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Utopia Core Guide

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100% found this document useful (3 votes)
1K views274 pages

Utopia Core Guide

.

Uploaded by

jefl1707
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Utopia Core Guide

Technical Copy - 2023 Prototype

1
Credits
A massive thank you to all of the wonderful people that helped bring this project to life!
Amongst many others,

Race Walters (Oridont)


Oridont on Patreon
@ActuallyOridont on TikTok
@ActuallyOridont on Twitter
● Author and Lead Designer

Marcus Perry
● Lead Playtester and Balancer

Madison English
madienglish on ArtStation
@madiaddi_en on Instagram
● Illustrator

Keith Toivanen (Havix)


@havixgraphix on Instagram
@havixgraphix on Twitter
● Technical Graphics
● Character Sheet Design and Production

2
Table of Contents

Utopia Core Guide 1


Credits 2
Race Walters - Oridont 2
Special Thanks 2
Marcus Perry - Battlecrow 3
Madison English - Lunie 3
Keith Toivanen - Havix 3
Table of Contents 4
The World of Utopia 11
Pia and Uto 11
What is Utopia TTRPG? 12
The Game Master 12
The Players 12
PCs and NPCs 12
Your Fate and the Dice 12
Dice Nomenclature 13
Who Are You, Game Master? 14
World Building 14
Scenario Design 14
Non-Player Characters 15
Rules and Mechanics 15
Stories and Narration 15
Who Are You, Player? 16
Creating a Character 17
Species 17
Setting Up Stats 17
Talents 18
Specialist Talent 18
Updating Stats Accordingly 18
Calculating Modifiers 19
Languages 20
Travel Speeds 20
Human 22
Automaton 25
Dwarf 28
Copper Dwarf 30

3
Iron Dwarf 32
Cyborg 34
Biotech Cyborg 35
Cybernetic Cyborg 37
Oxtus 39
Regal Oxtus 41
Brazen Oxtus 43
Astute Oxtus 45
Elf 47
Solar Elf 49
Lunar Elf 51
Twilight Elf 53
Cambion 55
Angelic Cambion 57
Demonic Cambion 59
Eldritch Cambion 61
A Talented Champion 63
Warfare 63
Tactics 65
Innovation 66
Magecraft 67
Prowess 68
Specialist Talents 69
Basic Specialist Talents 69
Skill Specialist Talents 72
Species Specialist Talents 75
Fabrication Specialist Talents 77
Arcane Specialist Talents 78
Ultimate Specialist Talents 80
Playing the Game 81
Leveling Up 81
Resetting Your XP 81
Increasing Subtraits 81
Trait and Subtrait Usage 81
Gathering Talents 82
Turn Actions and Interrupt Actions 83
Rolls and Tests 84
3d6 84

4
Test Difficulty 84
Contesting 84
Tie Breakers 84
Favor and Disfavor 85
Critical Successes and Failures 85
Standard Actions 85
Attack 85
Multi-Weapon Attacks 85
Travel 86
Stealth 86
Deep Breath 86
Leap 86
Environmental Effects 86
Block 87
Dodge 87
Take Cover 87
Grapple 87
Scale 87
Hold Action 88
Assist 88
Standard Aids 88
Armor and Equipment 88
Augmentation 89
Concentration and Focus 89
Concentration 89
Focus 89
Ailments 89
Conditions 90
Deafened 90
Blinded 90
Unconscious 90
Paralyzed 90
Dazed 90
Environmental Harm 90
Climate 90
Suffocation 90
Stamina Overpay 91
Kinetic Force 91

5
Levels of Fatigue 91
Travel 92
Land Travel 92
Water Travel 92
Air Travel 92
Carry Capacity 92
Weapon Weight 92
Encumberment 93
Size Categories 93
Miniscule 93
Tiny 93
Small 93
Medium 93
Large 93
Huge 93
Massive 94
Colossal 94
Language and Communication 94
Simple Languages 94
Utopian 94
Elvish 94
Oxtan 94
Apparatus Code 95
Complex Languages 95
Primordial 95
Dying (Not Recommended) 96
Entering Stasis 96
Spells 97
Casting Requirements 97
Premade Spells 97
Custom Spells 98
Animation 99
Ascertainment 101
Debilitation 103
Destruction 105
Mirage 111
Rejuvenation 113
Items 115

6
Crafting Custom Items 115
Impromptu Weapons 116
Basic Attire 119
Martial Gear 123
Explosives 142
Combat Aids 144
Expendable Banes 148
Spellgear 150
Storage Containers 154
Trinkets 156
Components 159
Foraging 159
Time Spent Foraging 159
Foraging Ratings 159
Exceptional Success and Failure 160
Material Components 161
Refinement Components 169
Power Components 176
Creatures 181
Arthropods 182
Draconic 183
Goblinoids 191
Undead 199
Wildlife 203
Advanced Rules 207
Perfecting Craft 208
Tool Stations 208
Spending Time 208
Customizing Your Stuff 209
How Features Work 209
Fast Weapons 211
Moderate Weapons 217
Slow Weapons 223
Shields 229
Chest Armor 231
Head Armor 234
Hand Armor 237
Foot Armor 240

7
Consumables 243
Artifacts 249
The Arcane Arts 255
Casting and Customizing Spells 255
Anatomy of a Spell 256
Magical Mediums 257
Spellcap 257
Evocation 258
Magimatter 258
Destruction 258
Imbue 259
Enchantment 261
Prolong 261
Permanency 261
Illusion 263
Extrasensory 263
Imagery 264
Duress 265
Array 267
Bolster 267
Necromancy 268
Revivification 268
Animation 268
Soul Rending 270
Divination 271
Unearthing 271
Foretelling 272
Locating 272
Wake 274
Scope 274
Void 274
Alteration 275
Alchemy 275
Restoration 275
Transmutation 276
Locomotion 277
His First Account 279

8
9
The World of Utopia Uto, on the other hand, heavily
In the world of Utopia, you are native to
resembles our moon, and was once
one of two fractured worlds: Pia, the
barren as such. Approximately one
fantastical planet of the magic and
century ago, Pians broke orbit and
mythical, or Uto, a moon colonized and
created a usable atmosphere to build
innovated into a technological
infrastructure and civilization. This
superpower.
civilization is now known as the Utians.

Though they are independent of each


This moon is densely populated and is
other, they are not without peaceful
now a whirring cityscape of innovation.
communication. Many creatures travel
Powerful technology, far surpassing
between these bodies often, though the
what you have today; spanning from
contrast in culture is stark.
nanotechnology to kinetic force fields to
holo light mobile devices to
Pia and Uto interplanetary travel.
There are two planetary bodies that
exist baked-in to the game’s setting. Arcane arts are much more difficult on
You may choose to keep this setting or Uto due to a sparsity of mana; its lack
replace it with one of your own. of organic atmosphere, trees, flowers,
and most life outside of humanoids
Pia heavily resembles Earth, with similar makes it difficult for new life to flourish
land masses and ocean bodies. The big without an artificial touch.
difference is the number of goblins and
minotaurs.

This Earth-like body has a much larger


population, but also a much sparser
one. Territory lines are a bit foggier than
usual and not all land is completely
conquered. Each piece of land is broken
into territories, and chunks of territories
are further broken into cities, empires,
or even small tribes.

Magic-users are common on Pia, as


mana is much more rich there. Many
mythical beasts such as hydras and
griffons will be found on this body; it’s
rich with flora and fauna, beautiful
colors, and dangerous lore.

10
What is Utopia specifically depending on how big your
table is and how much your GM is
TTRPG? willing to put up with.
A tabletop roleplaying game (TTRPG) is
a physical storytelling game played Each player will craft their own unique
collaboratively between two or more character that they will use as their
players. avatar through the world of Utopia, and
it will be your job as a player to decide
These stories may be woven in a that character’s actions, beliefs,
physical setting or between virtual behaviors, personality, and motivations.
screens, but regardless, you will take You will interact with this vast world
one of two roles: the Game Master (GM) through your character.
or a player.
PCs and NPCs
The Game Master You will come across many different
The GM will take part in crafting the characters in your travels, but any one
world around you, whether that be of them will fit snugly into one of two
based on an original setting or an categories: a Player Character (PC) or a
existing one, they will decide the Non-Player Character (NPC).
outcome of every action.
Simply, each player character is guided
As your adventure unfolds and the and controlled by a single player. All
players carve new paths for themselves, other characters (NPCs) are controlled
the GM will produce new content for you and dictated by the GM. These may be
to explore as you unravel it. Their story characters as important as mentors,
will be written for you to explore, and shopkeepers, or big-bad-evil-guys, or as
beneath every rock the players uncover small as the little bugs that crawled on
will be something crafted by the GM. your legs in that one nightmare you had
last night.
It will also be the GM’s job to describe
the world to you, the scenery, the detail, eYour Fate and the Dice
the interactions, the narrative as a Whenever you have found yourself in a
whole. If you have a question about difficult situation, it’s more than likely
anything other than another player, the that you will need a number of dice to
GM will have your answer. decide your outcome. Most often, this
will be in the form of a test, a roll made
The Players specifically based around a certain
A game may have as few as one player quality, such as your character’s
and as many as dozens of players, Awareness or Dexterity. Tests are rolled
with 3 six-sided dice, also known as 3d6.

11
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 (d10), percentile dice (also
known as d10, but each numbers ends in
0, ranging from 00 to 90), twelve-sided
dice (d12), and twenty-sided dice (d20).

When you roll multiple dice, we will add


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

12
Who Are You, Game a baseline for how the world works in
order to answer surprising questions
Master? about it in the future.
As a Game Master (GM), you have a
very unique role in this game: craft Scenario Design
literally the entire world before the eyes There are a lot of ways for players to
of your players. interact with the world, whether that be
objects, dreams, creatures, characters,
Surprisingly, it’s somewhat easier than it or something much larger than us.
sounds. Although, you should have a vague
narrative in mind for the players to
World Building follow.
While this may serve as the most fun
and creative part, it will also be the Keep in mind how the interactions you
most important aspect of your design. bring to your players will guide them
accordingly to their next objective, and
Whether it be a part of your own how your players are capable of
custom setting or a setting you’ve reacting. Note, your players can change
grown up loving, it’s important that you the narrative, and it’s up to you whether
have a consistent format to use. Ask to adapt or to bring your plot to them.
yourself a couple of questions:
● What is the geography and If the main plotline requires that the
physical features of this world? main antagonist (we’ll call them Evil
How does a player get from one Alex III) be detained at any cost, how
place to another? will you drive your players towards this
● What are the important points of objective? Perhaps you set out a
history that any generic civilian well-laid path, but your players decided
may know? to take a different route. You have a
● How do different cultures interact couple of choices: create a new
with one-another? antagonist, perhaps Evil Alex IV, or to
● How do Utopia’s mechanics have Evil Alex III block their new path
integrate with this world? How is (given, Alex is kind of clingy).
magic flavored, how is crafting
flavored? The world is yours (literally), but it’s
● Does the setting provide agency important to keep the players
for the players to explore? Can interacting in an important way.
players shape or influence this
world with their actions?
Non-Player Characters
There are a lot of characters in any
It’s a tall task, but a rewarding one just
given world, and it’ll be your job to
as much. It’s important for you to have

13
decide what they do and how they do reasonably escape. Consider your
each thing. options, consider what makes sense,
and craft yourself an “escape route” if
Not every character needs to have a you need one.
heroic backstory or dead parents,
though it may not be a bad idea to have If you say no to a player being able to
some “modular pieces” on hand. For make a Stunt test to avoid some
instance, you may have a hat full of amount of fall damage, don’t let them
names, a hat full of species, a hat full of do it again in the future. But do,
personalities, and a hat full of perhaps, think of a way that they may
backstories. When the time comes that survive a lethal fall otherwise.
you need to generate a character, you
pull one piece of each hat, and now you Stories and Narration
have Tardvar the Great, a dwarven
The final shred of responsibility you
scout from the great mountains who ran
have is simply execution.
from home!
Beyond just crafting this grand expanse,
Your NPCs will play a vital role in several
you must also convey it to the table.
facets of your play. The enemies are
Describe the scenery, play the NPCs,
NPCs, the shopkeepers are NPCs, even
attack as the monsters, give an
the villains and mentors will be. How
unnecessary amount of exposition on
these characters interact with your
Evil Alex III’s plans.
players will be important for immersion
and validity.
Some players opt for Role Play (RP),
where you physically embody each
Rules and Mechanics character, alter your voice according to
Utopia has plenty of rules and guides their dialect, and reasonably act out the
that you can reference back to, but the scenario. Others may choose they’d
number of potential circumstances will rather describe the scene, the
always outweigh the number of pages in occurrences, and the actions of each
this book. creature. The choice is up to you, but
stay consistent, and stay immersive.
There will be many times where you will
need to make a judgment call, where
the rules will not give you an exact
answer. Stay consistent.

It’s very easy to overpower your


players, but it’s also easy to corner your
players in such a way that they can’t

14
Who Are You, Player? decision making, and produce unique
interactions in the way of your
The character you create will be your
campaign’s dedicated lore.
avatar in Utopia. This character will
follow along the journey you take them,
enacting your will down to what steps
they take.

Throughout your adventuring career,


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

Your character will have multiple


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

Your character will also be one of the


many, often humanoid, species that
inhabit the world of Utopia. This
selection will have the strongest impact
on your character, and is difficult to
change in the future once decided. Each
species has several characteristics that
will alter your play: the rate at which
your pool of health and stamina scales,
small talent trees specific to that
species, and some trait and subtrait
bonuses. Moreover, each species has a
unique heritage that will affect their
social status, influence their style of

15
Creating a Character in Box 1.

Since your character will act as your


avatar in the world of Utopia, you have Setting Up Stats
full freedom to customize this character, Next step, scribing in your static stats.
from where its fundamental statistics First, write your Block Rating and
are distributed, down to where they Dodge Rating into Box 2. These can be
grew up and why they chose to embark found on your species page. Your
on such a journey in the first place. character’s Block Rating, generally in
the form of d4’s, is a metric of how well
it can negate incoming damage that
Species they’re aware of. Your character’s
The first and most vital decision to
Dodge Rating, generally in the form of
make for your character is its species.
d12’s, is a metric of how well your
There are seven core species to choose
character can avoid damage
from: human, automaton, dwarf,
completely.
cyborg, oxtus, elf, and cambion. More
information can be found for each
In Box 9, write in your Constitution,
species in their respective chapters.
Endurance, and Effervescence based
on your species.
You’ll get strict bonuses, scale with
different meters, and have access to Set your XP to 0 out of 1,000 in Box 5.
different talents based on species. Each Finally, set each of your defenses to 1 in
species is further specified into Box 3. You will gain XP as you progress
subspecies, further clarifying your along your campaign. Once you’ve
character’s innate abilities and gifts as reached enough XP to level up, it will
a creature. reset to 0 plus whatever XP carries over
from leveling up. The amount of XP you
If you’re having trouble deciding, you need to level up is equal to 100 times
may want to find what type of character the sum of your talent points and
you want to play. If you’re looking to be attributed points (overall level).
a tank, you may find interest in solar
elves. Whereas if you’re looking to play The dynamic stats will change over the
a tinkerer class, a copper dwarf would course of character creation, but a base
much better suit your needs. Check should be created for calculating. For
what type of role each species may play now, set all of your subtraits, the smaller
and see if it fits your style of play. left-hand fields, in Box 8 to 1 each.
Check the box next to each subtrait you
Once you’ve come to a decision, scribe are gifted in.
the title of the chosen species and
subspecies into the Species field, found

16
Talents Updating Stats Accordingly
Next part will be your choice. In Box 7, Now that you have your attributed
there are four fields: your spendable points in place, this will set the stage for
talent points at top, and 3 different your final character creation steps.
attributed points; specifically, Body,
Mind, and Soul points. You can spend You’ll write in your Surface Health
Talent Points on talents, and you begin Points (SHP) in and Deep Health
Points (DHP) in Box 4. The amount you
at level 10 with 10 Spendable Points.
have of each is based on your Body and
There are three types of trees you can
Soul points respectively. The same is
spend these on: species talent trees,
true for your stamina in Box 6, that of
subspecies talent trees, and core
which is dependent on your Mind points.
talent trees. All talents cost a number of
attributed points. When you obtain a
Each of these stats are calculated as so:
talent, you convert your talent points to
● Maximum SHP is equal to [Body
Body, Mind, and Soul points respective
Score] * [Constitution] + [Level]
to the chosen talent’s cost.
● Maximum DHP is equal to [Soul
Score] * [Effervescence] + [Level]
Choose any number of talents you can
● Maximum stamina is equal to
afford, and write those talents down.
[Mind Score] * [Endurance] +
Keep in mind, you don’t have to spend
[Level]
all your points. Rather, you may save up
to 5 Spendable Points for talents in the
Over time, your maximum SHP, DHP,
future. Obtaining a talent may be done
and stamina will increase as your Body,
at instant speed with no cost of time,
Mind, and Soul score increase. As well,
regardless of whether you’re in combat
you may increase your Constitution,
or enjoying downtime.
Endurance, and Effervescence using the
Prowess core talent tree. As these
Specialist Talents
numbers change, your maximum stats
Every 10 levels, you’ll receive a
will have to be recalculated.
specialist talent. Check the Specialist
Talent list, available on page [XXXXX].
Do note, the left-hand of each field is
Most specialist talents have
your current amount of a given total,
prerequisites, anything from having
which will change whenever you take
specific talents, minimum score values,
damage or expend energy. The
or even being a certain species.
right-hand of each field is your
maximum, which should only be
To start off, being level 10, you’ll get
modified when you obtain new talents.
your first initial specialist talent.

17
Your surface health is a metric of Display and Charm based subtraits
external wounds. Maximum points cannot be increased past your Soul
means that you are unscathed, whereas score, minimum of 1.
having no points means you are heavily
wounded. Your deep health measures The exception: the maximum for
internal and mortal wounds, such as subtraits you are gifted in are doubled.
broken appendages and system failure. For instance, if you have 4 Body points
Your character’s deep health is directly and you are gifted in Fortitude, you
connected to their soul’s ability to may have a maximum Fortitude of 8.
continue piloting their body. When this
drops to 0, their soul disconnects and Calculating Modifiers
their body dies.
You’ll need to calculate your modifiers
before you’re ready to begin
Your stamina is the overall energy you
adventuring. Each trait score is equal to
may expend. Stamina is used not only
the sum of its subtraits. For instance, if
for transit combat maneuvers such as
you have a Fortitude score of 3 and a
sprinting, special attacks, and flying,
Power score of 4, your Strength score is
but also for casting spells and
7.
committing daunting tasks.

In the right-hand box of each subtrait,


When your character runs out of
you will write a number equal to the
stamina, they will begin paying stamina
respective subtrait minus 4. This
costs with deep health.
number, called the subtrait’s modifier,
can be negative or positive, and will
Finally, you have a pool of 15 subtrait
actively affect rolls you make with the
tallies you can spend on increasing your
respective subtrait.
subtrait scores. The maximum of a given
Another exception, subtraits you are
subtrait is based on the trait it’s a part
gifted in cannot have a modifier less
of (with an exception that will be
than +0.
elaborated).

Now, calculate modifiers similarly for


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

Intellect and Will based subtraits Languages


cannot be increased past your Mind In the Languages text box, found in
score, minimum of 1. Box 13, make sure to write whatever
languages your species knows innately.
This will decide what creatures you can

18
communicate with and which creatures
will be across a language barrier.

For more information on languages, see


page [XXXXX].

Travel Speeds
The last thing you’ll need to do is update
your character’s Travel speeds
according to their subtraits in Box 10.

Your Land Travel is equal to your Speed


score, plus any modifiers due to talents,
items, or other effects (such as the Fast
talent for Elves).

Your Water Travel is equal to half of


your Speed score, rounded up, plus any
modifiers due to talents, items, or other
effects.

Your Air Travel will be 0 unless otherwise


stated (only the Cambion species has an
innate Air travel.)

19
20
Human dwindled greatly. Their sparsity
amongst Uto and Pia, and their ability
Humans are rare in comparison to most
to procreate with several other
other humanoid species. With highly
humanoid species, has forced their
adaptable genes and easily mutated
numbers to flat-line.
biology, they’ve become the butt-end of
transmutational experiments and, in
Lifespan and Genetics
many historical cases, enslavement. Due
Humans have highly malleable genetics
to the mass hybridization, the number
in comparison to any other sentient
of pure humans have quickly dwindled.
humanoid, making them optimal targets
Now, they are held with high respect
for testing. These creatures live up to
due to their scarcity and legacy.
100 years naturally, though upwards of
250 years with proper medicine and
Humans are very fluid and versatile,
healing.
with no single strong characteristic. Low
difficulty and basic abilities as well as
Background
the ability to adapt from other species.
Humans were one of the first humanoid
Pian species, walking chronologically
Base Stats
with the elves and the dwarves.
2d4 Block Rating, 2d12 Dodge Rating
4 Constitution
Once primitive innovation initially
5 Endurance
sparked, humans became a common
3 Effervescence
target for experimentation and
enslavement. Humans were often not
Bonus Traits
highly capable in any specific area,
You are gifted in 2 subtraits of your
making them easy targets to dominate
choice.
in combat.

Languages
In time, many humans built numbers
You know any 2 simple languages.
and revolted their captors, allowing
their freedom in hiding. After human
Location
independence became the standard in
Humans can be found all over the
more Pian societies than otherwise,
colonized universe, albeit on rare
many human-pure communities were
occasions. Their extreme adaptability,
created, generally housing mostly
both physically and genetically, made
refugees. Though, many of these
them targets for early arcane
societies were turned impure by
experimentation and enslavement.
lingering arcane effects such as
lycanthropy.
Due to the dark history of the human
population, their numbers have

21
Currently, most humans have been
granted liberty, both due to
higher-complexity social advancements,
as well as the creation of artificial
humanoids aiding in servitude.
Although, some primitive Pian societies
still
enslave
and farm
humans.

22
23
Automaton
You cannot take the Deep Breath action.
Automaton is a blanket term, ranging
Rather, you may spend 6 turn actions to
from androids and robots to golems and
convert 1 kilogram of organic material
homunculi. The use and creation of
into a Biocell (Crude Power Component).
automatons exploded during the
You may spend 2 turn actions and
revelations in both the arcane and the
consume 1 Biocell to regain 1 stamina.
technological, though during separate
instances. Even today, those that aren’t
Languages
sentient are often owned and built for
You know any 1 language.
the higher classes, serving as a luxury
item. This is a point of contention in
Location
some places, as many automatons have
Automatons are constructed and used
become complex enough to be sentient,
as hired help all over the colonized
even when born into servitude.
universe. On some occasions,
automatons may be built with sentience
Automatons are extremely unique in
simply for the sake of the creation of
comparison to any other playable
life.
species. Their inability to naturally
regain stamina forces them to rely on
Lifespan and Genetics
items to expend energy. This is
Automatons have varying lifespans,
balanced by the fact that they do not
based on how they were constructed
need biological essentials, such as food
and what the purpose of their creator(s)
or air.
were. More often than not, automatons
do not age.
Base Stats
2d4 Block Rating, 2d12 Dodge Rating
Background
7 Constitution
Automatons were first built by dwarves,
3 Endurance
specifically in the form of druidic
3 Effervescence
golems. Since their initial creation, the
use of golems spread throughout Pia for
Bonus Traits
use as sentinels, tradesmen, and even
You are gifted in 2 subtraits of your
companions.
choice.

Prior to and in the midst of the


You are considered a Construct and do
colonization of Uto, golems within
not need to breathe, eat, drink water, or
specific areas slowly transitioned
sleep. You cannot be inflicted with
towards androids. Similar in purpose,
points of Fatigue or Unconsciousness.
though with no arcane characteristics.
When resting, you remain conscious but
Early android prototypes were primitive
Paralyzed.
in comparison to common standards,

24
but highly advanced for the time. Such population of some other humanoids, as
inventions paved new grounds for they are very common to be used for
modern robots. labor.

On a modern scale, automatons roam


freely in some cases, some capable of

complex emotions and beliefs, going as


far as being allowed citizenship in some
societies including Uto. The android
population on Uto battles the

25
26
Dwarf creature able to craft items of similar
rarity.
The most immutable of the beginning
humanoids, dwarves became quickly
Languages
capable of magic due to their natural
You know Utopian and Elvish.
resistance to mana. Beginning with the
arcane arts, dwarves adapted habits of
Location
entire civilizations mastering one
Dwarves riddle the populations of Uto
profession, becoming the most capable
and Pia, found in many different diverse
engines of that industry. Over centuries
regions. They are well-adapted to many
of work and determination, this
environments and thrive as such,
flourished into a mental, physical, and
though many live more content lives
social stubbornness that was
isolated. Many societies have adapted
unshakable. This unwavering force is so
to welcome dwarves, given they are
strong that, on the rare occasion that a
natural-born laborers and specialized
group does adapt in new ways, a new
tradesmen.
biological subspecies may be formed,
such as how the copper dwarves did.
Lifespan and Genetics
Dwarves are highly resistant to
Dwarves are mechanically simple to
medicine and drug, their genes resistant
play but strong in specific fields of play,
to mutation. Many dwarves share
between item crafting and magic. They
similar, common features such as dark
have stout stats, with their talent pool
hair and brown eyes, as their recessive
aiding predominately in defense. This
genes are rare to come by and often
pairs well with the offensive capability
smothered by those that are dominant.
offered in their subspecies talent pools.
They live on average to the age of 200,
though upwards of 300 years with
Base Stats
proper medicine.
3d4 Block Rating, 1d12 Dodge Rating
4 Constitution
Prior to the colonization of Uto, dwarves
6 Endurance
began to split into two groups, now
3 Effervescence
called the iron dwarves and copper
dwarves. Involved with drastic
Bonus Traits
conditions, the copper dwarfs’ common
You are gifted in Memory and Resolve.
biology was altered enough for them to
be deemed a separate subspecies.
Chest armor must be made custom for
you to be able to equip. Custom armor
Background
takes 1 additional hour to craft. As well,
Much like their genetic make up,
a piece of armor can be customized
dwarves are extremely stubborn by
within 1 hour using a tool set by a
nature. Many dive deep into the

27
profession they find themselves in at have many talents that make them
youth and often stay in that position more powerful spellcasters, while
until pardoned by death. copper dwarves offer more efficiency
when it comes to craft.
Dwarves share some ancestry with
humans and more ancestry with elves. All dwarves share a relatively defensive
Though, after taking to the nature, leaning towards a tank style. A
underground, their features, both majority of dwarven talents help to
physical and otherwise, changed build defense stats while they innately
drastically. The most ancient species of have a higher block rating than
dwarves, crystal dwarves, were strong average.
miners and exceptionally durable
creatures. Although, as civilization Regardless of the playstyle, it’s
began to sprout amongst Pia, crystal important to take into account that
dwarves became hostile and cultish. dwarves often have a large stamina
pool to take from. Iron dwarves can
A firm pride that many dwarves hold is easily benefit from this due to spells
in their ancient generations requiring copious amounts of stamina,
constructing the foundations of though copper dwarves need a bit of
spellcraft as it is used today. Even with cunning to make good use of this. Most
eight total arcane arts used in the commonly, this resource is easiest
modern age, the primary four have not abused with combat maneuvers, such
only stood the test of time but also as those found on the Warfare core
served as a basis for more arcane arts talent tree.
to be constructed. Some dwarves hold
this arcane nature deep in their blood, Other synergistic talents depend on
while others are just simply clever and subspecies. Iron dwarves will find the
bold with their magical signatures. Magecraft core talent tree nearly
essential, given talents from this tree
Even with pride in their ancestry, are required in order to cast spells. On
dwarves of differing subspecies clash the flip side, copper dwarves may find
socially. Their stubbornness and the most use from the Innovation core
isolating tendencies can easily act as a talent tree, allowing them not only to
catalyst for disagreement between the craft more powerful and valuable items,
traditional minds and the innovative but also allowing them to use their
thinkers. naturally gifted mental traits and
subtraits in place of (or in addition to)
Playing a Dwarf what would normally be used.
Dwarves are ultimately a rather basic
species for learning more advanced
mechanics in Utopia. Iron dwarves

28
Copper Dwarf
As a copper dwarf, you are the
youngest of the dwarven
species, descended from iron
dwarves. After the several
reminiscences of the Hellion
broke Pian orbit in an attempt to
touch foot on its moon, your
ancestors adapted to the odd
conditions of space and lacking
gravity on Uto, the barren rock
that it used to be.

