Trinkets
Trinkets --
Types of Consumables
Item Type Component Base Item Features RP
Cost Multiplier
Consumables 4 RC Requires 3 turn actions to use. Cannot x1
have passive abilities, no range,
destroyed on use.
Deployables 1 PC, 1 MC Requires 3 turn actions to activate but x3
can only be activated once every 12
hours. Up to 2 passive abilities, no
range (A passive abilities may be used
multiple times while counting as 1
passive ability).
Employables 1 PC, 1 MC Requires 2 interrupt actions to activate x3
but can only be activated once every 12
hours. Cannot have passive abilities.
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