Over years and years of


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

Naturally, you are curious, never


leaving any stone unturned in
the name of your next epiphany.
You will only take no for an answer in
time, but you’ll remember the question
and solve it one day.

Each invention is just the means to the


next one. A jetpack has many uses, but
importantly, it makes it much quicker to
build a ship. A ship also has many uses,
but of course, it helps find far-away
resources much faster for a new
workshop with new tools, tools that will
allow you to progress even further. Your
hunger for knowledge and innovation is
endless.

29
30
Iron Dwarf with violence can be solved with magic,
As an iron dwarf, the second oldest and obviously, most things can be
species of the dwarven race, your great resolved with violence.
ancestors were the founders of the
fundamental Arcane Arts. Prior to their
mastery, mana was used in some
chaotic forms, though never to any level
of control.

Ancient iron dwarves created the Art of


Evocation, Array, Enchantment, and
Wake. These arts carved a path for
future spell casters, allowing new minds
into the world of magecraft, thus
changing ancient Pia for newer
generations, for better or for worse.

Your ancient descendents spent most 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
are rather comfortable to you. Nothing
to be perturbed about.

Really, your ancestors gave you a true


gift: the ability to exist where nobody
will bug you. You’ve been granted peace
in a world covered in noisy, irritating,
leggy creatures that keep trying to talk
to you. They have no business being
that talkative or that tall.

Magic is a fundamental part of life. It’s


a part of your blood, your existence, it’s
all built off of the arcane arts handed
down to you. What cannot be solved

31
32
Cyborg Location
Cyborgs are predominantly found on
Many creatures use artificial
Uto, as the practice of such augments
augmentation to improve their health or
are sold on the open market.
to push their abilities. Although, cyborgs
Mechanical enhancements are common
differ in the fact that their fate is
amongst Utians and the medical
irreversible. Though biological
technology necessary is both advanced
augmentations had existed prior to the
and readily available.
colonization of Uto, its normality came
after. Cyborgs are classified as
Cyborgs can be found scarcely on Pia,
humanoid creatures that have replaced
though most Pian cyborgs share
multiple vital systems with artificial
non-mechanical parts, often including
enhancements. Due to their
arcane improvements.
adaptability, humans are the most
common species to become cyborgs.
Lifespan and Genetics
More often than not, cyborgs outlive
Cyborgs are naturally versatile, their full
their humanoid counterparts given their
potential is unlocked through
supplemented technology. A cyborg’s
augmentable items. Augmentation of
lifespan varies greatly based on the
items is normally a long, grueling
humanoid affected and how sound the
process that requires huge spans of
technology is.
time, but cyborgs can change
augmentations multiple times in a single
Background
combat. Though reliant on equipment,
Cyborg modifications were first tested
this creates massive versatility for them,
on humans on ancient Pia, mostly for
in virtually any way they wish.
the sake of learning the biological
capability to capacitate it.
Base Stats
2d4 Block Rating, 2d12 Dodge Rating
Consented cyborg modifications first
4 Constitution
became popular for medical purposes,
5 Endurance
such as limb or organ replacement.
3 Effervescence
Once the technology had become more
accessible and the knowledge more
Bonus Traits
widespread, frivolous augments were
You are gifted in Engineering and
used purely for altering one’s physical
Memory.
or mental characteristics.

Languages
You know Utopian and 1 other simple
language.

33
Biotech Cyborg
As a biotech cyborg, you are a Your tenacity far outweighs the artificial
partial-humanoid that has been parts you’re composed of. As long as
mechanically or magically imbued for you have the means, you have the will
the sole reason of survival or health. An to trudge forward. Pain is a sign of
explosion in your population occurred progress, obstacles are just a path to
after the colonization of Uto, as many of the greater purpose and you will not be
your ancient peers were maimed or swayed.
eviscerated and the only means of
survival on the barren moon were
machine parts.

This form of augmentation produces a


natural sense of self-preservation;
increasing your own lifespan,
decreasing the speed of which you age,
and finding new ways to heal yourself,
either through biology, engineering, or
whatever you find on the ground that
looks at least semi-sterile.

34
35
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 dexterity. These
improvements are not a necessity,
rather a luxury. After cyborg technology
was produced in mass to aid in the war
efforts, alternate versions of the process
were patented for commercial use,
much later in the creation of Uto’s
society.

NexLab is your strongest supplier of


such technology. It’s a common
conversation how you gathered the coin
to get such parts, but the story means
loads in comparison to the font. These
parts are no more than strong
interpretations of you.

Cybernetics is a form of expression,


manifested in the physical world.
Regardless of what parts you are made
of, your strength is yours, your speed is
yours, your wisdom has been earned
through the years, regardless of the
cost.

36
37
Oxtus telepathy has a maximum range of 10
meters.
Oxtii are humanoid fauna-like alien
creatures. They are able to take
Armor must be made custom for you to
advantage of biological spores that
be able to equip. Custom armor takes 1
they eject from their body, allowing
additional hour to craft. A piece of
them to communicate mentally with
armor can be customized within 1 hour
creatures that the spores attach to from
using a tool set. Only creatures able to
short distances. This is their sole form of
craft items of similar rarity may modify
communication. Some subspecies of
armor this way.
oxtii have spores with more purposes,
such as the release of specific
Languages
pheromones. This species is ancient and
You know Utopian and Oxtan.
well-adapted into Utian and Pian
society, though their origins are still
Location
debated.
Oxtii claim their original residence on
the planet of Oxtane, a planet in a
Oxtii function very differently based on
neighboring solar system that was
their subspecies, sharing a powerful
destroyed post their departure. They
healing capability in common. Albeit
can be found wandering predominately
slow, any form of natural healing
throughout the streets of Uto, though
capability is rare to see and very
dense populations exist in warm, floral
powerful, specifically that of healing
areas of Pia.
DHP. The three subspecies of Oxtii allow
for a better experience in a specific
Lifespan and Genetics
playstyle, but don’t offer
Oxtus biology resembles that of plants
maneuverability in this sense.
and fungi on Pia as well as some level of
alien DNA. This allows them to use a
Base Stats
more advanced photosynthesis called
2d4 Block Rating, 2d12 Dodge Rating
hyperphotosynthesis.
4 Constitution
4 Endurance
Oxtii do have genders, though there is
3 Effervescence
no specific difference between the
genders, other than that similar genders
Bonus Traits
cannot breed. Reproduction is done
You are gifted in Memory and Portrayal.
between oxtii asexually, and all
breeding must include at least one regal
You cannot physically speak. You may
oxtus, as they are the only ones capable
communicate telepathically with
of producing sperm.
creatures that are able to communicate
using a language you understand. Your

38
Some oxtii care for and nurture their
young, whereas others have been seen
leaving their youth stranded. There are
no recorded patterns based on location
or species.

Background
The oxtus population has a dense oral
history, though none of the claims have
been considered provable yet. The
reason for their planet’s extinction has
been lost to history, and some strong
minds have claimed the oxtii lore “too
convenient,” as their biological
composition resembles many lifeforms
on Pia. This is often combatted with the
presence of some alien physiology,
though some chalk this up to evolution
and the existence of mana.

Even though Oxtane had never been


officially discovered, the solar system
they claimed it was within had been
seen and their accounts of it prior were
accurate. Some floating debris and
damages show signs of what may have
been a livable planet, but this
conclusion is still heavily debated.

39
Regal Oxtus
Regal oxtii, also regarded as “flower”
oxtii, like you are considered the
most appealing of the oxtii, aided by
spores you emit that alter basic
emotional chemistry. This effect is
subtle, but enough to make close
creatures attracted to you.

To further this, regal oxtii are the


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

You have been socially deemed


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

40
41
Brazen Oxtus
As a brazen oxtus, also known as the
“tree” oxtus, you are passive by nature,
though extremely physically capable.
The term “humanoid” is loose when
interpreting your figure, as your large
arms aid in the massive weight of your
upper body, making
quadrupedal walking
much more efficient.

You are the largest of the


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

Like all oxtii, you omit


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

42
43
Astute Oxtus
You, an astute oxtus or “shroom” oxtus,
are one of the most intellectual of the
oxtii, sharing your thoughts between
two segregated minds with ease. Your
two powerful brains often work well in
tandem and allow high-level thought
processing with little effort, making you
naturally intelligent.

Having two heads comes with much


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

Per fossil records, you share the wisdom


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

44
45
Elf pushed elves to many positions of
power, whereas those who fail to do so
Elves are one of the eldest humanoids to
cast themselves from their respective
walk Utopian soil, and stand similar in
societies. Some, as such, inhabit
many ways to dwarves, their distant
isolated communities in woodland
biological cousins. They are well known
areas, specifically warmer climates.
for staying youthful and excessively
good at specific things, though not
Lifespan and Genetics
often known for being good at many.
Elves live naturally to 500 years old on
Elven culture is natively prideful, in the
average, upwards of 1,000 years with
past using their skills as a lever point for
proper medicine and healing.
social power and maneuverability in a
hierarchy. Though, violence is often an
Elves are often very selective with
option to traditional elves given their
breeding, though their genetics may
superior combat skills, generally
pass between subspecies on specific
tailored to their profession.
rare occasions. Their genetics are finely
evolved and thus nearly immutable.
Elves are well specified and powerful in
combat, gaining abilities to use social
Solar elves and lunar elves are able to
stats in place of combat stats during
breed with each other, though offspring
battle. With that, outside of the use of
is uncommon this way. On the off
magic, elves are not very versatile and
chance, twilight elves are born, which
may lack utility without additional aid.
are able to breed with any other elf, in
which case a solar or lunar elf will be
Base Stats
born.
2d4 Block Rating, 2d12 Dodge Rating
3 Constitution
Background
7 Endurance
Elves are ancient egotistical creatures,
2 Effervescence
prideful and powerful in their actions.
Most elves are currently, as ancient
Bonus Traits
elves were, highly specialized in a
You are gifted in Speed and Portrayal.
narrow set of skills, such as combat or
hunting, and boast their attributes
Languages
greatly.
You know Utopian and Elvish.

Prior to the birth of the first twilight elf,


Location
the two original subspecies fought a
Elves are found almost exclusively,
social war of superiority. After the first
though scattered around, on Pia and
interbred elf was birthed, twilight elves
are one of the most ancient species to
became the new target. Their odd
live there. A very prideful nature has
markings created a pattern on their skin

46
and they became a subject of mockery
in elven society. They became a product
of sin and deemed as failure.

In elven nature, the few twilight elves


took this as fuel to become the most
powerful spell casters of the ancient
species, founding the 4 newest Arcane
Arts. In this new light, the twilight elves’
markings became a status of prosperity
and worth.

47
Solar Elf
Solar elves much like yourself grew into
being natural gladiators, glorifying the
ability to do battle. In elven society, you
decide worth through combat prowess,
either directly through direct encounter
or through trials such as gauntlets,
rightfully capable of killing those who
are too weak.

Your skin is light, golden and reactive to


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

Elven brawler lineages often spent most


of their ancient life being considered
superior to their lunar counterparts,
partially due to physical force and
advantage. Through time, this catalyzed
wars between you and your lunar
counterparts, ending with the decision
that no natural superiority actually
exists. Though to you, this hasn’t really
been proven, as they are not nearly as
capable of winning such battles that
you can. Their physical prowess is below
you, and it’s a shame this isn’t better
recognized.

48
49
Lunar Elf false warriors, boasting their might like
Lunar elves like you are natural hunters it was of the gods themselves.
and stalkers, blending well with starry
night skies. If there’s no place to hide, Common Pian beliefs state that lunar
you will easily make one to fit your elves are modified solar elves born of
needs. the celestials, granting them lineage
with greater bodies. Utian beliefs
The nightly elves have historical conflict harshly critique this idea, claiming that
with solar elves, given the contrast of said celestials are not capable of
their abilities. No signs of true creation of life, as these large bodies
superiority exist anymore, rather your are inorganic and non-sentient. Debates
skill sets were denied through rigged as such have gone on, not often
testing in ancient conflicts of skill. diplomatically, even prior to the
You’ve spent your life in the shadow of colonization of Uto.

You more than likely stray away from


settled living situations, often living on
foot with a bedroll, enough water to get
by, and blocks of jerky on your back.
You camp, hunt, and stalk through the
nights and find hidden places to rest
during the day. Lunar elves that do take
shelter in cities often resort to
underground passageways, cartels, and
other black-market institutions. These
elves are not criminals, rather their
broken reputation keeps them unjustly
in a position of presumption within the
urban spaces of Pia.

You are a creature born of redemption,


and you must fight hard for your worth.
The world isn’t fair for you and your
siblings, but that’s a challenge you will
take on with a strong mind and quick
feet.

50
51
Twilight Elf old ways of solving problems with
Twilight elves are the youngest species bigger sticks than your opponents.
of elves. In evolutionary youth, your
existence was mocked and heckled, as Magic is natural to you, a medium of
you were a sign of interbreeding, a peace and enlightenment when the
cardinal sin amongst your elven kind. world tries to foil you. Mysticism is a
This prejudice led to unjust prosecution, language and an art more than it is a
ignored crimes against your ancestors, tool. Magic doesn’t need purpose, magic
and general injustice against your needs to mean something to its caster.
people within day-to-day life.

Your skin comes in shades of flat, dark


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

Outcasted, your young species studied


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

After their innovations towards magic,


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

52
53
Cambion Chest armor and back armor must be
made custom for you to be able to
The very existence of cambions is
equip. Custom armor takes 1 additional
controversial and heavily conspired for
hour to craft. A piece of armor can be
and against. These flames are further
customized within 1 hour using a tool
stoked by strong belief systems. To the
set. Only creatures able to craft items of
moderately religious or more, the birth
similar rarity may modify armor this
of a cambion is a symbol from a much
way.
higher power, offering a message to the
mortal realm. Cambions are extremely
Languages
rare, being a very rare mutation of two
You know Utopian and Primordial.
human parents, that of which is already
scarce. This lack of sample size makes
Location
these debates often baseless, but
Cambions can be found sparsely
boisterous nonetheless. Social pressure
amongst Pia and even less on Uto. Their
is common for these creatures on Pia
appearances are beheld by many of the
due to a more dense religious
common Pian beliefs, pushing them
population, though many skeptics live
towards isolation or dense populations
on Pia and many more on Uto.
based on their physical attributes.

Cambions share a unique set of skills,


Lifespan and Genetics
given the ability to affect rolls in any
Cambions are born of two human
way is hard to come by, especially to
parents; the reason for their birth is
the extent cambions can. Your social
widely discussed and debated. The
pressures may be used to your
common Pian belief states that the birth
advantage if done cunningly. In the
of a cambion is a message from a
worst case, you can find use in armless
greater power. These beliefs entail the
combat, using just your natural body as
idea that the steps of a cambion create
a basic weapon. To top that, you also
extreme world events, whether those be
boast a well-developed natural defense.
for better or for worse.

Base Stats
Common Utian beliefs speculate that
2d4 Block Rating, 2d12 Dodge Rating
some humans exist with stifled modified
4 Constitution
genetics from experiences of their
6 Endurance
distant past. Said genetics are
2 Effervescence
extremely recessive and uncommon,
making the chance of a cambion’s birth
Bonus Traits
rare by nature.
You are gifted in Power and Appeal.

Cambions do not show any signs of


aging, the oldest cambion’s death was

54
recorded at more than 1,100 years old.
Cambions are completely sterile.

Background
Cambions are a sight to behold
amongst most people, as the beliefs and
controversy that follows them create
odd reputations. The first cambion was
recorded after the independence of
humans, though there’s no proof that
they weren’t alive before then.

Each cambion shares physical traits


with one of three celestial creatures:
angels, demons, and eldritch beings.
Some speculate that this is coincidence,
some say that it was by intelligent
design during human captivity, others
say that this is made by the touch of the
celestials themselves and serve as a
message.

55
Angelic Cambion
Reminiscent of their names, angelic
cambions have feathery white wings,
always a clear complexion, and you
keep a youthful figure the majority of
your very long life.

You are humble and modest, but in


many regions you will be showered with
love and affection, regardless of your
previous deeds. You are a symbol to
many, a symbol of peace and serenity.
The pressure to appease is strong when
you stay stagnant, expectations are
always nothing but high. As it has been
explained so many times, you are
simply perfect.

When you use your limited “angelic”


blessings, your eyes more than likely will
glow a stark, beaming white. This
enforces your symbolic nature that you
can’t shake, and also makes it very
difficult for you to disguise yourself,
regardless of your wishes.

56
57
Demonic Cambion
Many demonic cambions are ousted on
birth, expected to live on their own the
moment their demonic features become
prominent. Or, in some cases, some may
hope you never made it to the stage of
walking.

Unfortunately for all of them, you are


very resilient and capable. Even worse
for you, you have an extremely distinct
scent and look, something soft and
sweet, almost alluring. This scent is
tightly held in the minds of the mob,
making you a natural enemy to
anybody who’s visited those disgusting
temples. Those who don’t recognize it
may find themselves deeply attracted to
you if you were to push the mentality.

Life is easy, really; disguising yourself is


often impossible, making intimidation
your strongest quality. Many demonic
cambions like yourself have been
pushed into criminal syndicates, either
by societal standard and prejudice law,
or just because they were good at it.
Your best friends are strong friends, and
your worst enemy is your own image
and the masses.

58
59
Eldritch Cambion monster from the depths on the moon.
If you are sure of anything, it is that
society was not built for creatures like Periodically, you may hear
you. Eldritch cambions are only things of unquenchable voices that say nothing
ancient lore, no more than radical and everything at once, speaking in
bedtime stories of the apocalypse yet to ear-piercing tones; nothing
come. Little do any of those storytellers decipherable. It’s hard to tell what these
know, you walk, breathe, and eat just voices mean, your species was born on
like they all do. the brink of extinction, perhaps rather
fortunately for all those never born.
Your very existence is objectified, you
are a sign of the end. It’s hard to make
acquaintances when
you have been deemed
a prophet of the
world-enders. Even to
those that do not
believe in the eldritch,
your dark tendrils, odd
growths, and lopsided
features are things of
nightmares, per all the
children you’ve met in
your life.

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

60
61
A Talented Champion
As you venture, you will amass
experience and practice. Naturally, you
may choose how your character adapts
to the conditions using talents.

Talent trees, much like those of which


your species has, are broken into
branches and those are further broken
into tiers.

Every species has a two-branch talent


tree, each branch containing four tiers.
Each subspecies has a single-branch
tree with three tiers.

Beyond your species, there are five core


trees that you can take talents from.
These vary greatly in what they offer,
and none of them have any
requirements barring two: to have
access to a talent, you must have each
talent of the lower tier within that
branch. For instance, in regards to the
Warfare tree, you cannot take the
Recovery talent until you have already
taken the Swift Strike talent followed by
the Hasty Attacks talent.

62
Warfare

63
Tactics

64
Innovation

65
Magecraft

66
Prowess

67
Specialist Talents
Beginning at a base level of 10 and followed by each 10 levels afterwards, your
character is granted a specialist talent of your choice. These are cost-free talents that
offer supplementary abilities. Often these are passive, but some active abilities exist.

Many talents, excluding some common variety, have special requirements you must
meet in order to take them on. You must meet those requirements upon reaching a 10th
level, otherwise that talent is deemed unavailable until the requirement is met.

The most powerful talents are called ultimate specialist talents. These talents boast
extreme capability, but also have the massive requirement of mastering an entire
talent tree. Which talent tree needs to be mastered is specific to each ultimate
specialist talent.

Basic Specialist Talents


Basic specialist talents are modest, offering lax ability with often no requirements
barring the possibility of needing a different basic specialist talent. Many of these
talents are specific or niche, though synergistic with other abilities.

Talent Name Prerequisites Abilities


You gain a point of favor on tests made to
Silent Steps None
remain inconspicuous.
When you are affected by a spell that has
a Throat, you may spend an interrupt
action to attempt to choke the spell
before knowing the effects of the spell. If
you do, make a Will contest against the
caster. If you succeed the test, the spell
fails and has no effect, though all costs
Mage Fighter None
are still paid by the caster.

Your Will test has a -2 penalty for each


meter away from the Maw you are.

For more information on spell Maws,


Throats, and Wakes, see [XXXXX].
Must have the Mage When you are the target of or within a
Sage Slayer
Fighter specialist talent. spell’s Wake, you know the effects of the

68
spell and may use interrupt actions after
knowing.

For more information on spell Wakes, see


[XXXXX].
You may spend 2 turn actions to
investigate a spell’s Maw within 1 meter,
learning its Signature. If you are the
target of or within a spell’s Wake, you
Spell Forensicist None may spend 1 turn action or 1 interrupt
action to do so instead.

For more information on spell Maws and


Signatures, see [XXXXX].
When you make an attack against a
creature that does not sense you, you
may spend 8 stamina to attempt a coup
de grace. If your attack deals an amount
of damage equal to or higher than the
creature’s maximum DHP, all damage is
Coup de Grace None
ignored and the creature’s DHP is reduced
to 0. If the attack deals less damage than
that, the attack deals half as much
damage, rounded down, instead and the
creature becomes aware of your location,
given it’s capable of knowing.
When you make a test for accuracy using
Must have a Dexterity
Hunter’s Mark a ranged weapon, you may make an
score of 7 or higher.
Agility test rather than a Dexterity test.
Must have a Strength When you make an attack with multiple
score of 10 or higher. weapons simultaneously, you may spend
Dual Wielder
Must have an Agility 1 additional turn action and 8 stamina to
score of 10 or higher. have all weapons deal full damage.
While concentrating, you may cast spells
Intense Must have a Resolve
and take the Attack, Block, and Dodge
Concentration score of 7 or higher.
action.
Must have an Awareness You may focus on a number of tasks
Split Focus
score of 7 or higher. equal to your Will score. You do not gain

69
points of disfavor for focusing on multiple
tasks.

70
Skill Specialist Talents
These talents are each centralized around specific subtraits. Much like basic specialist
talents, skill specialist talents don’t have any requirements whatsoever. Each offers a
modest advantage as well as a permanent boost to a subtrait, given the subtrait is
able to go up.

Talent Name Prerequisites Abilities


Your Power score increases by 1, given it’s
not at its maximum.

Iron Gripped None When a creature enters within 1 meter of


you, you may take the Grapple action by
spending 2 interrupt actions and 6
stamina.
Your Dexterity score increases by 1, given
it’s not at its maximum.

Poised Handing None


You gain a point of favor on tests made to
decide the accuracy of attacks made with
ranged weapons.
Your Speed score increases by 1, given it’s
not at its maximum.

Expeditious None
You may spend 3 stamina to take the
Travel action with no turn action cost, up
to once per turn on your turn.
Your Engineering score increases by 1,
given it’s not at its maximum.
Pragmatic None
You gain a point of favor on tests made to
use or alter devices.
Your Memory score increases by 1, given
it’s not at its maximum.
Photographic
None
Memory When you make a test to recall
information, if you roll less than a 10
before modifiers, you roll a 10 instead.
Survivor None Your Awareness score increases by 1,

71
given it’s not at its maximum.

You cannot be surprised by an attack if


your current SHP is equal to your
maximum SHP.
Your Stunt score increases by 1, given it’s
not at its maximum.

Acrobat None
You gain a point of favor on tests made to
climb and traverse obstacles and difficult
terrain.
Your Portrayal score increases by 1, given
it’s not at its maximum.

Thespian None When you make a test to replicate the


behavior of a creature, if you roll less than
a 10 before modifiers, you roll a 10
instead.
Your Appeal score increases by 1, given
it’s not at its maximum.

Engaging None You gain a point of favor on tests made to


persuade creatures that you’ve never
attempted to persuade before, given
they’re not hostile towards you.
Your Language score increases by 1,
given it’s not at its maximum.

Phonetic
None You know a self-made custom language,
Composer
only known by creatures who you have
taught. You may teach another creature
over 8 hours.
Your Resolve score increases by 1, given
it’s not at its maximum.

Natural Healer None


You have a number of Restoration
Charges equal to your Resolve score. You
may spend 3 turn actions and any number

72
of Restoration Charges to heal a touching
creature 1d4 DHP per Restoration Charge
used. Creatures cannot be healed this way
if their current DHP is higher than half of
their maximum DHP rounded up.

You may spend 5 stamina with 3 turn


actions to replenish a Restoration Charge.
Your Fortitude score increases by 1, given
it’s not at its maximum.

You have a number of Protection Charges


equal to your Fortitude score. You may
spend 8 stamina and any number of
Rugged None Protection Charges to add an additional
1d4 to your next Block roll or 1d12 to your
next Dodge roll for each charge used,
whichever comes first.

You may spend 5 stamina with 3 turn


actions to replenish a Protection Charge.

73
Species Specialist Talents
Species specialist talents equate to a character growing and manifesting into their
hereditary gifts, those of which may not be so obvious without experience. Each of
these talents are specific to a species, and one’s species serves as a prerequisite for
each.

Talent Name Prerequisites Abilities


Choose a subtrait. You become gifted in
Adept Must be a human.
the chosen subtrait.
When you consume a power component
to regain stamina, you may consume
Swift
Must be an automaton. three times as many instead, given they
Consumption
are all the same rarity. If you do, you
regain three times as much stamina.
If you would make an Engineering or
Memory test, you may spend 10 stamina
Unbreakable to make an Intellect test instead. If you
Must be a dwarf.
Mind would make a Resolve or Awareness test,
you may spend 10 stamina to make a Will
test instead.
When you become the target of an effect,
you may choose to be treated as a
Artificial Hybrid Must be a cyborg. Construct rather than a Humanoid
against the effect. You do not gain points
of Fatigue from lack of sleep.
You may communicate telepathically with
Emotional
Must be an oxtus. any creature, regardless of what
Synapse
languages they understand, if any.
When you make a Portrayal, Appeal,
Stunt, or Language test, you may choose
Elven Pride Must be an elf. to reroll it once. You must take the new
roll. You lose an amount of stamina equal
to the new roll.
When your DHP is reduced to 0, you may
Greater choose to have your stamina reduced to 0
Must be a cambion.
Intervention and your DHP reduced to 1 instead. You
may not use this talent again until your

74
DHP has been fully restored.

75
Fabrication Specialist Talents
Fabrication specialist talents are a strong choice for craftsmen and artificers,
offering more efficiency and versatility in craft. Each talent has a requirement based
on the Innovation talent tree, specifically that of the longest branch. These talents
present drastic potential for crafting speed and augmentation.

Talent Name Prerequisites Abilities


Crafting items and components requires
Hasty Craft None
that you spend half as much time.
You may remove an augmented item from
Must have Tinkerer core
Augmentor a creature without dealing damage to
talent.
them.
When you make an attack with a weapon
Advanced Must have Craftsman that you crafted, additional damage
Construction core talent. calculated by modifiers is doubled,
minimum bonus of +1.
You regain all SHP and stamina after
crafting a weapon or armor piece that is
Must have Artisan core
Relaxed Craft Common or rarer. You may only regain
talent.
SHP and stamina this way once between
rests.
Cybernetic Must have Visionary core You may augment armor that isn’t
Specialist talent. augmentable into creatures.
Must have Creator core You may augment two items into yourself
Nanomechanics
talent. per armor slot instead of one.

76
Arcane Specialist Talents
Arcane specialist talents are used to push a caster when putting spells together,
allowing for significant versatility. Some require that the caster have a specific talent
within the Magecraft tree, others require that the caster can simply cast spells at all,
even less require specific trait scores.

Talent Name Prerequisites Abilities


You may cast spells without making any
physical or audible gestures. Creatures
Must have at least 1
gain a point of favor on tests made to
Subtle Spells talent from the Magecraft
resist spells cast this way. You may cast
core talent tree.
spells 2 meters through a medium rather
than 1.
When casting spells with no physical
gestures, creatures do not gain favor on
Mystical Must have Subtle Spells
tests made to resist spells cast this way.
Cognance specialist talent.
You may cast spells 3 meters through a
medium rather than 2.
You may spend 6 turn actions to undo a
permanent spell that you cast, given you
are within 1 meter of the spell’s Maw. In
doing so, your maximum DHP increases
Arcane Must have Enchantment
by an amount equal to the maximum DHP
Withdrawal Artistry core talent.
cost of the undone spell.

For more information on spell Maws, see


page [XXXXX].
Must have a Will score of
In Tune Your Spellcap is equal to your Will score.
8 or higher.
Must have the In Tune
specialist talent. Your Spellcap is equal to double your Will
Enlightened
Must be able to use at score.
least 3 arcane arts.
Must have at least 1 You gain a point of favor on tests made to
Occult Mind talent from the Magecraft resist losing focus or breaking
core talent tree. concentration.
Must have Evocation You may cast spells that deal only Heat
Pyromancy
Artistry core talent. damage and cost 5 stamina or less after

77
discounts without spending any stamina.
You may cast spells that deal only Chill
Must have Evocation
Cryomancy damage and cost 5 stamina or less after
Artistry core talent.
discounts without spending any stamina.

78
Ultimate Specialist Talents
Without competition, ultimate specialist talents are the most powerful specialist
talents a character may have access to. On the other side of the coin, these talents
have the highest requirements of any other specialist talent, each requiring mastery
of a single core talent tree. The raw effort of meeting the requirements is found worth
the inhuman raw capability offered. A creature with multiple of these talents would no
longer be considered fully mortal.

Talent Name Prerequisites Abilities

Must have each talent in On each of your turns, you have 8 turn
Conqueror
the Warfare tree. actions rather than 6.
Must have each talent in On each other creature’s turn, you have 3
Champion
the Tactics tree. interrupt actions rather than 2.
You may spend 6 turn actions to craft an
Must have each talent in
Predisposed item or component. Items crafted this
the Innovation tree.
way do not require a tool station.
You may spend 5 turn actions to cast a
Must have each talent in spell. If you do, its stamina cost is
Archmage
the Magecraft tree. reduced by half, rounded up, before
calculating other discounts.

79
Playing the Game Your level can be tracked by adding
In the world of Utopia, your character
your Spendable points, Body score,
can do just about anything. Although, all
Mind score, and Soul score.
creatures have limitations. Below are
not only the tools that all basic
Increasing Subtraits
creatures have access to during
When your character levels up, you get
gameplay, but also the trials and
a chance to increase one of their
stipulations you must endure while
subtraits.
adventuring, such as keeping your
character fed, rested, and breathing.
It may be any subtrait, though none of
your character’s subtraits can go
It’s a big world, and there’s a lot to take
beyond its maximum:
in. If the number of options is
intimidating, imagine what your
Strength and Agility based subtraits
character would do, and see how that
cannot be increased past your Body
translates through this guide. How many
score, minimum of 1.
turn actions would it take? What kind of
resources would your character need to
Intellect and Will based subtraits
expend to complete this action in
cannot be increased past your Mind
regards to your stats, such as stamina?
score, minimum of 1.

Leveling Up Display and Charm based subtraits


When your character has gained cannot be increased past your Soul
enough experience to level up, there’s a score, minimum of 1.
number of things that will change, and
all for the better. The exception: the maximum for
subtraits you are gifted in are doubled.
Resetting Your XP For instance, if you have 4 Body points
The amount of XP you need for each and you are gifted in Fortitude, you
level should be 100 times your overall may have a maximum Fortitude of 8.
level. For instance, if you are level 20,
you need 2,000 XP to get to level 21. Trait and Subtrait Usage
Each trait and subtrait corresponds to a
At level 10, once you’ve received 1,000 potential test your character may make.
XP, your current XP will be set to 0, your Your circumstances change what test
level will increase by 1, and your needed will be necessary.
XP will be set to 1,100. If you gained
more XP than you needed to level, the ● Speed - Your Speed isn’t just a
remainder will carry over. direct correlation to how fast you

80
can run in meters per second, but ● Portrayal - Your Portrayal helps
also how quickly you can gain you resemble something that you
momentum in a moment’s notice. may not always be; this includes
● Dexterity - Your Dexterity your ability to replicate social
includes how diligent your fine behavior, intimidate others, or
motor functions are, including simply lie.
sleight of hand, sneaking, and ● Stunt - Your Stunt shows how
swiftness. well you can keep your balance
● Power - Your Power resembles and how well you understand
how much force you can put your body in a three-dimensional
behind your swing or your leap. space. The more stunt you have,
How much effort you can put into the better you are at positioning
a swift motion. yourself, regardless of your
● Fortitude - Your Fortitude will grounding.
constitute how much your body ● Appeal - Simply, Appeal is how
can handle, whether that be well you can communicate
toxins, alcohol, or just simply a yourself to others in a beneficial
good beating. manner. The more appealing you
● Engineering - One’s Engineering are, the better you are at
is how well one may operate and interacting with others.
manipulate a working system, ● Language - Language is not only
including things such as how well you speak, but rather
technology or even the human how well you communicate with
body. others. This skill includes how
● Memory - Your Memory score easy you can pick up new
derives how well you can recall languages based on previous
previously processed information. speech and writing patterns.
Not just ideas, but events in
great detail. Gathering Talents
● Resolve - Your Resolve deduces With each level, you gain a Spendable
how you react under pressure, a talent point. Talent points can be spent
mental fortitude you hold. The to gain talents, from either the core
more resolve you have, the more talent trees or from your specific
mental taxation you can species or subspecies tree.
withstand.
● Awareness - Your level of Remember, you don’t have to take any
Awareness shows how alert you talents immediately. You may spend
are, how observant you are, and talent points on a talent at any moment,
how prepared you are on a it doesn’t even require actions.
passive and active basis. Although, once you’ve taken on a talent,

81
the points you spend need to be of them. When it’s not your turn, you are
reorganized into your Body, Mind, and granted 2 interrupt actions. The number
Soul scores. of interrupt actions you have available
resets at the beginning of each other
Once you’ve learned a talent, the creature’s turn.
maximum for some subtraits will be
increased and your SHP, DHP, or Each turn action and interrupt action
stamina may be increased. Those stats represents 1 second of time, though this
must be calculated accordingly. doesn’t necessarily mean that your turn
takes 6 seconds. In the heat of battle,
Each of these stats are calculated as so: actions may overlap and tangle with
other actions, though this won’t be
● Maximum SHP is equal to [Body important on a technical level.
Score] * [Constitution] + [Level]
● Maximum DHP is equal to [Soul A turn-based system is helpful when
Score] * [Effervescence] + [Level] deducing interactions between
● Maximum stamina is equal to creatures. If you’re in a time sensitive
[Mind Score] * [Endurance] + situation but not necessarily interacting
[Level] with other creatures, it’s possible that
your turn actions will be independent of
Finally, if the level you’ve reached is a other creatures’. For instance, if your
multiple of 10, you must choose a party is stuck in a room with only 1
specialist talent. Many specialist talents minute of oxygen, your party may be
have prerequisites, but as long as you granted 60 turn actions each to escape.
meet the necessary requirements, you
may take it. Interchanging Actions
If you would like to take an action that
Turn Actions and requires turn actions when it’s not your
turn or respond to something on your
Interrupt Actions turn, you may exchange actions in the
Turn actions and interrupt actions are following way:
the temporal currency of Utopia. When ● You may spend 2 interrupt
you are faced with a time-sensitive actions as if they were 1 turn
situation, such as during combat, action.
everything you do will require a number ● You may spend 1 turn action as if
of turn actions or interrupt actions. it was 1 interrupt action.

When time is of the essence, you will


enter a turn-based encounter. On your
Rolls and Tests
turn, you are granted 6 turn actions to Any time a creature embarks on a task
use, though you do not have to use all that requires some level of skill or has

82
some level of difficulty, that creature Contesting
will make a test. Sometimes, you’ll be directly pitted
against another opponent. In these
Each test made is based on one of 6 cases, such as during an attempted
traits or one of 12 subtraits. To make a grapple, you will contest another
test, such as a Power test, a player rolls creature. This means that your test will
3d6 and adds their Power modifier to be compared to another’s test, and the
the roll. This roll’s outcome will higher roll will win the contest.
determine how successful the player’s
character is at doing the given task. Tie Breakers
Any time a creature is rolling against
3d6 another, whether that be durings tests,
As a player, you will roll 3d6 many times blocking, dodging, or other
during your adventures, this is a circumstances, there is a chance that
base-level set of dice. Unlike systems both roll the same final number. In these
that use a d20 for a “test” or “check”, cases:
3d6 reduces radicals. The chance of ● If a PC is rolling against an NPC,
rolling a 10 with 3d6 is much higher than the PC wins the tie.
the chance of rolling a 17. ● If either both creatures are PCs
or both are NPCs and one
Keep in mind that the minimum roll for creature is defending itself, the
3d6 is 3, and the maximum roll is 18, defending creature wins the tie.
especially when considering test ● If the above is true and both or
difficulty. neither is defending, the creature
with the better modifier wins the
Test Difficulty tie.
For any given test, there should be a ● If the above is true and both
test difficulty (TD). The test difficulty is have the same modifier, the
the minimum roll needed to succeed in creature of higher level or DR
doing the task. wins the tie.
● The above is true and both
For instance, if your character is creatures have the same level or
attempting to dodge falling debris, they DR, one is chosen at random.
may make an Agility test. The GM will
generate an appropriate TD, though Favor and Disfavor
often the players will not know what it is If luck is on your side, or perhaps you
before rolling. In this example, it will be are both blind and deaf, you may have
10. If the character rolls a 10 or higher, some points of favor or disfavor on a
they successfully avoid the debris. roll. Any unruled circumstance that
would push a roll slightly one way can

83
cause a point of favor or disfavor, aware of your capabilities during tense
though exactly which events do are up moments such as combat.
to GM discretion.
Attack
For each point of favor you have on a The Attack action allows a creature to
roll, you roll an additional 1d6. For each make an attack against a creature or
point of disfavor you have on a roll, you object. If not using a weapon, this
remove a d6, minimum of 1d6. requires 2 turn actions. Weaponless
attacks naturally deal 1d8 Physical
Critical Successes and Failures damage. Otherwise, the amount of turn
On very rare occasions, a roll may be so actions necessary is depicted by the
successful (or so disastrous) that it has used weapon.
extreme outcomes.
Multi-Weapon Attacks
If three or more 6’s are rolled during a A creature may attack with any number
test, it is considered a critical success. of weapons simultaneously, given it can
Its roll’s overall value, before modifiers, use all functionally this way. When
is doubled. So if you roll 18 on a test making an attack this way, the number
using 3d6, treat it as if you rolled a 36. of turn actions required is equal to the
Critical successes are more likely with highest needed of the weapons. Rolls
favor and impossible with disfavor, due made this way are reduced by half,
to the number of dice. rounded down. Modifiers, although, are
still calculated as normal when
If every die rolled during a test is a 1, it attacking this way.
is considered a critical failure. The roll’s
value becomes 0 and ignores modifiers. Ranged Weapons
If you had a point of disfavor on a test Ranged weapons (weapons with 3
and you rolled a 2, you would have meters of range or more) should have
rolled a critical failure. two separate metrics: a close range and
a far range (often detailed as close/far
The outcome of critical successes and or 30/60, for example).
critical failures should have additional
effects that aids or hinders the When you make an attack with a
intentions respectively. The specifics of ranged weapon, you must make a
the outcome are up to GM discretion. Dexterity test against the number of
meters away the target is. If it’s within
Standard Actions the weapon’s close range, you gain a
point of favor. If the test is failed,
Standard actions are actions that any
targets within close range take half as
creature is capable of, given it can foot
much damage, rounded up, whereas
the necessary costs. It’s important to be

84
creatures within far range take no suspecting creatures, you gain a
damage at all. point of favor.

Travel You may spend double the amount of


The Travel action allows a creature to time while attempting to remain
spend 1 turn action to move a number inconspicuous to gain a point of favor
of meters equal to its travel distance. on the test. This effect may be used up
to twice per action.
There are 3 types of travel: Land travel,
Air travel, and Water travel. These types Deep Breath
of travel are detailed later in this The Deep Breath action allows a
chapter. creature to spend 1 turn action to regain
1 stamina.
Stealth
If you would like to take an action while Leap
remaining inconspicuous, you must The Leap action allows a creature to
make a Dexterity test contested against spend 3 turn actions and 3 stamina to
each other present creatures’ leap. The distance or height a creature
Awareness score. The following can leap is equal to its Power score. If a
conditions may affect this roll: creature used at least 2 meters of travel
● If any number of creatures were directly prior, its leap distance is equal
suspicious of your presence or to its Strength score instead.
have information on your
potential location, you gain a Environmental Effects
point of disfavor. If a creature takes the Leap action in
● If you were already seen by circumstances other than basic terrain
creatures you’re attempting to under Pia’s gravity, the distance a
remain inconspicuous from, they creature may leap may change.
instead make an Awareness test
against your Dexterity test. You On Uto, the distance a creature can leap
gain a point of disfavor and each is multiplied by 6.
other creature gains a point of
favor. Block
● For creatures that are gifted in
If a creature is subject to damage from
Awareness, you must contest
a source it is aware of, it may spend 1
against double its Awareness
turn action or 1 interrupt action to take
score.
the Block action. It rolls its Block Rating,
● If the terrain or circumstance is
reducing the damage dealt by the roll.
distracting for potentially

85
A creature cannot block or dodge a
single source of damage more than Grappled creatures cannot take the
once. Travel action. Whenever the grappler
moves, the grappled creature moves
Dodge similarly, though the grappler’s travel
If a creature is subject to damage from distances are halved, rounded up. When
a source it is aware of, it may spend 1 grappled, the Attack action requires
turn action or 1 interrupt action to take twice the number of actions if it targets
the Dodge action. It rolls its Dodge a creature other than the grappler.
Rating. If the roll is equal to or higher
than the damage that would be dealt A creature may spend 1 interrupt action
after defenses, all damage is prevented. or 2 turn actions as well as 2 stamina,
up to once per turn, to attempt another
A creature cannot block or dodge a contested Strength or Agility test
single source of damage more than against the grappler. If the grappler
once. chooses to attempt the test, its stamina
is reduced by 2.
Take Cover
If a grappled creature is a smaller size
If a creature is subject to damage from
than the grappler, damage that is
a source they are aware of, it may
subject to one becomes subject to both
spend 1 turn action or 1 interrupt action
instead. The grappled creature acts as
to take the Take Cover action, doubling
carried weight, and may induce
its Block Rating and Dodge Rating for
encumberment accordingly.
the rest of the turn.

In order for a creature to be able to Scale


take the Take Cover action, there must The Scale action allows a creature to
be an applicable obstacle against the spend 3 turn actions and 4 stamina to
source of damage. attempt to climb onto another adjacent
creature that is a larger size. The
Grapple targeted creature must make its choice
of a Strength or Agility contest against
The Grapple action allows a creature to
the scaling creature’s Agility test. If the
spend 3 turn actions and 2 stamina to
targeted creature fails, the scaling
attempt to restrain another adjacent
creature successfully scales it.
creature that is its size or smaller. The
targeted creature must make its choice
When scaled, the Attack action requires
of a Strength or Agility contest against
twice the number of turn actions if it
the grappler’s Strength test. If the
targets the creature scaling it. If the
targeted creature fails, it becomes
weight of the scaling creature surpasses
grappled.

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its carry capacity, the creature becomes to the leaping creature’s leap
encumbered. distance.
● A creature may aid a grappling
Whenever a scaled creature moves, the creature, adding its Strength test
scaling creature moves similarly. to the grappling creature’s.
● A creature may aid another
A creature may use 1 interrupt action or creature making a test. Some
2 turn actions, up to once per turn, to tests, such as Strength tests, may
attempt another contested Strength or add the aiding creature’s roll to
Agility test against the scaling creature. the aided creature’s. Otherwise,
If the scaling creature chooses to such as with Awareness tests, the
attempt the test, its stamina is reduced aided creature’s roll is increased
by 2. by the aiding creature’s modifier,
minimum of +1.
Hold Action
The Hold action allows a creature to Armor and Equipment
conserve 2 turn actions for use of 1 There are eight total slots you can use
interrupt action on a later turn. A to equip armor and items. This includes
creature holding an interrupt action your chest, head, hands, feet, back,
may use it only once before it is waist, neck, ring slots. Unless otherwise
expended. stated, it takes 3 turn actions to don or
doff a neck or ring item and 6 turn
Held actions are depleted if not used by actions to don or doff any other type of
the creature’s following turn. armor.

Assist Weapons can occupy anywhere from


When another creature within one to four hands, though most
applicable range takes an action, a creatures may only use up to two hands.
creature may take the Assist action to A weapon may be sheathed or
aid the creature. Outside of standard unsheathed with 1 turn action, though a
aid, the level of aid the action-taking creature may unsheathe a weapon
creature receives and the number of without using turn actions if it’s directly
interrupt actions required is up to GM followed by an attack using the given
discretion. weapon. Dropping a weapon does not
require any turn actions.
Standard Aids
● A creature may aid a creature Augmentation
taking the Leap action, adding On top of equipping, some items will
the aiding creature’s Power score have the Augmentable feature. This
feature allows you to imbue that item

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into your body, relieving the slot it focusing creature takes any amount of
originally occupied. Only one item may damage from a source, it must make a
be augmented per armor slot. Fortitude test against the amount of
damage taken. For each task it’s
Both augmenting and de-augmenting focusing on beyond the first, it gets a
an item each require 1 hour of time. point of disfavor. Upon failing the test, it
Unaugmenting, although, doing so loses focus on all tasks.
removes an amount of the creature’s
DHP equal to half of its maximum, Ailments
rounded down.
When it comes to battle, there are a lot
of ways to get hurt, and some pain
Concentration and Focus lingers. Many of these ailments can be
When it comes to tasks that require categorized and have specific effects.
your direct attention, it may require you
to focus or to concentrate. A common Conditions
example of this would be when you cast Conditions are specific, standard
a spell that lasts an extended period of ailments. Each has its own debilitating
time. effects that work against a creature.

Concentration Deafened
Tasks that require concentration are A creature afflicted with Deafness has
tasks that require full, undivided no audible sensation or stimulus.
attention. A creature can concentrate ● It automatically fails tests that
on only one thing at a time. If the require hearing.
concentrating creature takes any
amount of damage from a source, it Blinded
must make a Resolve test against the A creature afflicted with Blindness has
amount of damage taken. Upon failing, no visual sensation or stimulus.
it loses concentration. ● It automatically fails tests that
require sight.
Concentrating creatures cannot take ● Its Block Rating and Dodge
any actions other than the Travel and Rating are halved.
Deep Breath action.
Unconscious
Focus A creature afflicted with
Tasks that require focus do not require Unconsciousness may be treated as if it
utter fixation, but do require some level is sleeping, unable to use any senses.
of consistent, extended attention. A ● It cannot take actions of any
creature can focus on a number of tasks form.
equal to its Awareness score. When a ● It cannot concentrate or focus.

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● It fails all tests. If a creature is in temperatures above
40 degrees celsius, it must make a
Paralyzed Fortitude test every minute. It takes 1d4
A creature afflicted with Paralysis has Heat damage unless it succeeds X,
minimal control, if any control, over its where X is the number of degrees above
motor functions. 40 it is. The damage may increase per
● It cannot take actions of any GM discretion.
form.
● It fails all tests using Strength or Suffocation
Agility traits or subtraits. A creature can go a number of turns
equal to their Fortitude score without
Dazed breathing before they begin to
A creature afflicted with Daze is not suffocate. For each turn they spend
able to take advantage of all of its turn suffocating, it loses 1 stamina for each
assets. turn it has spent suffocating.
● It may only use half of its turn
actions and half of its interrupt Stamina Overpay
actions each turn, rounded down. If a creature would pay more stamina
than it has available, two effects will
Environmental Harm trigger: whatever stamina wasn’t able to
There are many ways to get hurt be paid will be paid with DHP instead, if
without being in combat, though some any. As well, any creature with 0
of those ways have special effects, stamina is rendered Unconscious. The
more so than your standard bucket of creature will stay unconscious until
harm. either its stamina is raised above 0 or it
has completed a 6 hour rest, in which
Climate case it regains all of its SHP and
Not all climates are habitable, and even stamina.
out of those that are, some may require
special adaptations to survive. Kinetic Force
When a creature abruptly begins or
If a creature is in temperatures below 0 ends locomotion, such as hitting the
degrees celsius, it must make a ground after falling, it is dealt 1d6
Fortitude test every minute. It takes 1d4 damage for every 10 meters per second
Chill damage unless it succeeds X, it was traveling, rounded accordingly
where X is the number of degrees below (10 meters per second is equal to 60
0 it is. The damage may increase per meters in a single turn). Damage dealt
GM discretion. this way has no type and is dealt
directly to DHP.

89
Below is a chart for calculating fall ● 2 points, when a creature loses
damage on Pia and Uto. any amount of stamina, it loses
double instead.
● 3 points, a creature cannot
Distance Dmg Dmg
(Pia) (Uto) regain stamina for any reason.
● 4 points, creatures cannot cast
5-10 meters 1d6 None spells. The Attack, Block, and
Dodge action cost an amount of
10-30 meters 3d6 1d6
stamina equal to the number of
30-60 meters 6d6 1d6 points of Fatigue it has.
● 5 points, the Travel action costs
60-100 meters 10d6 3d6
an amount of stamina equal to
the number of points of Fatigue
Levels of Fatigue the creature has.
With necessary body functions comes ● 6 points, the creature loses 1
starvation and sleep deprivation, and point of stamina for each point of
with that comes fatigue. If a creature Fatigue it has every hour (not
becomes extremely exhausted or its modified by other Fatigue
necessities are neglected for long multipliers).
enough, Fatigue will begin to kick in.
Resting
These following actions will each cause
A creature may spend 6 hours resting,
a creature to gain a point of Fatigue. A
generally sleeping in this time, though
point gained this way cannot be
sleeping is not required. (Lack of sleep
removed until the respective necessity is
during resting may cause points of
rectified. A single necessity going
Fatigue.)
untended can stack for multiple points
of Fatigue. Only 1 point can be removed
After resting, a creature regains all
every 24 hours if stacked this way.
missing SHP and stamina but does not
● Going 72 hours without eating.
regain any DHP this way.
● Going 48 hours without sleeping.
● Going 24 hours without water.
● Carrying more than your Carry Travel
Capacity (see Travel). There are three forms of travel a
creature can use on any turn with no
Each additional point of Fatigue has an further assistance, given it has the
effect: ability to do so: Land travel, Water
● 1 point, creatures cannot take the travel, and Air travel.
Deep Breath action.

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Land Travel
Medium - 10 * Strength Score
The most common form of locomotion. Large - 30 * Strength Score
Land travel is the distance a creature Huge - 120 * Strength Score
can walk or run on flat, hard ground Massive - 600 * Strength Score
with a single Travel action. Colossal - 40,000 * Strength Score

A creature’s Land travel is equal to its Weapon Weight


Speed score unless otherwise modified. Some weapons may become too heavy
for a creature to properly use. One
Water Travel human’s tree is another giant’s club.
Water travel is the distance a creature
can swim through a water-like liquid A Medium creature can use anything as
each with a single Travel action. a weapon as long as it doesn’t weigh
more in kilograms than the user’s
A creature’s Water travel is equal to half Strength score per hand. For instance,
its Speed score, rounded up, unless as a Medium creature, if a creature has
otherwise modified. a Strength score of 10, it can
successfully use a 10 kilogram club with
Air Travel one hand, or a 20 kilogram maul with
Generally only available for creatures both hands.
that can properly maneuver any
direction in an open space, Air travel is Creatures attempting to use a weapon
the distance a creature can fly with a that is too heavy suffer half damage, as
single Travel action. well as other potential adverse effects,
subject to GM discretion.
A creature has an Air travel of 0 meters
unless otherwise stated. Encumberment
Whenever a creature is holding or solely
Carry Capacity carrying more weight than its Carry
Every creature has a Carry Capacity Capacity, it becomes Encumbered.
based on its Strength score. The number
of kilograms a creature can carry Creatures gain a point of Fatigue when
unburdened is ten times its Strength. Encumbered, and this point is removed
upon being relieved of additional
weight. While Encumbered but not
Carry Capacity
holding over double Carry Capacity,
Miniscule - Half Strength Score, creatures may only properly use Land
rounded down travel.
Tiny - 2 * Strength Score
Small - 5 * Strength Score Creatures cannot physically carry more
than double their Carry Capacity, and

91
are in danger of being harmed when cube. Examples include most humanoids
attempting to or being forced to do so. including humans, elves, and dwarves.
Essentially, a creature is being crushed
rather than carrying after double Large
capacity. Large objects and creatures do not fit in
a 3-meter cube but do fit in a 10-meter
Size Categories cube. Examples include vessels such as
carts and canoes.
All creatures and objects exist within a
specific size category. These categories
Huge
are used to substantiate how much
Huge objects and creatures do not fit in
other forces may affect it and how
a 10-meter cube but do fit in a 40-meter
much it can modify itself.
cube. Examples include old trees and
buildings of 5 to 6 stories.
The size of an object or creature is
depicted while it’s in an idle or “resting”
Massive
state.
Massive objects and creatures do not fit
in a 40-meter cube but do fit in a
Miniscule
200-meter cube. Examples include
Miniscule objects and creatures fit in a
standard skyscrapers and cargo ships.
5-centimeter cube while in a resting
state. Examples range from diminutive
Colossal
insects to larger coins.
Colossal objects and creatures are too
large to fit in a 200-meter cube while in
Tiny
a resting state. Examples range from
Tiny objects and creatures do not fit in a
gigantic intergalactic ships to living,
5-centimeter cube but do fit in a
breathing islands.
40-centimeter cube. Examples include
human footwear, gloves, and cutlery.
Language and
Small Communication
Small objects and creatures do not fit in
There are two categories of languages
a 40-centimeter cube but do fit in a
that a creature can learn; simple
1-meter cube. Examples include
languages and complex languages.
standard shortswords used by humans
Languages have three components:
or average domesticated canines.
audible vocabulary, written vocabulary,
or somatic components. Any given
Medium
language may have all three or just a
Medium objects and creatures do not fit
single one.
in a 1-meter cube but do fit in a 3-meter

92
Simple Languages ones. It comes only in verbal and
A simple language has simple structure written form.
and can be learned by virtually any
literate creature. There’s no special A creature can learn Elvish with proper
requirements to communicate with a study material or tutelage by making
simple language. TD 12 Language test up to once each
day after 4 hours of study. Upon
Utopian succeeding 10 times, the creature
Utopian is the most common language successfully learns Elvish.
used in general. It’s taught widely on
both Uto and Pia, and serves as a Oxtan
common language between the two The Oxtan language is one brought
bodies. It has no special capabilities in from an alien species called the oxtii,
showing emotion or complex thought, each one born naturally knowledgeable
and is very simple in nature. of the language, rather enigmatically.

Spawning from Elvish, Utopian was Oxtii cannot speak, thus Oxtan has no
created as a wide-spread form of verbal form. It is a sign language
communication. Thus, there is a including a somatic form and written
somatic, verbal, and written form of form. Given it’s built for oxtii
Utopian. communication, it’s more efficient to
sign with two hands and three to five
A creature can learn Utopian with fingers, but still possible without.
proper study material or tutelage by
making a TD 10 Language test up to A creature can learn Oxtus with proper
once each day after 3 hours of study. study material or tutelage by making
Upon succeeding 8 times, the creature TD 12 Language test up to once each
successfully learns Utopian. day after 3 hours of study. Upon
succeeding 12 times, the creature
Elvish successfully learns Oxtan.
Elvish is a rather ancient language that
has been barely modified over Apparatus Code
centuries. It was first spoken, and Apparatus Code is a language used by
currently is spoken, by elves and much of technology, either on a
dwarves, though it also serves as a simplistic level or in a very complicated
common second language on Pia. manner. Beyond this intended use, it can
be used to communicate ideas with very
Elvish is one of the first languages and limited tools.
is rather crude in comparison to newer
All of Apparatus Code is binary,
meaning there’s only 2 characters that

93
can be used called binits. This allows it practice. The language these creatures
to be communicated in multiple ways, speak natively is barely a language,
including “0” or “1”, “red” or “blue”, though its patterns are just strong
“left” or “right”, or any other enough to be studied.
recognizable pair. These binits can be
used to create characters, and those The primordial language is spoken
characters to create words, and so on. through mana and can express a huge
Due to it only using 2 binits, it takes a plethora of ideas with few words. For
long time to communicate a simple this reason, it cannot be written and
idea, but it can be done somatically, non-native speakers must be able to
audibly, written, and sometimes even in cast spells in order to communicate with
more ways than that. it. Creatures unable to communicate
with the Primordial language may
A creature can learn Apparatus Code perceive others speaking it as just
with proper study or tutelage by making humming or speaking in a light singing
a TD 11 Memory test up to once each tone.
day after 4 hours of study. Upon
succeeding 5 times, the creature A creature able to cast spells can learn
successfully learns Apparatus Code. Primordial with proper study material or
tutelage by making a TD 18 Language
Complex Languages test up to once each day after 6 hours
Complex languages come with of study. Upon succeeding 12 times, the
contingencies that are required to creature successfully learns Primordial.
communicate with them. These
contingencies may include a necessary Dying (Not
body part in order to speak it or
requiring echolocation receptors in
Recommended)
order to understand it in full detail. There are two ways your character can
die. The body can be killed outright,
Even if a creature cannot fully use a meaning that its body is not only dead,
complex language, it’s possible for it to but it’s completely incapable of
somewhat comprehend it. Most often, sustaining life, preventing resuscitation.
this comes in the form of being able to If your character dies without such
understand it but not being able to annihilation, the body enters stasis.
speak it.
While surface health is a creature’s
Primordial bodily wounds, the true meaning behind
Primordial creatures are creatures of their deep health is how well the body is
mana, intune with the ebb and flow of attached to its soul. As a creature loses
arcane energy by nature, not by DHP, the body becomes less and less
capable of holding onto its essence.

94
If a creature’s DHP is reduced to an
This can easily be achieved by pure amount equal to 0 minus the creature’s
harm via destroying a creature’s body. maximum DHP, its body becomes
Although, some effects such as unusable. Until this point, the creature is
necromancy purely sever the dead, but its body is in stasis.
connection. In these cases the body
remains capable but the soul is A body in stasis is just capable enough
forcefully shunted out. to retain a creature’s soul once repaired
back to its original function, though a
More effervescent creatures are more body in stasis, by definition, has no soul
resistant to severing effects and have a attached to it.
stronger attachment to their soul,
allowing them to not only stay alive A body in stasis loses 1 DHP every
longer but stay attached while minute. Bodies in stasis may have its
sustaining more intense injury. DHP healed, though its DHP cannot go
above 0 until it is reconnected to a soul
Entering Stasis using an effect such as the Art of
When a creature’s DHP is reduced to 0, Necromancy.
further damage will force its current
DHP into the negatives.

95
Spells
In the world of Utopia, there is an unseen force called mana that collects where
potential energy resides. Though this is more concentrated and more residual in some
places, the layer on Pia and Uto is always enough for a single caster to cast basic spells.

Any creature is capable of casting spells. The truth of a spell is that they pierce the
Aether, a realm of infinite information. Every spell pierces with a certain calculation tied
to it, pulling different effects from different places around the universe based on the
formula tied in.

Different casters have different styles of casting; some sing a melody, some draw
scriptures in the air. Each has their own style passed down to them or a way they taught
themselves to remember these arcane codings.

Casting Requirements
All spells require 3 turn actions to cast, as well as an amount of stamina predetermined
by any given spell. The amount of stamina required to cast a spell, as well as any
additional cost, should be detailed in each individual spell.

Every caster must observe a maximum called a Spellcap. Innately, your Spellcap is
equal to your Resolve score. This amount is the maximum amount of stamina you may
spend on a single spell. For instance, without discounts, if you have a Resolve score of 7,
you cannot cast a spell that costs 8 or more stamina.

If a spell has a discounted stamina cost, the discount is calculated before observing the
Spellcap. For instance, if a caster’s spells cost 2 less stamina to cast while having a
Resolve score of 5, they can cast spells that naturally cost up to 7 stamina while only
paying 5.

Premade Spells
There are a slew of spells that have been pre-built for any situation. These spells are
simple, easy to grab when the time is right. Although, what they give in convenience,
they take in efficiency. These forms of spells are not tailored for specific situations,
meaning that some extra effort will be put into them.

Prebuilt spells will be listed below.

Custom Spells
For the more advanced, customized spells will be a much better match. Every custom
spell will be tailored to the situation, customized specifically to the caster’s needs. Any

96
of these spells can be created at a moment’s notice. A spell can be designed with any
number of characteristics, changing the spell’s range, lifespan, area of effect, and a
multitude of other characteristics.

See the Advanced Rules for information on custom spell craft, page [XXXXX]

97
Animation
Just because something isn’t built to be alive doesn’t mean it can’t be. Mana creates
very powerful and versatile bonds, both mentally and physically, and may be used to
bridge the gaps between non-living and somewhat-kinda-living. Often, this is used to
reanimate dead bodies; this pulls an awkward amalgamation of soul out of the Aether
to bridge the aforementioned gaps, but the original body doesn’t keep any of its
original personality or soul this way. Those types of tactics are much more complicated.
Otherwise, it’s often used to animate little trinkets that didn’t do much of anything
prior.

Create Undead
Enchantment, Necromancy

27 Stamina to Cast PP Value: 264


This spell has a duration of 1 hour.
Touch
1 target Medium dead body

The affected dead body becomes animated, turning into a Zombie (DR 8). The
creature stays animated for the spell’s duration, and the caster may spend 1 turn
action or 1 interrupt action to command it.

The caster animates a dead body into a wandering thrall, capacitating every whim of its
master.

Amass Undead
Enchantment, Necromancy, Wake

62 Stamina to Cast PP Value: 614


This spell has a duration of 1 hour.
Touch
Affects all Medium dead bodies within 10 meters of the caster, given they are touching
a similar surface.

98
Each affected applicable dead body becomes animated, turning into a Zombie (DR 8).
Each creature stays animated for the spell’s duration, and the caster may spend 1 turn
action or 1 interrupt action to command any of the creatures.

Much to a necromancer's delight, this spell raises any number of bodies you can pile beneath
yourself within a decent radius. Given the spell may be cast over and over with the same group
of undead, this spell produces a rather sufficient and loyal meat-wall.

99
Ascertainment
One saying that many powerful diviners use is, “Mana has memory”. This quote is not
meant to be taken literally, though some still often do. In reality, mana is an organic
matter-energy enigma that takes on the characteristics of its surroundings, and the
information it learns doing this can be accessed anywhere where the mana is still
touching. Divination takes great advantage of this through ascertainment, the
gathering of otherwise-unreachable information.

Learn Condition
Divination, Wake

31 Stamina to Cast PP Value: 305

This spell requires concentration or ends immediately after casting.

Touch
Affects all creatures within 5 meters of the caster, given they are touching a similar
surface.

For each creature affected, the caster learns its current SHP and current DHP. The
caster learns how the chosen stats change during the spell's duration.

A powerful divination spell used in both combat and medicine, giving vital information about
the health status of each surrounding creature.

Locate Item
Divination

5 Stamina to Cast PP Value: 50

This spell requires concentration or ends immediately after casting.

Touch
1 target object

100
The caster chooses a specific object that they have made physical contact with and
can vividly imagine. For the spell’s duration, the caster knows the exact direction
leading towards the specified object, regardless of the obstacles in between.

A basic augury spell that allows a caster to gain pertinent local information on any fond item
on the same planetary body.

Scry Creature
Enchantment, Array, Divination

23 Stamina to Cast PP Value: 225


This spell has a duration of 1 minute.
5 meters
1 target creature

The caster gains a prospect against the affected creature for the duration of the spell.
The caster’s Block Rating and Dodge Rating is doubled for attacks made by the
affected creature and the caster gains 2 points of favor on tests made against the
affected creature for the duration of the spell.

A calculatory spell that grants invaluable information against potential assailants, granting the
mage heightened capabilities against them.

101
Debilitation
Some magic was made to heal, and some magic was designed to make your life as
difficult as possible. Enter the stage, debilitation magic. These spells prevent your fine
motor functions, cut off your greater brain activity, or otherwise hinder you in some
way.

Confuse
Enchantment, Illusion

9 Stamina to Cast PP Value: 90


This spell has a duration of 1 minute and requires focus.
Touch
1 target creature

The affected creature makes a Will contest against the caster when the spell is cast.
Upon failing, it becomes Dazed for the spell’s duration.

While under this effect, the affected creature may spend 1 turn action or 1 interrupt
action to attempt to make a Will contest against the caster up to once per turn. Upon
succeeding, the effect ends for it.

A simple spell that scrambles the thoughts of a vulnerable target, slowing them down and
limiting their cognate capabilities.

Petrify
Enchantment, Alteration

9 Stamina to Cast PP Value: 90

The effects of this spell are permanent. This spell does not cost any amount of
stamina to cast. Instead, the caster's maximum DHP is reduced by that amount.

Touch
1 target creature

102
The affected creature makes a Will contest against the caster when the spell is cast.
Upon failing, it becomes Paralyzed for the spell’s duration.

A spell that paralyzes a creature’s body indefinitely, hardening its flesh into a frozen state of
vulnerability.

103
Destruction
The most primitive, but perhaps the most commonly used, destructive power. There’s a
lot of places in the world to pull destructive power, making demolition based spells the
easiest to access for new casters. Controlling one’s output is difficult, though, much like
the venom of a baby snake.

Elemental Strike
Evocation

6 Stamina to Cast PP Value: 60


This spell's effects remain active until dispelled.
Touch
1 target weapon or creature

The affected weapon or creature becomes imbued, dealing an additional 4d4 damage
on its next attack, the damage type chosen between Heat or Chill. Creatures imbued
this way receive additional damage during its next weaponless attack.

If this spell affects a weapon or creature that was already imbued from a spell, the
previous effect is removed.

A set of temporary runes that allow the next attack made by a weapon or creature to be
elementally empowered, giving it additional damage and effect.

Elemental Charge
Evocation

6 Stamina to Cast PP Value: 60

This spell requires concentration or ends immediately after casting.

Touch
1 target object or creature

104
Upon casting and at the beginning of each turn during the spell's duration, the object
or creature affected is dealt 2d4 damage, chosen between Heat or Chill. Creatures
dealt damage this way may attempt to block or dodge it. Upon a creature successfully
negating all damage targeting it from the spell, it ends the effects on itself.

A basic thermal charge, the caster imbues their hands or their weapon with a minor amount of
destructive force and emits it towards another.

Elemental Bolt
Evocation, Array

10 Stamina to Cast PP Value: 100

This spell requires concentration or ends immediately after casting.

10 meters
1 target object or creature

Upon casting and at the beginning of each turn during the spell's duration, the object
or creature affected is dealt 2d4 damage, chosen between Heat or Chill. Creatures
dealt damage this way may attempt to block or dodge it. Upon a creature successfully
negating all damage targeting it from the spell, it ends the effects on itself.

A thermal charge lobbed at a target at range. Rather expensive for its damage, but useful for
its range. Usable not only for harm, but also for utility such as lighting torches and snuffing
fires.

Spark
Evocation

5 Stamina to Cast PP Value: 50

This spell requires concentration or ends immediately after casting.

Touch
1 target object or creature

105
Upon casting and at the beginning of each turn during the spell's duration, the object
or creature affected is dealt 2d4 Energy damage. Creatures dealt damage this way
may attempt to block or dodge it. Upon a creature successfully negating all damage
targeting it from the spell, it ends the effects on itself.

A basic electrical spark travels from the caster to the target, dealing some mild energetic
damage.

Shock
Evocation

10 Stamina to Cast PP Value: 100

This spell requires concentration or ends immediately after casting.

Touch
1 target object or creature

Upon casting and at the beginning of each turn during the spell's duration, the object
or creature affected is dealt 2d8 Energy damage. Creatures dealt damage this way
may attempt to block or dodge it. Upon a creature successfully negating all damage
targeting it from the spell, it ends the effects on itself.

The caster emits strong electric current into the target, imbuing it with painful amounts of
energy.

Mindspike
Illusion

4 Stamina to Cast PP Value: 40

This spell requires concentration or ends immediately after casting.

Touch
1 target creature

106
Upon casting and at the beginning of each turn during the spell's duration, the
creature affected is dealt 1d4 Psyche damage. When an affected creature is dealt
damage this way, it may make a Will contest against the caster. Upon succeeding, it is
dealt no damage and ends this effect on itself.

A small, painful sensation enters the target's mind. For the most part, it's neglectable, but over
time it may wreak some havoc.

Mindcrank
Illusion

32 Stamina to Cast PP Value: 320

This spell requires concentration or ends immediately after casting.

Touch
1 target creature

Upon casting and at the beginning of each turn during the spell's duration, the
creature affected is dealt 4d8 Psyche damage. When an affected creature is dealt
damage this way, it may make a Will contest against the caster. Upon succeeding, it is
dealt no damage and ends this effect on itself.

A powerful mental sensation that disrupts the mind, causing immense pain and damage to the
brain. Excessive exposure to this spell may cause spasms, bleeding from the ear, or similar
effects.

Migraine
Enchantment, Illusion, Array

22 Stamina to Cast PP Value: 220


This spell has a duration of 1 minute.
5 meters
1 target creature

107
Upon casting and at the beginning of each turn during the spell's duration, the
creature affected is dealt 3d4 Psyche damage. When an affected creature is dealt
damage this way, it may make a Will contest against the caster. Upon succeeding, it is
dealt no damage and ends this effect on itself.

A strong spell that seeps into one's mind and causes revolting pain and some neurological
damage over time.

Fireball
Evocation, Array, Wake

41 Stamina to Cast PP Value: 410

This spell requires concentration or ends immediately after casting.

10 meters
The caster chooses a point within range; all objects and creatures within 2 meters of
that point are affected.

Upon casting and at the beginning of each turn during the spell's duration, each object
and creature affected is dealt 4d6 Heat damage. Creatures dealt damage this way
may attempt to block or dodge it. Upon a creature successfully negating all damage
targeting it from the spell, it ends the effects on itself.

A large ball of fire. Great for people who are cold or looking to not exist anymore.

Flashfreeze
Evocation

31 Stamina to Cast PP Value: 310

This spell requires concentration or ends immediately after casting.

Touch
Affects all creatures within 5 meters of the caster, given they are touching a similar
surface.

108
Upon casting and at the beginning of each turn during the spell's duration, each object
and creature affected is dealt 3d6 Chill damage. Creatures dealt damage this way may
attempt to block or dodge it. Upon a creature successfully negating all damage
targeting it from the spell, it ends the effects on itself.

A powerful gust of frosty wind rises up from the ground in a circle around the mage, spawning
from the floor below. Any creature or object touching that grouNd will become insufferably
frigid.

Lightning Bolt
Evocation, Wake

48 Stamina to Cast PP Value: 480

This spell requires concentration or ends immediately after casting.

Touch
The caster chooses a direction; all creatures within a 1-meter wide cylinder extending 5
meters in the chosen direction are affected.

Upon casting and at the beginning of each turn during the spell's duration, each object
and creature affected is dealt 4d8 Energy damage. Creatures dealt damage this way
may attempt to block or dodge it. Upon a creature successfully negating all damage
targeting it from the spell, it ends the effects on itself.

A bolt of lightning spawning directly from the caster's fingertips, lashing out and striking every
creature in its wake. The beam is constant enough that as long as the mage is concentrating,
the bolt will stay in place and continue its destruction even after walking away.

109
Mirage
What the eye beholds is not always truth, and illusionists know this best. Illusionary
magic was designed to deceive the natural senses and warp reality around us based on
a whim. Though these effects are often non-tangible, sometimes simple belief is enough
to get a job done.

Vivify
Illusion

6 Stamina to Cast PP Value: 60

This spell requires concentration or ends immediately after casting.

Touch
No targets

The caster creates an illusionary image of something they can vividly imagine, such as
a piece of terrain, a creature, an object, or something completely derived, that fits
within a 3-meter cube. The image is visually realistic. The caster may have it animate
in a predetermined way as long as it stays within the illusion's boundaries.

A spell plenty of young illusionists use, generally to offer information to others. These types of
illusions are not meant to be deceptive, but rather give a powerful diagram to another ally.

Invisibility
Enchantment, Illusion

10 Stamina to Cast PP Value: 100


This spell has a duration of 1 minute and requires focus.
Touch
1 target object or creature

Affected object or creature becomes invisible. Creatures affected this way gain 2
points of favor on tests made to remain inconspicuous.

110
A basic spell used to sneak swiftly and quietly, offering no visual stimulus to any creatures
around.

Dayterror
Enchantment, Illusion, Array, Divination

47 Stamina to Cast PP Value: 470


This spell has a duration of 1 minute.
10 meters
1 target creature

The caster learns the affected creature's worst fear, given the creature has one. The
creature hears quiet but prominent audio based on its worst fear for the spell's
duration.

Upon casting and at the beginning of each turn during the spell's duration, each
creature affected is dealt 4d6 Psyche damage. When an affected creature is dealt
damage this way, it may make a Will contest against the caster. Upon succeeding, it is
dealt no damage and ends this effect on itself.

A horrifying spell that allows one's worst fears to seep directly into their conscience, invading
their mind and slowly eating away at it. This spell can be extremely harmful and may have
drastic effects on some.

111
Rejuvenation
Deeper forms of healing are hard to come by, and magical healing never comes
without a cost. Creatures cannot be healed by mana alone; rather spells are able to
convert tangible materials into a healing effect, specifically when it comes to mortal
wounds that may cost one their life. These effects are common amongst clerics and
druids and take much practice to learn.

Alleviate
Alteration

8 Stamina to Cast PP Value: 80

This spell requires concentration or ends immediately after casting.

Touch
1 target creature

Upon casting and at the beginning of each turn after for the duration of the spell, the
affected creature regains 1d8 SHP.

A basic healing spell that mends surface-level wounds over time.

Heal
Alteration

6 Stamina to Cast PP Value: 60

This spell requires concentration or ends immediately after casting.

Touch
1 target creature

112
Upon casting and at the beginning of each turn after for the duration of the spell, the
affected creature regains 1d4 DHP. This effect cannot force a creature with 25 or more
current DHP to regain any amount.

Each time the affected creature regains DHP this way, a Common component must be
consumed. If the caster does not have enough components, this effect ends instead.

A strong healing spell that converts artificial components into a product of superior healing.

Harmonize
Alteration

10 Stamina to Cast PP Value: 100

This spell requires concentration or ends immediately after casting.

Touch
1 target creature

Upon casting and at the beginning of each turn after for the duration of the spell, the
affected creature regains 1d8 DHP. This effect cannot force a creature with 100 or
more current DHP to regain any amount.

Each time the affected creature regains DHP this way, a Rare component must be
consumed. If the caster does not have enough components, this effect ends instead.

A spell that uses basic, yet powerful components to reattach one's soul to its body, mending its
deeper wounds.

113
Items and plenty of other things that only
work a number of times before the item
During your adventures, you’ll find
is destroyed or rendered useless.
plenty of knick-knacks and trinkets that
Generally these come at lower costs due
make you substantially better at
to their sparse use but also comprise
completing quests and ending lives.
one of the only forms of portable
These items come in four distinct forms:
healing available.
weapons, armor, consumables, and
artifacts.
Artifacts comprise just about every
other item, including and not limited to
Weapons naturally modify how many
back equipment, neck equipment, rings,
turn actions it’ll require for you to
and waist equipment. Some artifacts
attack, as well as how much damage
will take up one of those four slots,
you deal for each attack. You can hold
whereas others require a free hand to
multiple weapons at once, though both
operate. These come with a plethora of
will work at lower efficiency if you’re not
unique features, including storing items,
trained properly.
traversing terrain remotely, and offering
passive buffs to the user.
Armor will take up one of four slots you
have available: your head slot, your
Crafting Custom Items
chest slot, your hands slot, or your feet
Sometimes, you’ll want to craft your
slot. The most basic form of armor will
own items to suit your needs, your style,
either raise your defenses or offer you
and your vague moral gray areas. If
additional Block Rating or Dodge
you’re interested in designing your own
Rating. Though, some armor pieces
weapons, armor, consumables, and
have other specialized benefits.
artifacts, see more in the Advanced
Rules on page [XXXXX], where you’ll
Some pieces of armor have the
learn more about how to add specific
Augmentable feature, meaning that
characteristics to your items and where
you can make that piece of armor
to find the components necessary to
physically a part of you. You have one
build them.
augmentable slot for each armor slot,
meaning you have a head augment slot,
a chest augment slot, a hands augment
slot, and a feet augment slot.
Augmenting is semi-permanent and
may come with great consequence if
one would like to change their mind.

Consumables generally include potions,


edible substances, salves, injections,

114
Impromptu Weapons
Some weapons aren’t made to be weapons, but luckily most items can be used to either
bludgeon people or stab people. Make use of what you have, perhaps.

Shiv
Crude Fast Weapon
Many things can be made into small, hidden blades. These blades are often
unsuspected due to their makeshift nature.

1 Turn Action Attack 1 Hand


0 meters Melee
20 Silver Pieces 20000 Utian Credits
2d4 Physical

None

Crafting

2 Crude Material Components


2 Crude Refinement Components

Bludgeon
Crude Moderate Weapon
A properly sized shaft or grip with substantial weight, an impromptu club; not hard to
come by.

2 Turn Action Attack 1 Hand


0 meters Melee
20 Silver Pieces 20000 Utian Credits
2d8 Physical

None

115
Crafting

3 Crude Material Components


1 Crude Refinement Component

Maul
Crude Slow Weapon

Much like an unplanned club, a maul is a pummeling device of any sort, great for
beating and bad for planning. Though, mauls are often used for even bigger beatings.

3 Turn Action Attack 2 Hands


1 meters close
Melee
0 meters far
20 Silver Pieces 20000 Utian Credits
4d12 Physical

None

Crafting

5 Crude Material Components

Sling
Crude Moderate Weapon
A small piece of elastic or springy material that can be used to launch random debris.
Very mundane and primitive in nature.

2 Turn Action Attack 2 Hands


15 meters close
Ranged
30 meters far
17 Silver Pieces 17000 Utian Credits

116
2d6 Physical

None

Crafting

3 Crude Material Components


1 Crude Refinement Component

117
Basic Attire
Although your basic clothing may not offer a lot of combat aid, it’s probably better than
fighting naked. Probably.

Cap
Crude Head Equipment
A mediocre piece of equipment adorned on one’s head.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
1 0 0 0 2
No Block Rating Bonus No Dodge Rating Bonus
20 Silver Pieces 20000 Utian Credits

None

Crafting

5 Crude Material Components


1 Crude Refinement Component

Garments
Crude Chest Equipment
A set of basic clothing, generally casual or rugged, that doesn't offer much
protection. Not naturally designed for combat purposes.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
2 1 0 1 0
No Block Rating Bonus No Dodge Rating Bonus
20 Silver Pieces 20000 Utian Credits

None

118
Crafting

6 Crude Material Components

Gloves
Crude Hands Equipment
A pair of rugged gloves. Not much for defense, but helps with minor deflection in
combat.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
1 0 0 0 0
No Block Rating Bonus No Dodge Rating Bonus
15 Silver Pieces 15000 Utian Credits

None

Crafting

2 Crude Material Components


2 Crude Refinement Components

Boots
Crude Feet Equipment
A set of mediocre footwear. It doesn’t offer much in the way of protection, but it
will protect your toes from mild discomfort, barring the discomfort they imminently
cause.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
1 0 0 0 0

119
No Block Rating Bonus No Dodge Rating Bonus
15 Silver Pieces 15000 Utian Credits

None

Crafting

2 Crude Material Components


2 Crude Refinement Components

Round Guard
Crude Shield
A small, light, flat item that could be somewhat mistaken for a shield. Regardless,
this can be the difference between a happy life and missing eyes.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
No Block Rating Bonus 1d12 Dodge Rating Bonus
20 Silver Pieces 20000 Utian Credits

None

Crafting

3 Crude Material Components


1 Crude Refinement Component

Long Guard
Crude Shield
A long, worn down item that can be held in one hand and used as a blocking
device. Regardless, this can be the difference between a happy life and severed
limbs.

120
Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
1d4 Block Rating Bonus No Dodge Rating Bonus
20 Silver Pieces 20000 Utian Credits

None

Crafting

4 Crude Material Components

121
Martial Gear
Martial gear is a strong blanket term for all kinds of equipment, from basic combat
attire to infantry munitions.

Dagger
Common Fast Weapon

A slick, evasive blade capable of several small strikes in a short period of time.

1 Turn Action Attack 1 Hand


0 meters Melee
80 Silver Pieces 80000 Utian Credits
4d4 Physical

None

Crafting

2 Common Material Components


2 Common Refinement Components

Battleaxe
Common Moderate Weapon
An axe sharpened on two sides, great for explaining to people how much you like
them.

2 Turn Action Attack 1 Hand


0 meters Melee
80 Silver Pieces 80000 Utian Credits
4d8 Physical

None

122
Crafting

3 Common Material Components


1 Common Refinement Component

Quarterstaff
Common Moderate Weapon
A long, basic staff used for either traversing mountains or bludgeoning faces, mostly
depending on your character arc.

2 Turn Action Attack 2 Hands


1 meters close
Melee
0 meters far
70 Silver Pieces 70000 Utian Credits
3d6 Physical

Confusing - This weapon’s user may spend 4 turn actions to attack with this weapon. If
they do, creatures that are dealt damage with it must make a Fortitude test against
the amount of damage dealt. Upon failing, the creature becomes Dazed. Creatures
affected this way may spend 1 interrupt action or 1 turn action to attempt the test
again, up to once per turn. If the test succeeds 10, it ends the effect on itself.

Non-Lethal - Attacks made with this weapon deal half as much damage, rounded up,
to creatures that have 0 SHP.

Crafting
4 Common Material Components
1 Common Refinement Component
1 Common Power Component

Longsword
Common Slow Weapon

A lengthy blade, heavy but powerful in the vein of one-handed swords.

123
3 Turn Action Attack 1 Hand
1 meters close
Melee
0 meters far
66 Silver Pieces 66000 Utian Credits
8d8 Physical

None

Crafting

5 Common Material Components

Claymore
Common Slow Weapon

A basic infantry dual-handed weapon originally designed for slaying steeds.

3 Turn Action Attack 2 Hands


2 meters close
Melee
0 meters far
70 Silver Pieces 70000 Utian Credits
6d10 + [Power] Physical

None

Crafting

6 Common Material Components

Light Crossbow
Common Moderate Weapon

124
A basic lightweight crossbow capable of slating and firing a single bolt at a time. A
new bolt must be slotted after each fire.

2 Turn Action Attack 2 Hands


15 meters close
Ranged
30 meters far
74 Silver Pieces 74000 Utian Credits
5d6 + [Dexterity] Physical

Loading - This weapon requires 1 turn action to load. Attacks cannot be made with it if
it is not loaded.

Armed - This weapon requires and consumes a single bolt to attack. 10 bolts may be
crafted in 30 minutes with 4 Crude material components.

Crafting

4 Common Material Components


1 Common Refinement Component

Heavy Crossbow
Common Slow Weapon

A basic bulky crossbow capable of slating and firing a single bolt at high speeds with
strong accuracy. Slotting bolts may be strenuous due to its high-tension string.

3 Turn Action Attack 2 Hands


40 meters close
Ranged
80 meters far
74 Silver Pieces 74000 Utian Credits
6d10 + [Dexterity] Physical

125
Loading - This weapon requires 2 turn actions to load. Attacks cannot be made with it
if it is not loaded.

Armed - This weapon requires and consumes a single bolt to attack. 10 bolts may be
crafted in 30 minutes with 4 Crude material components.

Crafting

5 Common Material Components

NexLab Swiftblade
Common Fast Weapon

A small weapon held in one hand with control strings, operated with a second hand,
that allow for more versatility with the blade itself. A very common side-hand on Uto.

1 Turn Action Attack 2 Hands


0 meters Melee
80 Silver Pieces 80000 Utian Credits
4d6 Physical

None

Crafting

1 Common Material Component


2 Common Refinement Components

Shock Baton
Common Moderate Weapon
An optimized clubbing device that ejects electricity into its target. May cause mild loss
of control of bowel functions.

2 Turn Action Attack 1 Hand

126
0 meters Melee
68 Silver Pieces 68000 Utian Credits
1d8 Physical + 2d6 Energy

None

Crafting
3 Common Material Components
1 Common Refinement Component
1 Common Power Component

Pea Blaster
Common Fast Weapon

A small firearm that fires small, round bearings. Generally used for training and crowd
control due to it being relatively non-harmful to injured victims. Ammunition is
generally mass-loaded prior to use.

1 Turn Action Attack 1 Hand


15 meters close
Ranged
30 meters far
70 Silver Pieces 70000 Utian Credits
4d8 Physical

Armed - This weapon requires and consumes a single bearing to attack. 10 bearings
may be crafted in 30 minutes with 4 Crude material components.

Non-Lethal - Attacks made with this weapon deal half as much damage, rounded up,
to creatures that have 0 SHP.

Crafting

1 Common Material Component


2 Common Refinement Components

127
Neurogasser
Common Moderate Weapon
A small machine that spews neurotoxin in a gaseous beam, causing mild harm to
neuron functions.

2 Turn Action Attack 2 Hands


3 meters close
Ranged
6 meters far
76 Silver Pieces 76000 Utian Credits
3d4 Psyche

Loading - This weapon requires 2 turn actions to load. Attacks cannot be made with it
if it is not loaded.

Armed - This weapon requires and consumes a single neurogas canister to attack. 10
neurogas canisters may be crafted in 30 minutes with 2 Crude material components
and 1 Crude refinement components.

Blasting - Rather than a single target, attacks made with this weapon affect all
creatures within a 1 meter wide line, originating from the user, extending out to the
weapon’s range. Tests for accuracy in the weapon’s far range must still be made.

Crafting
2 Common Material Components
1 Common Refinement Component
2 Common Power Components

Shard Rifle
Common Slow Weapon

A long-barreled firearm that condenses atmospheric debris into kinetic shards that it's
able to fire at high velocity. It's slow and requires great physical force to keep steady.
Generally used by novice snipers due to its armor penetration.

5 Turn Action Attack 2 Hands

128
40 meters close
Ranged
80 meters far
80 Silver Pieces 80000 Utian Credits
4d8 Physical

Penetrative - This weapon ignores defenses.

Loading - This weapon requires 3 turn actions to charge. Attacks cannot be made with
it if it is not charged.

Sapping - This weapon requires 10 stamina to attack with.

Crafting

3 Common Material Components


1 Common Refinement Component

Spark Cannon
Common Slow Weapon

A large device of somewhat rudimentary design. Using a powerful core that takes time
to charge, it emits bolts of condensed photoradiation.

3 Turn Action Attack 2 Hands


30 meters close
Ranged
60 meters far
72 Silver Pieces 72000 Utian Credits
5d10 Energy

Loading - This weapon requires 3 turn actions to charge. Attacks cannot be made with
it if it is not charged.

Crafting

129
3 Common Material Components
1 Common Power Component

Shortsword
Common Moderate Weapon
A small, refined blade used for basic attacks. Its design takes advantage of the user's
sleight of hand.

2 Turn Action Attack 1 Hand


0 meters Melee
80 Silver Pieces 80000 Utian Credits
2d6 + [Dexterity] Physical

None

Crafting

3 Common Material Components


2 Common Refinement Components

Whip
Common Moderate Weapon

A weapon comprised of a handle, a fall hitch, and a cracker, allowing lots of power
from a single drop of the wrist. A moderate source of damage in public, a grand source
of immodesty in private.

2 Turn Action Attack 1 Hand


2 meters close
Melee
0 meters far
68 Silver Pieces 68000 Utian Credits
4d6 Physical

130
None

Crafting

4 Common Material Components


1 Common Refinement Component

Flail
Common Moderate Weapon
A true show of primal innovation, this weapon consists of a stick, a chain, and a ball
covered in "Oh no, I'm bleeding profusely".

2 Turn Action Attack 1 Hand


0 meters Melee
80 Silver Pieces 80000 Utian Credits
2d20 Physical

Unpredictable - Whenever a creature makes an attack with this weapon, it must


succeed a Dexterity test against the amount of damage prevented. If it fails, it gets
dealt half as much damage, rounded down.

Crafting

3 Common Material Components


1 Common Refinement Component

Shortbow
Common Moderate Weapon

A common form of ranged weaponry used on Pia. A basic projectile-firing weapon.

2 Turn Action Attack 2 Hands


20 meters close
Ranged
40 meters far

131
72 Silver Pieces 72000 Utian Credits
3d12 Physical

Armed - This weapon requires and consumes a single arrow to attack. 10 arrows may
be crafted in 30 minutes with 4 Crude material components.

Crafting

3 Common Material Components


1 Common Refinement Component

Longbow
Common Slow Weapon

A common form of ranged weaponry used on Pia. Slightly longer range and much
more powerful than its shorter variety, but also slower to draw.

3 Turn Action Attack 2 Hands


30 meters close
Ranged
60 meters far
78 Silver Pieces 78000 Utian Credits
6d12 Physical

Armed - This weapon requires and consumes a single arrow to attack. 10 arrows may
be crafted in 30 minutes with 4 Crude material components.

Crafting

4 Common Material Components

Body Armor
Common Chest Equipment

132
Protective apparel used to shield one's body from multiple forms of damage.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
2 2 2 2 0
No Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

None

Crafting

6 Common Material Components

Combat Mask
Common Head Equipment
A powerful full-face mask with a built-in HUD and AI, allowing the user access to
simple decision assistance and information gathering. As well, its powerful filters
and reserve tanks can feed oxygen through anything from impure air to liquids.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 2
No Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

Amphibious - While equipped, the user does not need to breathe.

Sentient - This armor has a conscious mind and can sense objects and creatures
within 10 meters of it. It can communicate simple ideas directly with only its user,
its goal to aid the user with gaining additional information, though with little to no
personality. Decisions are under GM discretion.

133
Crafting
4 Common Material Components
3 Common Refinement Components
1 Common Power Component

Combat Body
Common Chest Equipment
A mechanical set of body armor that allows slightly heightened mobility and
speciality.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
1 1 0 0 0
No Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

Boosted - The user gains an additional 3 meters of Land travel. This feature has no
effect if the creature has a Land travel of 0 meters.

Crafting

6 Common Material Components


1 Common Refinement Component

Combat Claws
Common Hands Equipment
A pair of sharp, mechanized gloves that assist one's dexterous speed, allowing for
faster hand movements.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0

134
No Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

Harsh - Weaponless attacks the equipped creature make deal an additional 1d8
Physical damage.

Swift - Equipped creature may make weaponless attacks with 1 less turn action,
minimum of 1.

Crafting
2 Common Material Components
3 Common Refinement Components
1 Common Power Component

Combat Anklet
Common Feet Equipment
A mechanical cuff that aids the user in hand-to-hand combat.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
No Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

Harsh - Weaponless attacks the equipped creature make deal an additional 1d8
Physical damage.

Crafting

2 Common Material Components


3 Common Refinement Components

Holoshield

135
Common Shield
A shield made purely of a protective holographic plate. It was designed to
complement mechanical combat gear.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
1d4 Block Rating Bonus 1d12 Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

None

Crafting

4 Common Material Components


1 Common Refinement Component

Great Helm
Common Head Equipment
A protective helmet that covers a large amount of surface over the face. Small eye
slits make entry points minimal.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
2 1 0 0 2
No Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

None

Crafting

136
5 Common Material Components
1 Common Refinement Component

Platemail
Common Chest Equipment
A set of heavy plates used to protect one from attacks. Generally, its use case is
purely based in defense.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
4 2 1 1 0
No Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

None

Crafting

6 Common Material Components

Gauntlets
Common Hands Equipment
Slightly better than standard gloves, gauntlets offer a slight advancement when
blocking.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
1d4 Block Rating Bonus No Dodge Rating Bonus
60 Silver Pieces 60000 Utian Credits

137
None

Crafting

2 Common Material Components


2 Common Refinement Components

Greaves
Common Feet Equipment
Sturdy guards worn on the shins, generally over generic footwear. Its plating allows
for slight leniency when maneuvering in combat.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
No Block Rating Bonus 1d12 Dodge Rating Bonus
60 Silver Pieces 60000 Utian Credits

None

Crafting

1 Common Material Component


3 Common Refinement Components

Buckler
Common Shield
A small, round shield that aids in deflecting and avoiding harm.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
No Block Rating Bonus 2d12 Dodge Rating Bonus

138
80 Silver Pieces 80000 Utian Credits

None

Crafting

3 Common Material Components


1 Common Refinement Component

Kite Shield
Common Shield
A well-sized shield with a pointed bottom made to prevent oncoming harm.

Not Augmentable
Physical Energy Heat Chill Psyche
Defenses
0 0 0 0 0
2d4 Block Rating Bonus No Dodge Rating Bonus
80 Silver Pieces 80000 Utian Credits

None

Crafting

4 Common Material Components

139
Explosives
Sometimes, you only have a bit of copper wire and a couple silver pieces, and
sometimes, your friends are dying. Other times, you have a bit of copper wire and a
couple silver pieces and you really need something to die so you don’t. Regardless, an
explosive can solve the problem. It can also make it worse, but that’s not your problem
yet.

Makeshift Explosive
Crude Consumable
An unstable object small enough to be lobbed at some poor soul.

Activation: 3 TA, affects all objects and creatures within 1 meter of point of contact.
19 Silver Pieces 19000 Utian Credits

Splash - Upon activation, this consumable is thrown at any point up to a number of


meters away equal to the user’s Strength or Dexterity score, whichever is higher.

Destructive - Affected creatures are dealt 2d4 Physical + 2d6 Heat damage.

Crafting

1 Crude Refinement Component


1 Crude Power Component

Basic Explosive
Common Consumable
A designed object, prepped to explode, small enough to be lobbed at groups.

Activation: 3 TA, affects all objects and creatures within 2 meters of point of contact.
78 Silver Pieces 78000 Utian Credits

Splash - Upon activation, this consumable is thrown at any point up to a number of


meters away equal to the user’s Strength or Dexterity score, whichever is higher.

Destructive - Affected creatures are dealt 3d4 Physical + 5d8 Heat damage.

140
Crafting

1 Common Refinement Component


1 Common Power Component

141
Combat Aids
These types of consumables are often used in the heat of battle due to their swift
usetime. Albeit, their effects are somewhat diluted.

Weak Remedy
Crude Consumable
A small kit used for healing minor surface-level wounds. These come in the form of
potions, salves, supplements, or injections generally.

Activation: 2 TA, affects the user.


16 Silver Pieces 16000 Utian Credits

Heal - Affected creatures regain 2d4 SHP.

Crafting

1 Crude Refinement Component


1 Crude Power Component

Weak Booster
Crude Consumable
A small kit used for reinvigorating creatures. These come in the form of potions, salves,
supplements, or injections generally.

Activation: 2 TA, affects the user.


18 Silver Pieces 18000 Utian Credits

Stimulating - Affected creatures regain 3d4 stamina.

Crafting

1 Crude Refinement Component


1 Crude Power Component

142
Active Remedy
Common Consumable
A kit used for healing decent surface-level wounds. These come in the form of potions,
salves, supplements, or injections generally.

Activation: 2 TA, affects the user.


72 Silver Pieces 72000 Utian Credits

Heal - Affected creatures regain 3d6 SHP.

Crafting

1 Common Refinement Component


1 Common Power Component

Active Booster
Common Consumable
A kit used for reinvigorating creatures a healthy amount. These come in the form of
potions, salves, supplements, or injections generally.

Activation: 2 TA, affects the user.


72 Silver Pieces 72000 Utian Credits

Stimulating - Affected creatures regain 4d6 stamina.

Crafting

1 Common Refinement Component


1 Common Power Component

Active Panacea
Common Consumable
A small medicinal item that cures insignificant mortal wounds. These come in the form
of potions, salves, supplements, or injections generally.

143
Activation: 2 TA, affects the user.
80 Silver Pieces 80000 Utian Credits

Medical - Affected creatures regain 4d4 DHP.

Crafting

1 Common Refinement Component


1 Common Power Component

HaloNyne Emergency Kit


Common Consumable
The most basic set of instruments the Utian company HaloNyne has to offer. It has
precise and impressive medical equipment for its size and price, marketed towards
dumb adventurers that have an hour to kill.

Activation: 1 Hour, affects the user.


50 Silver Pieces 50000 Utian Credits

Medical - Affected creatures regain 4d8 DHP.

Crafting

1 Common Refinement Component


1 Common Power Component

Kinetic Skin
Common Consumable
A small module that can be attached to one's skin, producing a temporary kinetic field
that prevents basic physical harm from penetrating for a short period of time.

Activation: 6 TA, affects the user.


80 Silver Pieces 80000 Utian Credits

144
Resistance - Affected creature ignores all Physical damage for 1 minute.

Crafting

1 Common Refinement Component


1 Common Power Component

145
Expendable Banes
Expendable banes sit on the same shelf as drinkable poisons, acids meant to be thrown,
and other disposable items used to cause some kind of harm or inconvenience.

Elixir of Rage
Common Consumable
A small potion that is more of a poison than a help. It warps one's perception to that of
pure hate and spite, sending the poor thing berserk while simultaneously draining its
energy.

Activation: 2 TA, affects the user.


64 Silver Pieces 64000 Utian Credits

Tiring - Upon activation, the user loses 4d4 stamina.

Exhausting - Upon activation, the user gains a point of Fatigue for 1 minute.

Influencing - Upon activation, the user must make a Will test. Unless it succeeds 15,
the user takes on a new, hostile personality for 1 minute. The creature’s actions upon
activation are dictated by the GM. In this state, the user becomes hostile to all
creatures and either attacks or fleas from danger each turn. Upon attacking a
creature that it normally isn’t hostile towards, it makes another Will test. If it succeeds
15, it ends this effect on itself.

Crafting

1 Common Refinement Component


1 Common Power Component

Necrosis Splash
Common Consumable
A breakable vial containing a substance that causes necrosis, preventing wounds from
healing.

Activation: 2 TA, affects creatures hit directly.


70 Silver Pieces 70000 Utian Credits

146
Splash - Upon activation, this consumable is thrown at any point up to a number of
meters away equal to the user’s Strength or Dexterity score, whichever is higher.

Necrotic - Affected creatures cannot regain SHP, DHP, or stamina for 1 minute.

Crafting

1 Common Refinement Component


1 Common Power Component

147
Spellgear
There are a multitude of ways to make a spell more powerful. Unfortunately, this often
means that you are sacrificing potential defense, speed, and other combat buffs.
Luckily, you still have your precious fireballs at a discounted price.

Arcane Symbol
Crude Neck Equipment
A small, delicate symbol that allows one to cast spells with a slightly higher efficiency.
Generally this is purely through studious encouragement more than physical presence.

20 Silver Pieces 20000 Utian Credits

Magus - Spells equipped creatures cast cost 1 less stamina, minimum cost of 1.

Crafting
2 Crude Material Components
1 Crude Refinement Component
1 Crude Power Component

Arcane Ring
Crude Ring
A small ring that allows one to cast spells with a slightly higher efficiency. Generally
this is purely through studious encouragement more than physical presence.

20 Silver Pieces 20000 Utian Credits

Magus - Spells equipped creatures cast cost 1 less stamina, minimum cost of 1.

Crafting
2 Crude Material Components
1 Crude Refinement Component
1 Crude Power Component

Caster's Cloth

148
Crude Back Equipment
A small piece of rugged cloth that helps casters in very mundane ways, though not
much at all.

20 Silver Pieces 20000 Utian Credits

Magus - Spells equipped creatures cast cost 1 less stamina, minimum cost of 1.

Crafting
2 Crude Material Components
1 Crude Refinement Component
1 Crude Power Component

Components Pouch
Crude Waist Equipment
A small pouch used to hold helpful symbols used for spellcasting. It's not very useful in
most cases, but it allows for a bit of efficiency when spellcasting.

20 Silver Pieces 20000 Utian Credits

Magus - Spells equipped creatures cast cost 1 less stamina, minimum cost of 1.

Crafting
2 Crude Material Components
1 Crude Refinement Component
1 Crude Power Component

Spell Journal
Crude Artifact
A small journal with notes about spells allowing for a slight increase in efficiency.

10 Silver Pieces 10000 Utian Credits

149
Magus - Spells cast by creatures holding this artifact with 1 hand cost 1 less stamina,
minimum cost of 1.

Crafting
1 Crude Material Component
1 Crude Refinement Component
1 Crude Power Component

Magi Amulet
Common Neck Equipment
An amulet used to aid in one's basic spellcasting.

80 Silver Pieces 80000 Utian Credits

Magus - Spells equipped creatures cast cost 2 less stamina, minimum cost of 1.

Crafting
4 Common Material Components
2 Common Refinement Components
1 Common Power Component

Magi Rings
Common Ring
A set of rings used to aid in one's basic spellcasting.

80 Silver Pieces 80000 Utian Credits

Magus - Spells equipped creatures cast cost 2 less stamina, minimum cost of 1.

Crafting
4 Common Material Components
2 Common Refinement Components
1 Common Power Component

150
Magi Cloak
Common Back Equipment
A flowing hooded cloak used to aid in one's spellcasting.

80 Silver Pieces 80000 Utian Credits

Magus - Spells equipped creatures cast cost 2 less stamina, minimum cost of 1.

Crafting
4 Common Material Components
2 Common Refinement Components
1 Common Power Component

151
Storage Containers
Upon your adventures, you’ll gather a lot of things: ancient artifacts, random garbage,
good food, rotten food, a giant’s toe for some reason. Carrying all these items may
require some assistance.

Pack
Crude Back Equipment
A mundane bag that can be worn on one's back, used for storing items.

20 Silver Pieces 20000 Utian Credits

Capacity - This artifact can store 40 kilograms of objects.

Crafting
2 Crude Material Components
1 Crude Refinement Component
1 Crude Power Component

Handheld Cargo Drone


Common Artifact
A small handheld drone that can be commanded from a moderate distance, useful for
toting cargo through small spaces remotely. Albeit, its small size limits its capacity.

70 Silver Pieces 70000 Utian Credits

Travel - The user may spend 6 turn actions to activate this artifact. Upon activation,
the artifact travels autonomously across basic terrain, the path predetermined by the
user. It has a Land travel of 5.

Clamber - This artifact may travel up vertical surfaces and upside down when using
Land travel.

Remote - A creature may use activated features of this artifact from up to 60 meters
away.

152
Capacity - This artifact can store up to 20 kilograms of objects.

Crafting
3 Common Material Components
1 Common Refinement Component
1 Common Power Component

153
Trinkets
Some things don’t really fit a category but still have their place in the world. These
items, we refer to as trinkets. Some are powerful, some make last-minute holiday gifts.

Divination Nullifier
Crude Neck Equipment
A necklace with materials constructed in such a way that prevents successful
divination.

20 Silver Pieces 20000 Utian Credits

Shrouded - Creatures and objects cannot gain information on equipped creatures


through divination. Attempts to do so will come back “null”.

Crafting
2 Crude Material Components
1 Crude Refinement Component
1 Crude Power Component

Aerial Sash
Common Waist Equipment
A small piece of fabric adorned on the waist, enchanted with enhanced flight. Albeit
useless to the average, those who fly may find much use.

60 Silver Pieces 60000 Utian Credits

Aerial - Users are granted an additional 2 meters of Air travel. This feature has no
effect if the creature has an Air travel of 0 meters.

Crafting
3 Common Material Components
1 Common Refinement Component
1 Common Power Component

154
Small Wingpack
Common Back Equipment
A set of small, textile wings that allows a creature to hold an airborne position. Due to
their size, they offer very slow aerial travel.

80 Silver Pieces 80000 Utian Credits

Flight - Equipped creature has an Air travel of 1, given its natural Air travel is lower.

Crafting
4 Common Material Components
2 Common Refinement Components
1 Common Power Component

Alchemy Kit
Common Artifact
A rudimentary kit that allows craftspeople to produce consumable items on the move.

80 Silver Pieces 80000 Utian Credits

Hermetic - Consumables may be crafted using this artifact in place of a tool station.

Crafting
4 Common Material Components
2 Common Refinement Components
1 Common Power Component

155
Components
Time Spent Foraging
Components are the elements required
A player may spend anywhere from 1
to craft any item imaginable. They come
hour to 24 hours foraging for a single
in three general categories: material
type of component. The more time
components, refinement components,
spent, the more likely they are to find
and power components. Different
the component. In some cases, they
varieties of items will require different
may even find it faster than expected.
amounts of each, whereas the rarity of
an item will depict the exact rarity
Below are the available amounts of time
needed from components.
one may spend foraging, and how it
affects the test made:
Some components may be crafted, such
as alloys and composites, whereas
others must be foraged and found 1 hour 2 points of disfavor
naturally. Anything, technically, may be
4 hours 1 point of disfavor
used as a component, though many
items require specific components to be 8 hours No favor or disfavor
crafted.
12 hours 1 point of favor

Foraging 18 hours 2 points of favor


One of many ways a character may
24 hours 3 points of favor
stumble across new components to use
in their travels is through foraging. This
is the act of spending a long period of Foraging Ratings
time searching for something specific. Every foragable component has a
Such searches are thorough, generally foraging rating. When a player
spanning long periods of time and attempts to forage for a specific
including searching above and beneath component, the GM will roll that
the surface when available. component’s foraging rating (listed with
each foragable component).
Whenever a creature looks to forage for
a component, they must make a test, The foraging rating roll will dictate what
generally an Awareness test, in a large roll the test will need to succeed in order
foragable area. Foragable areas should to find the given resource. This means
span around 10 square kilometers and that even the rarest of materials may be
the exact amount of time a player is found with great luck, though the rarer
willing to spend foraging should be the material, the lower the chance of
decided beforehand. The effects of the success.
amount of time they spend will modify
their roll.

156
Upon succeeding the test, the foraging
player gains a random amount of the
resource (possible amounts also listed
with each foragable component). Upon
failure, the full time is spent and no
resource is found.

Exceptional Success and Failure


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

If the player’s test is over double what


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

In other cases, the component a player


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

This information may be disclosed to


the player or kept from the player,
predominantly based on how much
information the character has and GM
discretion. If a player attempts to
forage for a component that is
impossible to find in the given
conditions, rolls always fail.

157
Material Components
Material components are used to build the structural components of items. Often
blades, plating, and framework are made from these. These are the most abundant
form of components and the most common components used in crafting. Some items
require only material components, though most if not all components require at least 1
material component.

The more powerful material components are, the more durable they are and the more
powerful they are. A lot of the time, this also comes with heavier weights. Rarer
material components are often required not only for sustaining constant use, but also
to capacitate powerful inner-workings of complex items. Some items include powerful
cores inside it that emit constant energy, and without a strong material to hold it, the
item would destroy itself.

One common type of material component seen in the wild are called Monsterparts.
Although the name is vague, they come in more specific varieties. For instance, a Rigid
Monsterpart may actually be a Rigid Bone, an Impervious Monsterpart may actually
be an Impervious Dragon Scale.

Crude Material Components


Crude material components (Crude MC) have little strength and are often
unprocessed or unrefined. Often, these types of materials can be found virtually
anywhere. These comprise the “sticks and stones” type of weapons.

Name Type Location Harvesting

Basic Wood Wooding (Basic Trees)


Plank Mountain ● Foraging Rating 1d4
Shoreline ● Basic trees must be dealt 15
A plank of basic Organic Swamp
wood with no Physical damage with a melee
Woodlan
special d weapon to harvest.
properties. ● Harvests 1d10 basic wood planks

Mining (Stone Deposit)


Stone Brick ● Foraging Rating 1d4
Anywher ● Stone deposits must be dealt 10
A basic mineral Mineral
e Physical damage with a melee
with no special
properties. weapon to harvest.
● Harvests 1d8 stone bricks

Clay Brick Mineral Anywher Foraging

158
e except: ● Foraging Rating 2d4
A mixture of clay ● Harvests 1d8 clay bricks
powder and Desert
moisture, it can Tundra
be molded and
transformed into
virtually any
shape.

Mining (Vein of Tin)


Anywher ● Foraging Rating 3d4
Tin Ingot
e except: ● Veins of tin must be dealt 10
Metal
An ingot of Physical damage with a melee
Desert
semi-pure tin. weapon in 1 turn to harvest.
Shoreline
● Harvests 1d8 tin ingots

Hide Parcel

A small section of
hide or fur, Organic,
Cannot be Foraged
Textile
generally found
from skinning a
creature.

Bone

A small set of Cannot be Foraged


Organic
bones, capable
of making both
shafts and plates.

Carapace Plate

A thick organic
plating, often Organic Cannot be Foraged
found on
creatures with
exoskeletons.

Silk Parcel

A small section of Textile Cannot be Foraged


silk produced
from creatures.

Common Material Components

159
Common material components (Common MC) have similar capacity to refined or
processed materials, such as iron and leather. Most standard-use weapons and armor
use these types of materials, as they are the easiest to produce in mass in
comparison to their usefulness in crafting.

Name Type Location Harvesting

Prime Wood Wooding (Prime Trees)


Plank
● Foraging Rating 3d6
Mountain ● Prime trees must be dealt 40
Planks Shoreline
specifically Physical damage to harvest. If
Organic Swamp
harvested from any other type of damage is dealt
Woodlan
only select to the tree, the components are
d
groups of trees destroyed.
with high quality
● Harvests 1d10 prime wood planks
traits.

Mining (Vein of Aluminum)


Grasslan
Aluminum Ingot ● Foraging Rating 5d6
d
Mountain ● Veins of aluminum must be dealt
An ingot of Metal
Swamp 20 Physical damage with a melee
semi-pure
Woodlan weapon in 1 turn to harvest.
aluminum.
d ● Harvests 1d6 aluminum ingots

Mining (Vein of Iron)


Iron Ingot
● Foraging Rating 4d6
An ingot of Anywher ● Veins of iron must be dealt 25
Metal
semi-pure iron. e Physical damage with a melee
Basis for many weapon in 1 turn to harvest.
powerful alloys. ● Harvests 1d8 iron ingots

Leather Parcel
Crafting
Textile
A small section of ● 2 hide parcels
tanned hide.

Biocomposite
Ingot
Crafting
A composite
Composite ● 1 kg of organic matter
material made
● 1 Common refinement component
purely out of
organic
substance.

160
Bronze Ingot

A basic, soft alloy Crafting


made from tin Metal ● 1 tin ingot
and copper. ● 1 copper ingot
Often used for its
lack of corrosion.

Rigid
Monsterpart

A piece of a
creature that has Organic Cannot be Foraged
decent tensile
strength, often in
the form of
bones or shells.

Extraordinary Material Components


Extraordinary material components (Extraordinary MC) are valuable and durable in
comparison to the standard. Either their tensile strength is much higher or they have
reflective properties that innately protect them from damage.

Name Type Location Harvesting

Elderwood Plank
Wooding (Elder Trees)
An exceptionally ● Foraging Rating 6d8
valuable form of Mountain ● Elder trees must be dealt 80
wood produced Shoreline Physical damage to harvest. If
from an Organic Swamp
any other type of damage is dealt
uncommonly Woodlan
spawning tree, d to the tree, the components are
often found in destroyed.
mana-rich ● Harvests 1d10 elderwood planks
environments.

Quartz Crystal

Different from Mining (Quartz Deposit)


other gems, ● Foraging Rating 7d8
quartz has a low ● Quartz deposits must be dealt 40
Anywher
alchemical use Mineral
e Physical damage with a melee
but high mana
capacity, making weapon in 1 turn to harvest.
it good for ● Harvests 1d6 quartz crystals
arcane weapons
and armor.

161
Titanium Ingot Mining (Vein of Titanium)
● Foraging Rating 9d8
A powerful pure ● Veins of titanium must be dealt
Anywher
metal that is Metal
e 50 Physical damage with a melee
lightweight in
comparison to its weapon in 1 turn to harvest.
strength. ● Harvests 1d8 titanium ingots

Steel Ingot

Hardy for its Crafting


accessibility, Metal ● 1 iron ingot
steel is the most ● 1 biocomposite ingot
common form of
refined iron.

Sturdy
Monsterpart

A piece of a
strong creature Organic Cannot be Foraged
that with much
strength, often in
the form of
bones or shells.

Rare Material Components


Rare material components (Rare MC) are powerful and strong, and in some cases,
even very lightweight in ratio to their durability. These types of materials are difficult
to find and produce, and generally are only found in sparse, small concentrates.

Name Type Location Harvesting

Mithril Ingot

Much more
durable than Mining (Vein of Mithril)
steel and lighter ● Foraging Rating 10d10
than titanium, Desert ● Veins of mithril must be dealt 100
Metal
mithril is a Mountain Physical damage with a melee
rather-rare super weapon in 1 turn to harvest.
metal. It’s often ● Harvests 1d8 mithril ingots
used for powerful
rogues’ gear due
to its low weight.

Adamantium Mountain Mining (Vein of Adamantium)


Metal
Ingot Tundra ● Foraging Rating 9d10

162
● Veins of adamantium must be
One of the most dealt 120 Physical damage with a
durable metals melee weapon in 1 turn to
used in common
civilization, harvest.
adamantium is ● Harvests 1d8 adamantium ingots
heavy but
considered
nearly
indestructible to
basic mortals.

Coldsteel Ingot

An artificial alloy
produced from
titanium and Crafting
steel, made to be Metal ● 1 steel ingot
substantially ● 1 titanium ingot
more durable
and refined than
its standard
counterpart.

Stalwart
Monsterpart

The bone, scale,


or shell of a Organic Cannot be Foraged
powerful
creature,
generally proving
rather strong.

Legendary Material Components


Legendary material components (Legendary MC) are extremely durable and are
often something that most creatures will never witness. Their rarity makes them
difficult to use in infrastructure and, sometimes, even dangerous to acquire.
Generally one would not search out such materials without a specific use in mind.

Name Type Location Harvesting

Orichalcum Ingot
Mining (Vein of Orichalcum)
A very powerful ● Foraging Rating 11d12
Metal Shoreline ● Veins of orichalcum must be dealt
form of natural
metal only found 200 Physical damage with a
near and below

163
ocean beds. melee weapon in 1 turn to
harvest.
● Harvests 1d8 orichalcum ingots

Darksteel Ingot

An extremely
powerful form of
refined steel. Crafting
Very heavy but Metal ● 1 coldsteel ingot
very durable and ● 1 adamantium ingot
hard, commonly
used in extreme
static
infrastructure.

Impervious
Monsterpart

The bone, scale,


or shell of a very
powerful
Organic Cannot be Foraged
creature. These
types of parts
are highly sought
after for their
extreme
durability.

Mythical Material Components


Mythical material components (Mythical MC) are the most powerful alloys and
substances known to the general mortal public. They have undeniable strength and
durability, offering virtually limitless capability in terms of crafting. Such materials
are often a thing of lore and bardic song rather than reality.

Name Type Location Harvesting

Celesteel Ingot

The most
powerful form of
Crafting
refined iron and
Metal ● 1 darksteel ingot
one of the most
● 1 orichalcum ingot
powerful
materials used in
modern
infrastructure.

164
It’s nearly
indestructible in
comparison to
standard
material practice.

Indestructible
Monsterpart

The bone, scale,


or shell of,
generally, a
titanic creature.
This flavor of
monsterpart is
rarely seen by
most mortals and Organic Cannot be Foraged
boasts
unforgiving
qualities.
Contrary to its
name, these are
not
indestructible,
but their extreme
durability may
seem as such.

165
Refinement Components
Refinement components are small pieces that can make an item lighter, smaller, or
even more efficient. This can be achieved through highly conductive materials,
substances with strong arcane capacity, or even things as powerful as nanotechnology.

The most common forms of refinement components are precious metals and alchemical
substrates. Precious metals allow devices to have a more refined electronic structure,
offer more precise calculations internally with less space. On the other side, more
potent alchemical substances are able to contain more powerful runes, granting
permanent magical effects on the item.

Much like material components, some refinement components found during


adventuring are called Monsterparts. This is an umbrella term for items that creatures
may drop, specifically those that may be used as refinement components. For instance,
a Cryptic Monsterpart may actually be a Cryptic Feather, a Mystic Monsterpart may
actually be a Vial of Mystic Blood.

Crude Refinement Components


Crude refinement components (Crude RC) are rudimentary and barely offer much in
the way of efficiency. Often they grant minor conductivity or arcane capacity, though
their small amount of help does make some inexpensive items possible.

Name Type Location Harvesting

Copper Ingot
Desert Mining (Vein of Copper)
Grasslan ● Foraging Rating 3d4
A soft metal that d ● Veins of copper must be dealt 8
has many uses in Metal Mountain Physical damage with a melee
capacitation and Tundra
weapon in 1 turn to harvest.
conduction of Woodlan
d ● Harvests 1d6 copper ingots
basic energy.

Zinc Ingot
Mining (Vein of Zinc)
● Foraging Rating 3d4
A soft and
Anywher ● Veins of zinc must be dealt 8
malleable metal Metal
e Physical damage with a melee
used for energy
weapon in 1 turn to harvest.
manipulation and
● Harvest 1d6 zinc ingots
wear resistance.

Blood
Organic Cannot be Foraged

166
The basic fluid
found in most
living creatures.
Mundane blood
has trace
alchemical
properties, barely
able to
capacitate any
runes
whatsoever.

Feather

A light
appendage with Organic Cannot be Foraged
a soft plumage
often attached to
avian creatures.

Common Refinement Components


Common refinement components (Common RC) are basic and common in the
creation of weapons and artifacts. Basic conductors and alchemical components that
can be farmed and mass produced.

Name Type Location Harvesting

Silver Ingot
Mining (Vein of Silver)
Anywher ● Foraging Rating 6d6
A precious metal
e except: ● Veins of silver must be dealt 20
that is not only
Metal
conductive, but Physical damage with a melee
Shoreline
works well as an weapon in 1 turn to harvest.
Swamp
alchemical ● Harvests 1d4 silver ingots
substance.

Brass Ingot

A basic, soft
Crafting
metal alloy.
Metal ● 1 copper ingot
Useful for basic
● 1 zinc ingot
fine-function
parts such as
gears.

167
Silicon Ingot

A refined crystal
formation that Crafting
Mineral
can be used as a ● 1 quartz crystal
semi-conductor
for electrical
units.

Cryptic
Monsterpart

A piece of a
creature that has Organic Cannot be Foraged
alchemical value,
often in the form
of blood or
feathers.

Extraordinary Refinement Components


Extraordinary refinement components (Extraordinary RC) offer great benefit to
standard equipment, slightly pushing the envelope of capability. These types of
components are generally shows of early innovation.

Name Type Location Harvesting

Gold Ingot

A precious metal Mining (Vein of Gold)


that is not only
conductive and Anywher ● Foraging Rating 8d8
non-corrosive, e except: ● Veins of aluminum must be dealt
Metal
but a strong 40 Physical damage with a melee
alchemical Swamp weapon in 1 turn to harvest.
substance ● Harvests 1d4 gold ingots
capable of
holding strong
runes.

Microchip Ingot Crafting


● 3 Common material components
A small digital ● 1 Common refinement component
Constructe
chip used to
d ● Upon crafting, the craftsman
allow for slightly
more advanced must make an Engineering test. If
processing. it doesn’t succeed 13, crafting

168
fails and all resources are
destroyed.

Occult
Monsterpart

A piece of an
enigmatic Cannot be Foraged
Organic
creature that has
strong alchemical
power, often in
the form of blood
or feathers.

Rare Refinement Components


Rare refinement components (Rare RC) are powerful and efficient, allowing for
complex computation in a small space as well as strong runes to be carved in small
spaces. These are commonly used as platings for important parts of items, where
energy must be guided in specific ways.

Name Type Location Harvesting

Platinum Ingot

A very precious
metal used as a
powerful
conductor for
small Mining (Vein of Platinum)
technological Anywher ● Foraging Rating 10d10
components with e except: ● Veins of platinum must be dealt
potent Metal
80 Physical damage with a melee
alchemical Shoreline
characteristics. Swamp weapon in 1 turn to harvest.
Often used in ● Harvests 1d4 platinum ingots
artifice due to its
ability to be used
for arcane and
technological
features
simultaneously.

Processing Unit Crafting


● 3 Extraordinary material
Constructe components
An advanced
d
core unit used to ● 1 Extraordinary refinement
process large component

169
amounts of ● Upon crafting, the craftsman
information. must make an Engineering test. If
Allows for it doesn’t succeed 19, crafting
complex
arithmetic. fails and all resources are
destroyed.

Cabalistic
Monsterpart

A piece of an
elusive or
mysterious
creature that has
verbose Organic Cannot be Foraged
alchemical
properties. Most
often this is
blood, but it may
come in finer
things such as
horns or feathers.

Legendary Refinement Components


Legendary refinement components (Legendary RC) are extremely powerful and often
very rare to find. Some of the most revolutionary forms of technology came from
resources of this magnitude. These components cannot only modify an item
dynamically on a microscopic level, but they can also be imbued with huge amounts
of energy with a comparatively small amount of resource.

Name Type Location Harvesting

Palladium Ingot

An extremely
precious and
elusive metal Mining (Vein of Palladium)
used as a Anywher ● Foraging Rating 13d12
conductor for e except: ● Veins of palladium must be dealt
advanced 160 Physical damage with a
Metal
technological
Shoreline melee weapon in 1 turn to
components with
Swamp harvest.
potent
alchemical ● Harvests 1d4 palladium ingots
characteristics. It
is able to
capacitate
precise currents

170
and very
complex runes
simultaneously.

Vial of Nanotech Crafting


● 3 Rare material components
An extremely ● 1 Rare refinement component
advanced form ● Upon crafting, the craftsman
Constructe
of must make an Engineering test. If
d
microtechnology
it doesn’t succeed 25, crafting
used for fluid
mechanical fails and all resources are
parts. destroyed.

Mystic
Monsterpart

A piece of an
extremely elusive
or mysterious
creature. These
parts, most often
blood or other Organic Cannot be Foraged
alchemical
components, are
often sought
after by
experienced
hunters for their
impressive
qualities.

Mythical Refinement Components


Mythical refinement components (Mythical RC) are the most powerful form of
refinement available to the general public. They are hard to find and construct, and
often only mastered hunters and artificers see even small amounts of such.

Name Type Location Harvesting

Vial of Crafting
Nanobiotics ● 3 Legendary material
components
The most Constructe ● 1 Legendary refinement
powerful form of component
d
nanites, artificial
● Upon crafting, the craftsman
cells replicated in
behavior to must make an Engineering test. If
biological cells, it doesn’t succeed 31, crafting

171
offering fails and all resources are
substantially destroyed.
more control and
malleability.

Ineffable
Monsterpart

A piece of a
creature that
most mortal eyes
will never
witness. These
parts come from
some of the
Organic Cannot be Foraged
rarest of
creatures. Not
only are such
parts sought
after, but entire
groups have
been created
designed to find
these substances
in troves.

172
Power Components
Power components are the rarest form of component and are not seen in a plethora of
items, especially those that are more common. Generally, an item does not require one
or more power components unless they hold a specific characteristic that requires such.

Power components produce or store usable energy, whether it be mechanical or arcane


in nature, to power their larger systems. Long ago, different types of cores and cells
were designed specifically for this purpose, small devices that harness the output of
different effects, such as chemical reactions and radiation.

Crude Power Components


Crude power components (Crude PC) are extremely rudimentary, unprocessed, and
most potential is locked away by a lack of refinement. It’s rare that materials of this
sort see use.

Name Type Location Harvesting

Mining (Sulfur Deposit)


Sulfur Chunk
● Foraging Rating 3d4
● Sulfur deposits must be dealt 15
A basic reactive Mineral Mountain
Physical damage with a melee
mineral found in
weapon in 1 turn to harvest.
hot climates.
● Harvests 1d2 chunks of sulfur

Crankshaft Cell

A small machine Crafting


Constructe
that converts ● 1 Crude material component
d
mechanical work ● 1 Crude refinement component
into an energy
source.

Common Power Components


Common power components (Common PC) are basic and primitive enough to be used
in some infrastructure, but not commonly in handheld items such as weapons or
armor. This type of energy output is often not designed into items of similar
complexity.

Name Type Location Harvesting

Weak Gem Desert


Mountain Mining (Weak Geode)
Mineral
A weak gem Shoreline ● Foraging Rating 5d6
includes the likes Tundra

173
of tiger’s eye, ● Weak geodes must be dealt 35
malachite, and Physical damage with a melee
others lesser weapon in 1 turn to harvest.
known. They hold
small amounts of ● Harvests 1d2 weak gems
arcane energy,
that of which can
be extracted
through
processing.

Battery Cell
Crafting
A cell used to Constructe
● 1 Common material component
hold energy that d
● 1 Common refinement component
can be easily
accessed.

Extraordinary Power Components


Extraordinary power components (Extraordinary PC) are seen often in powerful
weaponry and armor, especially those that offer expansive characteristics such as
limited sentience and elemental imbuement.

Name Type Location Harvesting

Mining (Vein of Uranium)


● Foraging Rating 9d8
Desert ● Veins of uranium must be dealt 50
Uranium Ingot Metal
Tundra Physical damage with a melee
weapon in 1 turn to harvest.
● Harvests 1d4 uranium ingots

Modest Gem

Well known
modest gems are
often corundum, Mining (Modest Geode)
including rubies Desert ● Foraging Rating 7d8
and sapphires. As ● Modest geodes must be dealt 75
Mountain
well, pearls, Mineral
Shoreline Physical damage with a melee
opals, and
Tundra weapon in 1 turn to harvest.
emeralds fall
under this ● Harvests 1d2 modest gems
category. They
hold arcane
energy, that of
which can be

174
extracted
through
processing.

Chemical Core

A small core that


can produce and Crafting
store chemical ● 1 Extraordinary material
energy with Constructe
components
minimal input. d
Often, ● 1 Extraordinary refinement
radioactive components
material is used
to facilitate
reactions.

Rare Power Components


Rare power components (Rare PC) flaunt radioactivity, mana storage, or similar
power output all composed into a small unit. These components are difficult to mine
and produce so their use is generally limited to very specific designs.

Name Type Location Harvesting

Mining (Vein of Uranium)


● Foraging Rating 12d10
● Veins of plutonium must be dealt
Desert
Plutonium Ingot Metal 100 Physical damage with a
Tundra
melee weapon in 1 turn to
harvest.
● Harvests 1d4 plutonium ingots

Strong Gem

The strongest
form of gem, Mining (Strong Geode)
diamonds and Desert ● Foraging Rating 9d10
onyx being most ● Strong geodes must be dealt 150
Mountain
commonly used. Mineral
Shoreline Physical damage with a melee
These gems can
Tundra weapon in 1 turn to harvest.
store and easily
process large ● Harvests 1d2 strong gems
amounts of
arcane energy
for their size.

Explosion Core Constructe Crafting

175
d ● 1 Rare material component
A small, powerful ● 1 Rare refinement component
core that
facilitates energy
through
explosion,
allowing it to
accept and omit
huge bursts of
power at a time.
Strong materials
must be used to
contain it.

Legendary Power Components


Legendary power components (Legendary PC) are not only difficult to produce, but
difficult to design. Power levels of this extremity are hard to harness into a small
space, thus making such components very infrequent and niche.

Name Type Location Harvesting

Celestial Core

One of the more Crafting


powerful cores in ● 1 Legendary material component
Constructe
existence, built in
d ● 1 Legendary refinement
similar to an
extremely diluted component
simulation of a
celestial body.

Mythical Power Components


Mythical power components (Mythical PC) are some of the most powerful
components, of any form, known to mortals. They are able to produce, store, and
expel mass amounts of energy while still processing and narrowing these forms into
usable outbursts, all confined to a very small space.

Name Type Location Harvesting

Antimatter Core

The most
powerful Crafting
Constructe
artificial core ● 1 Mythical material component
d
seen in modern ● 1 Mythical refinement component
crafting, a cell
that uses frozen
antimatter to

176
produce mass
amounts of
controllable
energy.

177
Creatures
Throughout one’s travels, you’ll come across many different lifeforms. Some will be
large, some will be small, several will try to kill you.

Creatures can be broken into 5 types: abominations, beasts, constructs, humanoids,


and primordials. These types are further broken into classifications, with more than
meaningful to list. Examples include goblinoids, arthropods, and the undead.

Each creature may use any Standard Action unless otherwise stated, and should have
subtraits and traits similar to PCs. Each creature is controlled by the GM and its
behaviors are dictated as such.

Unlike PCs, creatures may have a 0 as a subtrait score. This generally means that they
are nearly incapable of making use of that given characteristic.

Difficulty Ratings
Every creature has a Difficulty Rating (DR), which coincides with a player’s level. A DR
10 creature should be of similar capability to a level 10 character. This does not mean
that a level 10 character will often survive the encounter.

A creature’s DR is grossly simplified, and doesn’t offer information on where a creature


is strong or where a creature is weak. Circumstance weighs a lot in the fate of combat
and survival, so GMs beware when producing combat situations. A level 10 character
that can fly has a substantial chance of success against a level 100 terrestrial creature.

Drops and Harvestables


Every creature has an amount of XP based on its level of power. This may vary based
on what items it's holding. This XP should be granted if the players succeed in the
encounter, and this does not always mean killing it. Persuasion and cunning may be the
means to a successful encounter.

If a player enters an encounter without full success, such as killing a creature that they
were meant to keep alive, they may be offered half XP. If the encounter was entered
with a party of players, the XP should be split evenly amongst them.

On top of XP, creatures have a number of items and harvestable parts they may offer
upon incapacitation or death. Items are easy to obtain from dead creatures and
slightly more difficult to obtain from living creatures, but harvestable components do
require that the creature be dead or that the creature die in the process of harvesting.

178
Whenever an attempt is made to harvest from a creature, a test must be made based
on the specific circumstance, listed on each creature’s stat block. For instance, if a
player would like to harvest a basilisk's bones, they must make an Engineering test. If it
succeeds 17, they are rewarded with 3d10 bones. Upon failing, the bones are destroyed,
made unusable, or unimbued.

179
Arthropods
Often coming in the form of little squishable bugs, some arthropods are large and
menacing. Plenty of historical experimentation and odd atmospheric conditions have
produced some natural abominations, creating giant critters ready to eat the flesh of
the living.

Mite
Tiny Abomination, Arthropod

The most mediocre form of creature recorded during adventuring, they are small and
rather difficult to hit, but otherwise very easy to squish.
DR 1 100 XP
1 SHP 1 DHP 1 Stamina
Block Rating 0d4 Dodge Rating 2d12
Defenses 0 Physical 0 Energy 0 Heat 0 Chill 0 Psyche

Strength Agility Intellect Will Charm Display


0 (-4) 2 (-2) 0 (-4) 0 (-4) 0 (-4) 4 (0)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
0 (-4) 0 (-4) 1 (-3) 1 (-3) 0 (-4) 0 (-4) 0 (-4) 0 (-4) 0 (-4) 0 (0) 1 (-3) 3 (-1)
Travel
Land Water Air
1 meter 0 meters 4 meters
Bite (Attack)
Actions - 2 Turn Actions, 0 Meters
- 1d4 Physical, 1 Target
Responses None
Passive None
Drop Table
None None

180
Draconic
Even though dragons are some of the most mythical creatures woven in the songs of
young bards, not all dragons are made equal. There are two types of draconic
creatures: lesser dragons and greater dragons. Unlike greater dragons, lesser dragons
are bred from a greater dragon and a selection of specific, substantially inferior
creatures. Regardless, most draconic creatures come with excessive power and innate
talents.

Basilisk
Large Primordial, Draconic

One of the weakest of the lesser of dragons, basilisks are the offspring of spectral
dragons and several potential lesser creatures. They have strong bodies with four legs
and a gaseous breath that can mentally affect creatures, but overall, they are weak in
comparison to others similar. In contrast, they are one of the most intelligent of the
lesser dragons.
DR 84 8400 XP
180 SHP 90 DHP 200 Stamina
Block Rating 7d4 Dodge Rating 1d12
Defenses 14 Physical 10 Energy 8 Heat 8 Chill 10 Psyche

Strength Agility Intellect Will Charm Display


26 (+22) 6 (+2) 14 (+10) 18 (+14) 5 (+1) 4 (0)
Power Fort Mem Res
14 12 Speed Dext Eng 10 10 Awar App Lang Port Stunt
(+10) (+8) 4 (0) 2 (-2) 4 (0) (+6) (+6) 8 (+4) 1 (-3) 4 (0) 3 (-1) 1 (-3)
Travel
Land Water Air
4 meters 2 meters 0 meters
Nauseous Breath (Attack)
- 3 Turn Actions, 10 Stamina, 1 Meter
- 6d8 Psyche, 1 Target
- Creatures that are dealt damage with it must make a Fortitude test.
Actions
Unless they succeed 10, the creature becomes Dazed. Creatures
affected this way may spend 1 interrupt action or 1 turn action to
attempt the test again, up to once per turn. Upon succeeding, they end
this effect on themselves.

181
Bite (Attack)
- 3 Turn Actions, 1 Meter
- 10d12 Physical, 1 Target
Responses None
Passive None
Drop Table
Harvesting: 17 Engineering
- 3d10 Stalwart Bones (Rare Material
Component)
Harvesting: 15 Engineering
None - 3d6 Stalwart Scales (Rare Material
Component)
Harvesting: 21 Engineering
- 2d10 Vials of Cabalistic Blood (Rare
Refinement Component)

Drake
Large Primordial, Draconic

The only lesser dragon that lost its breath weapon in genetic selection. These draconic
creatures are the offspring of female crystalline dragons and a selection of
mammalian creatures. Their odd genetics offer them a substantial balance of speed
and versatility in comparison to the other lesser dragon forms.
DR 106 10600 XP
225 SHP 100 DHP 180 Stamina
Block Rating 7d4 Dodge Rating 5d12
Defenses 14 Physical 11 Energy 10 Heat 10 Chill 8 Psyche

Strength Agility Intellect Will Charm Display


22 (+18) 22 (+18) 3 (-1) 18 (+14) 2 (-2) 9 (+5)
Power Speed Dex Awar
14 Fort 12 10 Eng Mem Res 12 App Lang Port Stunt
(+10) 8 (+4) (+8) (+6) 1 (-3) 2 (-2) 6 (+2) (+8) 1 (-3) 1 (-3) 3 (-1) 6 (+2)
Travel

Land Water Air

182
12 meters 6 meters 0 meters
Claw (Attack)
- 1 Turn Action, 5 Stamina, 1 Meter
- 4d12 Physical, 1 Target

Bite (Attack)
- 3 Turn Actions, 1 Meter
- 12d12 Physical, 1 Target

Actions Gnaw (Attack)


- 6 Turn Actions, 10 Stamina, 1 Meter
- 10d12 Physical, 1 Target
- Damage dealt by this attack ignores SHP.

Sprint (Travel)
- 1 Turn Action, 3 Stamina
- This creature takes the Travel action. During this action, its Land travel
increases by 14.
Superior Reflex (Dodge)
- 1 Interrupt Action, 15 Stamina
Responses
- This creature takes the Dodge action. During this action, its Dodge
Rating is doubled.
Passive None
Drop Table
Harvesting: 17 Engineering
- 3d10 Stalwart Bones (Rare Material
Component)
Harvesting: 18 Engineering
None - 3d6 Impervious Scales (Legendary
Material Component)
Harvesting: 21 Engineering
- 2d10 Vials of Cabalistic Blood (Rare
Refinement Component)

Hydra

183
Large Primordial, Draconic

One of the more infamous lesser dragons, the hydra is well known for its ten heads,
flaming breath, and ability to grow its heads back if at least one remains. These
creatures are the offspring of chromatic dragons and applicable lesser reptilians. Even
though their skin is the softest of the dragons, their attacks can be utterly devastating.
DR 115 11500 XP
120 SHP 100 DHP 150 Stamina
Block Rating 5d4 Dodge Rating 2d12
Defenses 10 Physical 8 Energy 15 Heat 8 Chill 4 Psyche

Strength Agility Intellect Will Charm Display


19 (+15) 11 (+7) 7 (+3) 18 (+14) 2 (-2) 9 (+5)
Power Awar
12 Fort Speed Dex Eng Mem Res 12 App Lang Port Stunt
(+8) 7 (+3) 6 (+2) 5 (+1) 1 (-3) 6 (+2) 6 (+2) (+8) 1 (-3) 1 (-3) 7 (+3) 2 (-2)
Travel
Land Water Air
6 meters 3 meters 0 meters
Fire Breath (Attack)
- 4 Turn Actions, 10 Stamina, 5 / 10 Meters
- 10d12 Heat, 0 Targets
- Rather than a single target, this attack affects all creatures within a 1
meter wide line, originating from the creature, extending out to the
Actions attack’s range. Tests for accuracy in the attack’s far range must still be
made.

Bite (Attack)
- 1 Turn Action, 1 Meter
- 4d12 Physical, 1 Target
Responses None

184
Hydra Heads
- This creature has a head for each 10 current DHP it has, rounded
down. It loses and regains heads accordingly.

Regrowing
- This creature regains 1d4 DHP at the beginning of each turn.

Hydra Actions
Passive
- This creature has a number of turn actions on each of its turns equal to
the number of heads it has. This creature has a number of interrupt
actions on each other creature's turn equal to half the number it has,
rounded up.

Weak Skin
- If this creature is dealt 10 damage of any type other than Psyche from
a single source, the damage ignores SHP.
Drop Table
Harvesting: 15 Engineering
- 3d10 Stalwart Bones (Rare Material
Component)
Harvesting: 12 Engineering
None - 3d6 Stalwart Scales (Rare Material
Component)
Harvesting: 19 Engineering
- 2d10 Vials of Mystic Blood (Legendary
Refinement Component)

Leviathan
Large Primordial, Draconic

One of the lesser forms of dragons, leviathans are the offspring of a female chromatic
dragon and an applicable aquatic creature. One of the largest of the lesser dragons
and rather heartiest, these deep-water dwelling creatures are apex predators and
extremely difficult to kill.
DR 142 14200 XP
300 SHP 200 DHP 150 Stamina
Block Rating 12d4 Dodge Rating 4d12

185
Defenses 22 Physical 15 Energy 15 Heat 30 Chill 12 Psyche

Strength Agility Intellect Will Charm Display


46 (+42) 10 (+6) 9 (+5) 32 (+28) 2 (-2) 12 (+8)
Power Fort Res Awar Stunt
26 20 Speed Dex Eng Mem 12 20 App Lang Port 10
(+22) (+16) 8 (+4) 2 (-2) 1 (-3) 8 (+4) (+8) (+16) 1 (-3) 1 (-3) 2 (-2) (+6)
Travel
Land Water Air
0 meters 16 meters 0 meters
Frost Breath (Attack)
- 4 Turn Actions, 10 Stamina, 5 / 10 Meters
- 8d8 Chill, 0 Targets
- Rather than a single target, this attack affects all creatures within a 1
meter wide line, originating from the creature, extending out to the
Actions attack’s range. Tests for accuracy in the attack’s far range must still be
made.

Bite (Attack)
- 2 Turn Actions, 2 Meters
- 7d12 Physical, 1 Target
Responses None
Passive None
Drop Table
Harvesting: 16 Engineering
- 3d12 Stalwart Bones (Rare Material
Component)
Harvesting: 17 Engineering
None - 3d8 Impervious Scales (Legendary
Material Component)
Harvesting: 24 Engineering
- 2d12 Vials of Mystic Blood (Legendary
Refinement Component)

Wyvern

186
Large Primordial, Draconic

A lesser dragon unique in the fashion that it can fly, born of a chromatic dragon and
an avian species, such as many large birds. They are agile and difficult to catch, using
a ranged thunderous breath weapon.
DR 101 10100 XP
180 SHP 90 DHP 300 Stamina
Block Rating 2d4 Dodge Rating 7d12
Defenses 12 Physical 25 Energy 9 Heat 10 Chill 6 Psyche

Strength Agility Intellect Will Charm Display


13 (+9) 16 (+12) 2 (-2) 11 (+7) 2 (-2) 8 (+4)
Speed
Power Fort 10 Dex Eng Mem Res Awar App Lang Port Stunt
7 (+3) 6 (+2) (+6) 6 (+2) 1 (-3) 1 (-3) 5 (+1) 6 (+2) 1 (-3) 1 (-3) 1 (-3) 7 (+3)
Travel
Land Water Air
2 meters 0 meters 10 meters
Screech (Attack)
- 3 Turn Actions, 10 Stamina, 10 Meters
- 6d8 Energy, 0 Targets
- Rather than a single target, this attack affects all creatures within a
90-degree cone, originating from the creature, extending out to the
Actions
attack’s range.

Bite (Attack)
- 2 Turn Actions, 1 Meter
- 5d12 Physical, 1 Target
Responses None
Passive None
Drop Table
Harvesting: 17 Engineering
- 3d8 Stalwart Bones (Rare Material
Component)
None
Harvesting: 14 Engineering
- 3d6 Stalwart Scales (Rare Material
Component)

187
Harvesting: 25 Engineering
- 2d10 Vials of Mystic Blood (Legendary
Refinement Component)

188
Goblinoids
Often seen as mindless creatures, goblinoids actually show exceptional social hierarchy
and combat mechanics in comparison to their access to tools and lack of diplomacy. In
common goblin society, military conscription is mandatory and young goblins are put
on front lines to either prove themselves or fall in the process. The higher the rank of
militant, the safer position they receive.

Bugbear
Medium Humanoid, Goblinoid

A genetic anomaly in the world of goblins, bugbears are the most superior form of
goblinoid by birth. Naturally very stealthy and powerful, often using powerful surprise
sneak-attacks to their advantage.
DR 16 1300 XP
20 SHP 8 DHP 18 Stamina
Block Rating 2d4 Dodge Rating 3d12
1 Physical 1 Energy 1 Chill
Defenses 1 Heat 1 Psyche
(+2) (+1) (+1)

Strength Agility Intellect Will Charm Display


6 (+2) 12 (+8) 2 (-2) 5 (+1) 2 (-2) 2 (-2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
4 (0) 2 (-2) 5 (+1) 7 (+6) 1 (-3) 1 (-3) 2 (-2) 3 (-1) 1 (-3) 1 (-3) 1 (-3) 1 (-3)
Travel
Land Water Air
5 meters 2 meters 0 meters
Punch (Attack)
- 2 Turn Actions, 0 Meters
- 1d8 Physical, 1 Target

Sling (Attack)
Actions - 2 Turn Actions, 15 / 30 Meters
- 2d6 Physical, 1 Target

Shiv (Attack)
- 1 Turn Action, 0 Meters
- 2d4 Physical, 1 Target

189
Responses None
Sneak Attack
Passive - Attacks this creature makes while inconspicuous against its targets
deal double damage.
Drop Table
Harvesting: 7 Engineering
- 1 Sling - 1d8 Bones (Crude Material Component)
- 1 Shiv Harvesting: 10 Engineering
- 1 Garments - 1d8 Vials of Blood (Crude Refinement
Component)

Goblin
Medium Humanoid, Goblinoid

The most basic form of goblinoid and the lowest rank in goblin culture. Creatures like
this are often used as fodder due to short lifespan and huge numbers. They have no
specific profession or skill set and aren’t given any specific training. Rather, they are
used wherever a crack in the ranks needs filled with warm bodies.
DR 6 400 XP
8 SHP 5 DHP 10 Stamina
Block Rating 1d4 Dodge Rating 1d12
1 Physical
Defenses 1 Energy 1 Heat 1 Chill 1 Psyche
(+2)

Strength Agility Intellect Will Charm Display


4 (0) 4 (0) 2 (-2) 3 (-1) 2 (-2) 2 (-2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
3 (-1) 1 (-3) 2 (-2) 2 (-2) 1 (-3) 1 (-3) 1 (-3) 2 (-2) 1 (-3) 1 (-3) 1 (-3) 1 (-3)
Travel
Land Water Air
2 meters 1 meter 0 meters

190
Punch (Attack)
- 2 Turn Actions, 0 Meters
- 1d8-1 Physical, 1 Target
Actions
Bludgeon (Attack)
- 2 Turn Actions, 0 Meters
- 2d8 Physical, 1 Target
Responses None
Passive None
Drop Table
Harvesting: 7 Engineering
- 1d6 Bones (Crude Material Component)
- 1 Bludgeon
Harvesting: 10 Engineering
- 1 Cap
- 1d6 Vials of Blood (Crude Refinement
Component)

Goblin Archer
Medium Humanoid, Goblinoid

A single specialized rank above basic units, goblin archers are trained and specialized
in ranged combat with basic weaponry. Often they will be left in towers to defend from
range.
DR 10 700 XP
12 SHP 6 DHP 10 Stamina
Block Rating 1d4 Dodge Rating 2d12
1 Physical
Defenses 1 Energy 1 Heat 1 Chill 1 Psyche
(+2)

Strength Agility Intellect Will Charm Display


4 (0) 4 (0) 2 (-2) 3 (-1) 2 (-2) 2 (-2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
3 (-1) 1 (-3) 2 (-2) 2 (-2) 1 (-3) 1 (-3) 1 (-3) 2 (-2) 1 (-3) 1 (-3) 1 (-3) 1 (-3)
Travel
Land Water Air
2 meters 1 meter 0 meters

191
Punch (Attack)
- 2 Turn Actions, 0 Meters
- 1d8-1 Physical, 1 Target
Actions
Shortbow (Attack)
- 2 Turn Actions, 20 / 40 Meters
- 3d12 Physical, 1 Target
Responses None
Sniper
Passive
- The close range for attacks this creature makes is doubled.
Drop Table
Harvesting: 7 Engineering
- 1 Shortbow - 1d6 Bones (Crude Material Component)
- 1 Cap Harvesting: 10 Engineering
- 1d20 Arrows - 1d6 Vials of Blood (Crude Refinement
Component)

Goblin Caster
Medium Humanoid, Goblinoid

A less common but very specialized early-ranking of goblinoids, basic goblin casters
are keen on destroying things in new ways, such as fire and loud noises. They are
capable of casting a multitude of different spells, but often use a handful of presets
instead.
DR 16 1400 XP
16 SHP 10 DHP 28 Stamina
Block Rating 1d4 Dodge Rating 2d12
Defenses 1 Physical 1 Energy 1 Heat 1 Chill 1 Psyche

Strength Agility Intellect Will Charm Display


5 (+1) 4 (0) 2 (-2) 10 (+6) 2 (-2) 2 (-2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
4 (0) 1 (-3) 2 (-2) 2 (-2) 1 (-3) 1 (-3) 8 (+4) 2 (-2) 1 (-3) 1 (-3) 1 (-3) 1 (-3)
Travel
Land Water Air
2 meters 1 meter 0 meters

192
Punch (Attack)
- 2 Turn Actions, 0 Meters
- 1d8 Physical, 1 Target

Fire Bolt (Spell)


- 3 Turn Actions, 6 Stamina, 5 Meters
- 1d8 Heat, 1 Target
- This creature may choose to concentrate after casting this spell. If it
does, it deals the same damage at the beginning of each turn, either
until concentration ends or until all damage is prevented.

Actions
Shock (Spell)
- 3 Turn Actions, 8 Stamina, 0 Meters
- 2d8 Energy, 1 Target
- This creature may choose to concentrate after casting this spell. If it
does, it deals the same damage at the beginning of each turn, either
until concentration ends or until all damage is prevented.

Ice Punch (Spell)


- 5 Turn Actions, 7 Stamina
- The next Punch attack this creature makes deals an additional 3d8
Chill damage.
Responses None
Evocation Artistry
- This creature can cast and craft Evocation spells.

Array Artistry
Passive
- This creature can cast and craft Array spells.

Magi Cloak
- Spells this creature cast cost 2 less stamina, minimum cost of 1.
Drop Table
Harvesting: 7 Engineering
- 1d6 Bones (Crude Material Component)
- 1 Magi Cloak Harvesting: 10 Engineering
- 1d6 Vials of Blood (Crude Refinement
Component)

193
Goblin Soldier
Medium Humanoid, Goblinoid

The most basic of the promoted goblin hierarchy, goblin soldiers are the highest in
number for specialized units, but also the best equipped for their rank. They are the
guards and ground patrol for camps and field groups.
DR 15 1100 XP
30 SHP 12 DHP 18 Stamina
Block Rating 3d4 Dodge Rating 2d12
1 Physical 1 Energy 1 Heat 1 Chill
Defenses 1 Psyche
(+2) (+2) (+2) (+2)

Strength Agility Intellect Will Charm Display


9 (+5) 6 (+2) 2 (-2) 4 (0) 2 (-2) 3 (-1)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
7 (+3) 2 (-2) 4 (0) 2 (-2) 1 (-3) 1 (-3) 2 (-2) 2 (-2) 1 (-3) 1 (-3) 1 (-3) 2 (-2)
Travel
Land Water Air
4 meters 2 meters 0 meters
Punch (Attack)
- 2 Turn Actions, 0 Meters
- 1d8+3 Physical, 1 Target
Actions
Claymore (Attack)
- 3 Turn Actions, 2 Meters
- 6d10+3 Physical, 1 Target
Responses None
Passive None
Drop Table
Harvesting: 7 Engineering
- 1d6 Bones (Crude Material Component)
- 1 Claymore
Harvesting: 10 Engineering
- 1 Body Armor
- 1d6 Vials of Blood (Crude Refinement
Component)

194
Hobgoblin
Medium Humanoid, Goblinoid

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. Albeit, in goblin ranks, they are somewhat rare.
DR 10 800 XP
16 SHP 10 DHP 8 Stamina
Block Rating 2d4 Dodge Rating 2d12
1 Physical 1 Energy 1 Chill
Defenses 1 Heat 1 Psyche
(+2) (+1) (+1)

Strength Agility Intellect Will Charm Display


8 (+4) 7 (+3) 2 (-2) 5 (+1) 2 (-2) 2 (-2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
5 (+1) 3 (-1) 4 (0) 3 (-1) 1 (-3) 1 (-3) 2 (-2) 3 (-1) 1 (-3) 1 (-3) 1 (-3) 1 (-3)
Travel
Land Water Air
4 meters 2 meters 0 meters
Punch (Attack)
- 2 Turn Actions, 0 Meters
- 1d8+1 Physical, 1 Target
Actions
Maul (Attack)
- 3 Turn Actions, 0 Meters
- 4d12 Physical, 1 Target
Responses None
Passive None
Drop Table
Harvesting: 7 Engineering
- 1d8 Bones (Crude Material Component)
- 1 Maul
Harvesting: 10 Engineering
- 1 Garments
- 1d8 Vials of Blood (Crude Refinement
Component)

195
Undead
Unlike dead creatures, undead creatures have been reanimated through necromantic
magic. With some exceptions, these creatures have no free will and simply follow a
number of commands per their creator. If a creature as such is given a long-term
command, such as “kill everybody”, they may go on their way in a pseudo-form of free
will, though this comes with the limitation of specific goals.

Feral Vampire
Medium Humanoid, Undead

An undead humanoid creature created through ancient Elven experimentation. Though


such experiments have ceased, many vampires sustained the ability to breed, and thus
their population stayed steady.
DR 28 2800 XP
45 SHP 30 DHP 20 Stamina
Block Rating 1d4 Dodge Rating 5d12
Defenses 2 Physical 2 Energy -3 Heat 3 Chill 1 Psyche

Strength Agility Intellect Will Charm Display


11 (+7) 7 (+3) 1 (-3) 8 (+4) 0 (-4) 8 (+4)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
9 (+5) 2 (-2) 4 (0) 3 (-1) 0 (-4) 1 (-3) 3 (-1) 5 (+1) 0 (-4) 0 (-4) 3 (-1) 5 (+1)
Travel
Land Water Air
12 meters 0 meters 0 meters
Claw (Attack)
- 1 Turn Action, 0 Meters
- 3d8 Physical, 1 Target

Actions Bite (Attack)


- 3 Turn Actions, 0 Meters
- 6d6 Physical, 1 Target
- Damage dealt by this attack against creatures other than constructs
ignores SHP.
Responses None

196
Regenerative
- Whenever this creature takes the Deep Breath action, it regains 1 SHP.

Passive Heliopathy
- If this creature spends any amount of time during a turn in direct
sunlight, it is dealt 1d4 Heat damage at the end of the turn. Damage
dealt this way ignores SHP.
Drop Table
Harvesting: 7 Engineering
- 1d8 Rigid Bones (Common Material
Component)
None
Harvesting: 11 Engineering
- 1d4 Vials of Occult Blood (Extraordinary
Refinement Component)

Giant Zombie
Large Construct, Undead

A giant mindless, destructive creature and a subject of necromantic power. Zombies


like this include those of large wildlife and humanoids stripped of their original
abilities, such as griffons and giants. Unlike basic zombies, they are capable of much
more harm and are harder to stop.
DR 24 2400 XP
70 SHP 10 DHP 15 Stamina
Block Rating 5d4 Dodge Rating 1d12
Defenses 6 Physical 3 Energy -3 Heat 3 Chill 0 Psyche

Strength Agility Intellect Will Charm Display


14 (+10) 4 (0) 0 (-4) 7 (+3) 0 (-4) 2 (-2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
8 (+8) 6 (+2) 3 (-1) 1 (-3) 0 (-4) 0 (-4) 5 (+1) 2 (-2) 0 (-4) 0 (0) 1 (-3) 1 (-3)
Travel
Land Water Air
3 meters 1 meter 0 meters

197
Slam (Attack)
- 3 Turn Actions, 1 Meter
Actions
- 6d12 Physical, 1 Target
- This weapon deals double damage to targets other than creatures.
Responses None
Mindless
- This creature ignores Psyche damage.
Passive
Breathless
- This creature ignores the effects of suffocation.
Drop Table
Harvesting: 5 Engineering
None
- 1d12 Bones (Crude Material Component)

Zombie
Medium Construct, Undead

A nearly mindless and destructive form of animated creature and a very basic subject
of necromantic power. Zombies offer little capability in general but make great fodder
and easy labor for many. Though not always naturally aggressive, zombies are often
found causing destruction due to a low decision-making capacity.
DR 8 800 XP
13 SHP 3 DHP 10 Stamina
Block Rating 2d4 Dodge Rating 1d12
Defenses 1 Physical 1 Energy -2 Heat 1 Chill 0 Psyche

Strength Agility Intellect Will Charm Display


4 (0) 4 (0) 0 (-4) 6 (+2) 0 (-4) 2 (-2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
2 (0) 2 (-2) 3 (-1) 1 (-3) 0 (-4) 0 (-4) 4 (0) 2 (-2) 0 (-4) 0 (0) 1 (-3) 1 (-3)
Travel
Land Water Air
3 meters 1 meter 0 meters
Slam (Attack)
Actions - 2 Turn Actions, 0 Meters
- 1d8 Physical, 1 Target

198
Responses None
Mindless
- This creature ignores Psyche damage.
Passive
Breathless
- This creature ignores the effects of suffocation.
Drop Table
Harvesting: 5 Engineering
None
- 1d6 Bones (Crude Material Component)

199
Wildlife
Many creatures roam the dense forests and inhospitable tundras. Some are rarer than
others, but each have their own unique properties. Often these creatures live in a
natural ecological cycle that thrives in a vacuum, but even more often this cycle is
disrupted by those who are hungry, greedy, or just exceptionally stupid.

Bear
Medium Beast, Wildlife

A large wildlife beast, very powerful and larger than many other animals. Naturally
docile unless protective, though it will fight oncoming assailants and only flee if mortally
wounded.

DR 18 1800 XP
40 SHP 15 DHP 18 Stamina
Block Rating 2d4 Dodge Rating 1d12
Defenses 5 Physical 1 Energy 1 Heat 3 Chill 0 Psyche

Strength Agility Intellect Will Charm Display


13 (+9) 9 (+5) 1 (-3) 6 (+2) 2 (-2) 6 (+2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
8 (+4) 5 (+1) 8 (+4) 1 (-3) 0 (-4) 1 (-3) 1 (-3) 5 (+1) 1 (-3) 1 (-3) 4 (0) 2 (-2)
Travel
Land Water Air
8 meters 4 meters 0 meters
Claw (Attack)
- 2 Turn Actions, 0 Meters
- 5d8 Physical, 1 Target
Actions
Bite (Attack)
- 4 Turn Actions, 0 Meters
- 10d12 Physical, 1 Target
Responses None
Passive None
Drop Table

200
Harvesting: 8 Dexterity
- 1d6 Bones (Crude Material Component)
Harvesting: 10 Engineering
- 1d6 Vials of Blood (Crude Refinement
None
Component)
Harvesting: 11 Engineering
- 1d8 Parcels of Rigid Hide (Common
Material Component)

Griffon
Large Abomination, Wildlife

A very large amalgam creature with the body of a lion and head and wings of an
eagle. Its origin is vague, but the greatest explanation seems to be sentient
experimentation. Likely from the now-extinct crystal dwarves due to their
mountainous habitats. They often are purely defensive creatures, not going out of
their way to attack other creatures but doing what it takes to defend themselves and
subdue threats as necessary.
DR 32 3200 XP
55 SHP 20 DHP 18 Stamina
Block Rating 5d4 Dodge Rating 2d12
Defenses 3 Physical 2 Energy 1 Heat 8 Chill 0 Psyche

Strength Agility Intellect Will Charm Display


12 (+8) 4 (0) 3 (-1) 4 (0) 0 (-4) 6 (+2)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
8 (+8) 4 (0) 2 (-2) 2 (-2) 1 (-3) 2 (-2) 1 (-3) 3 (-1) 0 (-4) 0 (-4) 3 (-1) 3 (-1)
Travel
Land Water Air
2 meters 1 meter 6 meters
Talons (Attack)
- 2 Turn Actions, 0 Meters
- 8d10+2X Physical, 1 Target
Actions
- If this creature takes the Travel action directly prior to making this
attack, it deals an amount of additional Physical damage equal to
double the number of meters traveled.
Responses None

201
Passive None
Drop Table
Harvesting: 11 Engineering
- 1d12 Sturdy Bones (Extraordinary
Material Component)
Harvesting: 14 Engineering
None - 1d12 Vials of Occult Blood (Extraordinary
Refinement Component)
Harvesting: 10 Dexterity
- 1d12 Occult Feathers (Extraordinary
Refinement Component)

Wolf
Medium Beast, Wildlife

A social pack animal, wolves are found often in forests and dense timberland. Hardly
do they ever pick fights in packs, especially against creatures physically larger than
them. They will tend to their wounded, but prioritize fleeing if they are in mortal
danger.
DR 13 1300 XP
20 SHP 10 DHP 12 Stamina
Block Rating 1d4 Dodge Rating 1d12
Defenses 2 Physical 1 Energy 1 Heat 2 Chill 0 Psyche

Strength Agility Intellect Will Charm Display


9 (+5) 7 (+3) 2 (-2) 8 (+4) 2 (-2) 7 (+3)
Power Fort Speed Dex Eng Mem Res Awar App Lang Port Stunt
6 (+2) 3 (-1) 6 (+2) 1 (-3) 0 (-4) 2 (-2) 1 (-3) 7 (+6) 1 (-3) 1 (-3) 3 (-1) 4 (0)
Travel
Land Water Air
6 meters 3 meters 0 meters

202
Claw (Attack)
- 2 Turn Actions, 0 Meters
- 5d8 Physical, 1 Target

Bite (Attack)
- 3 Turn Actions, 0 Meters
Actions
- 7d12 Physical, 1 Target

Sprint (Travel)
- 1 Turn Action, 3 Stamina
- This creature takes the Travel action. During this action, its Land travel
increases by 6.
Responses None
Passive None
Drop Table
Harvesting: 7 Engineering
- 1d6 Bones (Crude Material Component)
Harvesting: 10 Engineering
- 1d6 Vials of Blood (Crude Refinement
None
Component)
Harvesting: 12 Engineering
- 1d6 Parcels of Rigid Hide (Common
Material Component)

203
Advanced Rules

204
Perfecting Craft
Over the course of your travel, you will find yourself needing to complete dynamic
objectives and, figuratively and literally, moving targets. Given each creature has
different defenses, contrasting reactions to new effects, and so many ways of being a
nuisance to you and your party.

This makes crafting all the more valuable: upon crafting an item, a piece of armor, a
potion, a salve, an amulet, and artifact, you may choose all of its specifications from
the ground up. Every characteristic is by design, and you will be able to customize your
strengths and limitations to fit your situation.

Items are not only something you hold or wear, but some items may even be
embedded beneath your skin, making them a semi-permanent part of you. This process
is called augmentation, and modifies you and your abilities on a biological level.

Tool Stations
Some tool stations may be as small as a forge or a kit built into the wall of a shop, or as
large as an entire laboratory. Regardless, it is an essential part of basic crafting.

In order to craft an item or a component, you will need a tool station. These are
stationary structures that have the required tools and resources necessary to fabricate
any generic item. There are several main things that any tool station should have at
least some of, including carving tools, metallurgy kits, versatile adhesives, and basic
manufacturing devices. Although, all tool stations should have one of two things, if not
something similar: kinetic dust or duchess substrate.

Kinetic dust is a magnetic microdust that can be shaped and molded into nearly any
shape, as well as dynamically hardened or reduced back into sand. Its tensile strength
is not high enough to be used as a weapon, but its versatility makes it extremely useful,
and often very common, in crafting. On the flip side of this, duchess substrate is an
organically-growing alchemical putty that not only can be used to carve runes, but also
to design new runes through controlled experimentation. Over time, the duchess
substrate will absorb mana from the atmosphere to replenish itself.

Spending Time
Different types of items and different rarities take differing amounts of time to
construct. More complex tool stations may modify these times based on GM discretion.

Item Component

205
Crude 30 minutes 5 minutes

Common 1 hour 10 minutes

Extraordinary 3 hours 30 minutes

Rare 8 hours 2 hours

Legendary 24 hours 6 hours

Mythical 72 hours 18 hours

Customizing Your Stuff


Every item in Utopia has a rarity, existing in one of six brackets: Crude, Common,
Extraordinary, Rare, Legendary, or Mythical. Whatever the rarity of the final item
depicts what rarity of components are required. In some cases, finalized by GM
discretion, specific components may be required to craft some items.

When crafting an item, you may add or


20 RP or less Crude
remove features, each of which is listed
in this chapter and specific to the type 21-40 RP Common
of item you are crafting. Any given
effect will increase or decrease the 41-70 RP Extraordinary
amount of Rarity Points (RP) the item
has, as well as the number of 71-110 RP Rare
components necessary to craft it.
111-160 RP Legendary

The more Rarity Points an item has, the 161-220 RP Mythical


more valuable it is and the rarer it
becomes. 221 RP or more Uncraftable

If an item, upon final design, has a negative RP value, treat it as if it is positive instead.
This is most commonly found with consumables and artifacts with purely negative
effects.

How Features Work


There are two basic types of features that you may add to an item: stackable and
non-stackable. Stackable features may be added to a number of times, specifically an
unlimited number of times unless otherwise specified. The RP value must be added for
each stack added. On the other hand, non-stackable features may only be added up to
1 time per item.

206
With the exception of consumables and artifacts, on top of the added or removed RP,
each feature will have an effect of what type of components must be added and how
many of each. Weapons do not innately require power components, but any weapon
that deals damage outside of Physical will, due to the requirement of the Harsh
feature.

Consumables and artifacts each function differently in component requirement, each


detailed in their crafting sections. Simply, the more RP a consumable or artifact has,
the more components of specific types it will require, each at their own rate.

207
Fast weapons are the least damaging weapon per attack, though attacks from these
weapons can be made in quick succession. Unlike other weapons, over half of the
attacks from these weapons are often unresponded due to the high rate at which they
come.

Due to their shear size and weight limitations, it’s often more expensive to make these
types of weapons include specialized features. Regardless, these remain as powerful
sidearms, especially due to their ability to make the most use out of a single second of
time.

Fast Weapons
● Innately requires 1 turn action to attack with.
● Innately requires 1 hand to attack with.
● 1 stack of Slam or at least 1 stack of Harsh is required.
● Innately has 0 meters of close range and 0 meters of far range. It is
considered melee.
● Innately does not use any modifiers when calculating damage.

Requires 2 Refinement Components and 1 Material Component to craft (Minimum 0


Power Components, 2 Refinement Components, 1 Material Component).

Feature Abilities Cost


+ The weapon deals an additional 1d4 +10 RP
Physical damage. Damage dice may be +1 Material
Slam (S)
redistributed in any fashion as long as Component for any
the maximum damage is the same. number of stacks
+ The weapon deals an additional 1d4
+15 RP
damage of any type. Damage dice may
+1 Power Component
Harsh (S) be redistributed in any fashion as long
for any number of
as the maximum damage per damage
stacks
type is the same.
+ The weapon deals an additional amount
of damage for each type it would
normally deal equal to the user’s
modifier. The user’s Power modifier is +40 RP
Elegant used if the weapon is melee, the user’s +1 Material
Dexterity modifier is used otherwise. Component

Not compatible with the Extravagant


feature.
Extravagant + The weapon deals an additional amount +50 RP

208
of damage for each type it would +1 Material
normally deal equal to the user’s Component
subtrait modifier. The subtrait modifier
used is chosen upon crafting.

Not compatible with the Elegant


feature.
+ The weapon gains 1 meter of close
+2 RP
range.
+1 Material
Reach (S)
Component for any
Not compatible with the Range feature,
number of stacks
maximum of 2 stacks.
+ The weapon gains an additional 5
+5 RP
meters of close range and 10 meters of
+1 Refinement
Range (S) far range. It is considered ranged.
Component for any
number of stacks
Not compatible with the Reach feature.
+ Damage dealt by this weapon to
creatures other than constructs ignores
+55 RP
SHP.
Poisonous +2 Refinement
Components
Not compatible with the Wounding
feature.
+ Damage dealt by this weapon ignores
SHP. +70 RP
Wounding +2 Refinement
Not compatible with the Poisonous Components
feature.
+ When this weapon deals damage to a +70 RP
Exhausting creature, that creature's stamina is +2 Refinement
reduced an equal amount. Components
+70 RP
Penetrative + This weapon ignores defense. +2 Refinement
Components
+10 RP
+ This weapon deals double damage to
Ship Wrecker +1 Refinement
targets other than creatures.
Component
Loading (S) - This weapon requires 1 additional turn -20 RP

209
action to load. Attacks cannot be made -1 Refinement
with it if it is not loaded. Component for any
number of stacks
- This weapon requires and consumes a
single piece of a specific type of Crude
ammunition.

Ammunition required this way should be


-20 RP
crafted within 30 minutes and either 4
Armed -1 Refinement
Crude material Components, or 2 Crude
Component
material components and 1 Crude
refinement component, or 1 Crude
material component and 1 Crude power
component. Crafting should produce up
to 10 of the given ammunition.
-10 RP
- This weapon requires 1 additional -1 Material
Sapping (S)
stamina to attack with. Component for any
number of stacks
- This weapon deals 1 additional damage -10 RP
of any type to its user each attack. -1 Refinement
Thorned (S)
Each stack must use the same type of Component for any
damage. number of stacks
-20 RP
- This weapon requires an additional
Unwieldy -1 Refinement
hand to attack with.
Component
-10 RP
- Only the creature that crafted this
Customized -1 Refinement
weapon may make attacks with it.
Component
-15 RP
- Creatures equipped with hand armor
Bulky -1 Refinement
cannot make attacks with this weapon.
Component
Advanced Features
+ This weapon has a conscious mind and +25 RP
can sense objects and creatures within +1 Power Component
Sentient
10 meters of it. It can communicate +1 Refinement
simple emotions and ideas directly with Component

210
only its user and has a personality of its
own. Emotions and decisions are under
GM discretion.
+ This weapon’s user may spend double
the number of necessary turn actions to
attack with this weapon. If they do,
creatures that are dealt damage with it
must make a Fortitude test against the
amount of damage dealt. Upon failing,
+15 RP
Blinding the creature becomes Blinded.
+1 Power Component

Creatures affected this way may spend


1 interrupt action or 1 turn action to
attempt the test again, up to once per
turn. If the test succeeds 10, it ends the
effect on itself.
+ This weapon’s user may spend double
the number of necessary turn actions to
attack with this weapon. If they do,
creatures that are dealt damage with it
must make a Fortitude test against the
+25 RP
amount of damage dealt. Upon failing,
+1 Power Component
Confusing the creature becomes Dazed.
+1 Refinement
Component
Creatures affected this way may spend
1 interrupt action or 1 turn action to
attempt the test again, up to once per
turn. If the test succeeds 10, it ends the
effect on itself.
+ Rather than a single target, attacks
made with this weapon affect all
creatures within a 1 meter wide line,
originating from the user, extending out +40 + 2 RP per Meter
to the weapon’s range. The weapon is of Far Range the
Blasting
considered ranged. Weapon Has
+1 Power Component
Tests for accuracy in the weapon’s far
range must still be made.

211
Not compatible with the Booming
feature.
+ Rather than a single target, attacks
made with this weapon affect all
creatures within a 90-degree cone,
originating from the user, extending out
+40 + 5 RP per Meter
to the weapon’s range. The weapon is
of Far Range the
considered ranged.
Booming Weapon Has
+2 Power
Tests for accuracy in the weapon’s far
Components
range do not need to be made.

Not compatible with the Blasting


feature.
- Attacks made with this weapon against
targets that are within 1 meter deal half
as much damage rounded up. Attacks
made with this weapon against targets
that are not within 1 meter require its
user to lose possession of it, though it
may be picked up after the attack.
-15 RP
Thrown -1 Refinement
This weapon’s close range is equal to
Component
the user’s Power or Dexterity score,
whichever is higher, and its far range
is equal to user's Strength or Agility
score, whichever is higher.

Not compatible with the Reach,


Blasting, or Booming feature.
- Attacks made with this weapon deal -40 RP
Non-Lethal half as much damage, rounded up, to -1 Material
creatures that have 0 SHP. Component

212
Moderate weapons are the most common form of weaponry, generally dealing a
generic amount of damage and hitting fast enough to bring some unresponded attacks
to the battlefield.

These types of weapons are the most congruent for basic infantry; the hypothetical
perfect middle-ground between damage and speed.

Moderate Weapons
● Innately requires 2 turn action to attack with.
● Innately requires 1 hand to attack with.
● 1 stack of Slam or at least 1 stack of Harsh is required.
● Innately has 0 meters of close range and 0 meters of far range.
● Innately does not use any modifiers when calculating damage.

Requires 1 Refinement Component and 2 Material Components to craft (Minimum 0


Power Components, 1 Refinement Component, 2 Material Components).

Feature Abilities RP Cost


+ The weapon deals an additional 1d4 +5 RP
Physical damage. Damage dice may be +1 Material
Slam (S)
redistributed in any fashion as long as Component for any
the maximum damage is the same. number of stacks
+ The weapon deals an additional 1d4
+8 RP
damage of any type. Damage dice may
+1 Power Component
Harsh (S) be redistributed in any fashion as long
for any number of
as the maximum damage per damage
stacks
type is the same.
+ The weapon deals an additional amount
of damage for each type it would
normally deal equal to the user’s
modifier. The user’s Power modifier is +20 RP
Elegant used if the weapon is melee, the user’s +1 Material
Dexterity modifier is used otherwise. Component

Not compatible with the Extravagant


feature.
+ The weapon deals an additional amount
of damage for each type it would +25 RP
normally deal equal to the user’s
Extravagant +1 Refinement
subtrait modifier. The subtrait modifier
Component
used is chosen upon crafting.

213
Not compatible with the Elegant
feature.
+ The weapon gains 1 meter of close
+2 RP
range.
+1 Material
Reach (S)
Component for any
Not compatible with the Range feature,
number of stacks
maximum of 2 stacks.
+ The weapon gains an additional 5
+4 RP
meters of close range and 10 meters of
+1 Refinement
Range (S) far range. It is considered ranged.
Component for any
number of stacks
Not compatible with the Reach feature.
+ Damage dealt by this weapon to
creatures other than constructs ignores
+55 RP
SHP.
Poisonous +2 Refinement
Components
Not compatible with the Wounding
feature.
+ Damage dealt by this weapon ignores
SHP. +70 RP
Wounding +2 Refinement
Not compatible with the Poisonous Components
feature.
+ When this weapon deals damage to a +70 RP
Exhausting creature, that creature's stamina is +2 Refinement
reduced an equal amount. Components
+70 RP
Penetrative + This weapon ignores defense. +2 Refinement
Components
+8 RP
+ This weapon deals double damage to
Ship Wrecker +1 Material
targets other than creatures.
Component
-8 RP
- This weapon requires 1 additional turn
-1 Refinement
Loading (S) action to load. Attacks cannot be made
Component for any
with it if it is not loaded.
number of stacks
Armed - This weapon requires and consumes a -15 RP

214
single piece of a specific type of Crude -1 Refinement
ammunition. Component

Ammunition required this way can be


crafted within 30 minutes and either 4
Crude material components, or 2 Crude
material components and 1 Crude
refinement component, or 1 Crude
material component and 1 Crude power
component. Crafting should produce
between 1 and 10 of the given
ammunition.
-5 RP
- This weapon requires 1 additional -1 Material
Sapping (S)
stamina to attack with. Component for any
number of stacks
- This weapon deals 1 additional damage -5 RP
of any type to its user each attack. -1 Refinement
Thorned (S)
Each stack must use the same type of Component for any
damage. number of stacks
-10 RP
- This weapon requires an additional
Unwieldy (S) -1 Refinement
hand to attack with.
Component
-10 RP
- Only the creature that crafted this
Customized -1 Refinement
weapon may make attacks with it.
Component
-15 RP
- Creatures equipped with hand armor
Bulky -1 Refinement
cannot make attacks with this weapon.
Component
Advanced Features
+ This weapon has a conscious mind and
can sense objects and creatures within
+25 RP
10 meters of it. It can communicate
+1 Power Component
Sentient simple emotions and ideas directly with
+1 Refinement
only its user and has a personality of its
Component
own. Emotions and decisions are under
GM discretion.

215
+ This weapon’s user may spend double
the number of necessary turn actions to
attack with this weapon. If they do,
creatures that are dealt damage with it
must make a Fortitude test against the
amount of damage dealt. Upon failing,
+30 RP
Blinding the creature becomes Blinded.
+1 Power Component

Creatures affected this way may spend


1 interrupt action or 1 turn action to
attempt the test again, up to once per
turn. If the test succeeds 10, it ends the
effect on itself.
+ This weapon’s user may spend double
the number of necessary turn actions to
attack with this weapon. If they do,
creatures that are dealt damage with it
must make a Fortitude test against the
+50 RP
amount of damage dealt. Upon failing,
+1 Power Component
Confusing the creature becomes Dazed.
+1 Refinement
Component
Creatures affected this way may spend
1 interrupt action or 1 turn action to
attempt the test again, up to once per
turn. If the test succeeds 10, it ends the
effect on itself.
+ Rather than a single target, attacks
made with this weapon affect all
creatures within a 1 meter wide line,
originating from the user, extending out
to the weapon’s range. The weapon is +40 + 2 RP per Meter
considered ranged. of Far Range the
Blasting
Weapon Has
Tests for accuracy in the weapon’s far +1 Power Component
range must still be made.

Not compatible with the Booming


feature.
Booming + Rather than a single target, attacks +40 + 5 RP per Meter

216
made with this weapon affect all of Far Range the
creatures within a 90-degree cone, Weapon Has
originating from the user, extending out +2 Power
to the weapon’s range. The weapon is Components
considered ranged.

Tests for accuracy in the weapon’s far


range do not need to be made.

Not compatible with the Blasting


feature.
- Attacks made with this weapon against
targets that are within 1 meter deal half
as much damage rounded up. Attacks
made with this weapon against targets
that are not within 1 meter require its
user to lose possession of it, though it
may be picked up after the attack.
-15 RP
Thrown -1 Refinement
This weapon’s close range is equal to
Component
the user’s Power or Dexterity score,
whichever is higher, and its far range
is equal to user's Strength or Agility
score, whichever is higher.

Not compatible with the Short, Reach,


Blasting, or Booming feature.
- Attacks made with this weapon deal -30 RP
Non-Lethal half as much damage, rounded up, to -1 Refinement
creatures that have 0 SHP. Component

217
Slow weapons are the largest, bulkiest, and heaviest of potential weapons. These vary
in how much time it takes to attack with, but they have one commonality in this: they
take a while.

Most attacks made with slow weapons will be responded to in some way, so the general
goal with slow weapons is to break defenses with sheer force. These types of weapons
can push the most amount of damage, fire at the longest ranges, but are the slowest to
use in battle.

Slow Weapons
● Innately requires 3 turn action to attack with.
● Innately requires 1 hand to attack with.
● 1 stack of Slam or at least 1 stack of Harsh is required.
● Innately has 0 meters of close range and 0 meters of far range.
● Innately does not use any modifiers when calculating damage.

Requires 3 Material Components to craft (Minimum 0 Power Components, 0


Refinement Components, 3 Material Components).

Feature Abilities RP Cost


+ The weapon deals an additional 1d4 +2 RP
Physical damage. Damage dice may be +1 Material
Slam (S)
redistributed in any fashion as long as Component for any
the maximum damage is the same. number of stacks
+ The weapon deals an additional 1d4
+3 RP
damage of any type. Damage dice may
+1 Power Component
Harsh (S) be redistributed in any fashion as long
for any number of
as the maximum damage per damage
stacks
type is the same.
+ The weapon deals an additional amount
of damage for each type it would
normally deal equal to the user’s
modifier. The user’s Power modifier is +8 RP
Elegant used if the weapon is melee, the user’s +1 Material
Dexterity modifier is used otherwise. Component

Not compatible with the Extravagant


feature.
+ The weapon deals an additional amount +10 RP
of damage for each type it would
Extravagant +1 Refinement
normally deal equal to the user’s
Component
subtrait modifier. The subtrait modifier

218
used is chosen upon crafting.

Not compatible with the Elegant


feature.
+ The weapon gains 1 meter of close
+1 RP
range.
+1 Material
Reach (S)
Component for any
Not compatible with the Range feature,
number of stacks
maximum of 2 stacks.
+ The weapon gains an additional 5
+3 RP
meters of close range and 10 meters of
+1 Refinement
Range (S) far range. It is considered ranged.
Component for any
number of stacks
Not compatible with the Reach feature.
+ Damage dealt by this weapon to
creatures other than constructs ignores
+55 RP
SHP.
Poisonous +2 Refinement
Components
Not compatible with the Wounding
feature.
+ Damage dealt by this weapon ignores
SHP. +70 RP
Wounding +2 Refinement
Not compatible with the Poisonous Components
feature.
+ When this weapon deals damage to a +70 RP
Exhausting creature, that creature's stamina is +2 Refinement
reduced an equal amount. Components
+70 RP
Penetrative + This weapon ignores defense. +2 Refinement
Components
+5 RP
+ This weapon deals double damage to
Ship Wrecker +1 Material
targets other than creatures.
Component
- This weapon requires 4 turn actions to
-20 RP
attack with.
Elaborate -2 Refinement
Components
Not compatible with the Articulate or

219
Convoluted features.
- This weapon requires 5 turn actions to
attack with. -30 RP
Articulate -3 Refinement
Not compatible with the Elaborate or Components
Convoluted features.
- This weapon requires 5 turn actions to
attack with. -40 RP
Convoluted -4 Refinement
Not compatible with the Elaborate or Components
Articulate features.
-5 RP
- This weapon requires 1 additional turn
-1 Refinement
Loading (S) action to load. Attacks cannot be made
Component for any
with it if it is not loaded.
number of stacks
- This weapon requires and consumes a
single piece of a specific type of Crude
ammunition.

Ammunition required this way should be


-10 RP
crafted within 30 minutes and either 4
Armed -1 Refinement
Crude material Components, or 2 Crude
Component
material components and 1 Crude
refinement component, or 1 Crude
material component and 1 Crude power
component. Crafting should produce up
to 10 of the given ammunition.
-2 RP
- This weapon requires 1 additional -1 Material
Sapping (S)
stamina to attack with. Component for any
number of stacks
- This weapon deals 1 additional damage -2 RP
of any type to its user each attack. -1 Refinement
Thorned (S)
Each stack must use the same type of Component for any
damage. number of stacks
-5 RP
- This weapon requires an additional
Unwieldy (S) -1 Refinement
hand to attack with.
Component

220
-10 RP
- Only the creature that crafted this
Customized -1 Refinement
weapon may make attacks with it.
Component
-15 RP
- Creatures equipped with hand armor
Bulky -1 Refinement
cannot make attacks with this weapon.
Component
Advanced Features
+ This weapon has a conscious mind and
can sense objects and creatures within
+25 RP
10 meters of it. It can communicate
+1 Power Component
Sentient simple emotions and ideas directly with
+1 Refinement
only its user and has a personality of its
Component
own. Emotions and decisions are under
GM discretion.
+ This weapon’s user may spend double
the number of necessary turn actions to
attack with this weapon. If they do,
creatures that are dealt damage with it
must make a Fortitude test against the
amount of damage dealt. Upon failing,
+45 RP
Blinding the creature becomes Blinded.
+1 Power Component

Creatures affected this way may spend


1 interrupt action or 1 turn action to
attempt the test again, up to once per
turn. If the test succeeds 10, it ends the
effect on itself.
+ This weapon’s user may spend double
the number of necessary turn actions to
attack with this weapon. If they do,
creatures that are dealt damage with it
+75 RP
must make a Fortitude test against the
+1 Power Component
Confusing amount of damage dealt. Upon failing,
+1 Refinement
the creature becomes Dazed.
Component

Creatures affected this way may spend


1 interrupt action or 1 turn action to
attempt the test again, up to once per

221
turn. If the test succeeds 10, it ends the
effect on itself.
+ Rather than a single target, attacks
made with this weapon affect all
creatures within a 1 meter wide line,
originating from the user, extending out
to the weapon’s range. The weapon is +40 + 2 RP per Meter
considered ranged. of Far Range the
Blasting
Weapon Has
Tests for accuracy in the weapon’s far +1 Power Component
range must still be made.

Not compatible with the Booming


feature.
+ Rather than a single target, attacks
made with this weapon affect all
creatures within a 90-degree cone,
originating from the user, extending out
+40 + 5 RP per Meter
to the weapon’s range. The weapon is
of Far Range the
considered ranged.
Booming Weapon Has
+2 Power
Tests for accuracy in the weapon’s far
Components
range do not need to be made.

Not compatible with the Blasting


feature.
- Attacks made with this weapon deal -20 RP
Non-Lethal half as much damage, rounded up, to -1 Refinement
creatures that have 0 SHP. Component

222
Shields are the only form of handheld armor, often making a creature more tactical in
combat. Most commonly, shields help a creature block or dodge oncoming harm via
deflection or negation.

Shields
● Innately requires 1 hand to have equipped.
● Innately requires 1 turn action to equip or unequip.

Requires 3 Material Components to craft (Minimum 0 Power Components, 0


Refinement Components, 3 Material Components).

Feature Abilities RP Cost


+10 RP
+ While equipped, grants +1 Defense of +1 Material
Defensive (S)
any type. Component for any
number of stacks
+20 RP
+1 Material
Guarded (S) + Grants +1d4 Block Rating.
Component for any
number of stacks
+20 RP
+1 Refinement
Spry (S) + Grants +1d12 Dodge Rating.
Component for any
number of stacks
+30 RP
+ Spells equipped creatures cast cost 1 +1 Power Component
Magus (S)
less stamina, minimum cost of 1. for any number of
stacks
-20 RP
- This equipment requires an additional
Unwieldy -1 Refinement
hand to equip.
Component
Advanced Features
+ This equipment has a conscious mind
+25 RP
and can sense objects and creatures
+1 Power Component
Sentient within 10 meters of it. It can
+1 Refinement
communicate simple emotions and
Component
ideas directly with only its user and

223
has a personality of its own. Emotions
and decisions are under GM discretion.
- If the user takes an amount of
damage that is both a type of damage
that this armor grants 1 or more
defense for and the amount of
-20 RP
Corroded damage is equal to or higher than the
-1 Material Component
respective defense granted, this armor
becomes destroyed.

Requires the Defensive feature.

224
Chest armor is the most defensive piece a creature can wear. Contrary to its name,
most chest armor is adorned on the torso and legs, and even includes entire sets of
clothing.

Based on its design, it’s very expensive to add non-defensive features to chest armor.
Often these types of armor are rather mundane and produce more protection than any
other type of equipment.

Chest Armor
● Occupies chest slot.

Requires 5 Material Components to craft (Minimum 0 Power Components, 0


Refinement Components, 3 Material Components).

Feature Abilities RP Cost


+20 RP
+ This armor may be augmented into a
Augmentable +2 Refinement
creature’s chest slot.
Components
+5 RP
+1 Material
Defensive (S) + Grants +1 defense of any type.
Component for any
number of stacks
+50 RP
+1 Material
Guarded (S) + Grants +1d4 Block Rating.
Component for any
number of stacks
+50 RP
+1 Refinement
Spry (S) + Grants +1d12 Dodge Rating.
Component for any
number of stacks
+60 RP
+ Spells equipped creatures cast cost 1 +1 Power Component
Magus (S)
less stamina, minimum cost of 1. for any number of
stacks
+ The user gains an additional 1 meter of +10 RP
Land travel. This feature has no effect if +1 Refinement
Boosted (S)
the creature has a Land travel of 0 Component for any
meters. number of stacks

225
+ The user gains an additional 1 meter of +8 RP
Water travel. This feature has no effect +1 Refinement
Marine (S)
if the creature has a Water travel of 0 Component for any
meters. number of stacks
+ The user gains an additional 1 meter of +18 RP
Air travel. This feature has no effect if +1 Power Component
Aerial (S)
the creature has an Air travel of 0 for any number of
meters. stacks
- Once this armor is equipped or
augmented, it cannot be removed, only
destroyed. Its user may spend 6 turn
actions to destroy this item. -20 RP
Tethered -1 Refinement
If this item is augmented when Component
destroyed, the user still suffers all
effects as if it was being
de-augmented.
-20 RP
- While this armor is equipped, the user
Hexproof -1 Refinement
cannot cast spells.
Component
Advanced Features
+ This armor has a conscious mind and
can sense objects and creatures within
+25 RP
10 meters of it. It can communicate
+1 Refinement
Sentient simple emotions and ideas directly with
Component
only its user and has a personality of its
+1 Power Component
own. Emotions and decisions are under
GM discretion.
+ Creatures and objects cannot gain
+20 RP
information on equipped creatures
Shrouded +1 Material
through divination. Attempts to do so
Component
will come back “null”.
- If the user takes an amount of damage
that is both a type of damage that this
-40 RP
armor grants 1 or more defense for and
Corroded -1 Material
the amount of damage is equal to or
Component
higher than the respective defense
granted, this armor becomes destroyed.

226
If this item is augmented when
destroyed, the user still suffers all
effects as if it was being
de-augmented.

Requires the Defensive feature.

227
Head armor is a specialized type of equipment that offers a healthy balance of defense
and helpful characteristics. Although they are rarely the least expensive in the way of
new features, they are often the best all-around in cost, having an affordable price tag
for protection and passive features.

Head Armor
● Occupies head slot.

Requires 1 Refinement Component and 3 Material Components to craft (Minimum 0


Power Components, 1 Refinement Component, 3 Material Components).

Feature Abilities RP Cost


+20 RP
+ This armor may be augmented into a
Augmentable +2 Refinement
creature’s head slot.
Components
+10 RP
+ Grants +1 defense of any type other +1 Material
Protective (S)
than Psyche. Component for any
number of stacks
+5 RP
+1 Material
Screen (S) + Grants +1 Psyche defense.
Component for any
number of stacks
+40 RP
+1 Material
Guarded (S) + Grants +1d4 Block Rating.
Component for any
number of stacks
+40 RP
+1 Refinement
Spry (S) + Grants +1d12 Dodge Rating.
Component for any
number of stacks
+25 RP
+ Spells equipped creatures cast cost 1 +1 Power Component
Magus (S)
less stamina, minimum cost of 1. for any number of
stacks
+ Weaponless attacks deal an additional +40 RP
Harsh (S) 1d4 damage of any type. Damage dice +1 Refinement
may be redistributed in any fashion as Component for any

228
long as the maximum damage per number of stacks
damage type is the same. +1 Material
Component for any
number of stacks
+10 RP
+ While equipped, the user does not need
Amphibious +1 Refinement
to breathe.
Component
- Once this armor is equipped or
augmented, it cannot be removed, only
destroyed. Its user may spend 6 turn
actions to destroy this item. -15 RP
Tethered -1 Refinement
If this item is augmented when Component
destroyed, the user still suffers all
effects as if it was being
de-augmented.
-15 RP
- While this armor is equipped, the user
Hexproof -1 Refinement
cannot cast spells.
Component
Advanced Features
+ This armor has a conscious mind and
can sense objects and creatures within
+20 RP
10 meters of it. It can communicate
+1 Power Component
Sentient simple emotions and ideas directly with
+1 Refinement
only its user and has a personality of its
Component
own. Emotions and decisions are under
GM discretion.
+ Creatures and objects cannot gain
+15 RP
information on equipped creatures
Shrouded +1 Material
through divination. Attempts to do so
Component
will come back “null”.
- If the user takes an amount of damage
that is both a type of damage that this
armor grants 1 or more defense for and -50 RP
Corroded the amount of damage is equal to or -1 Material
higher than the respective defense Component
granted, this armor becomes destroyed.

229
If this item is augmented when
destroyed, the user still suffers all
effects as if it was being
de-augmented.

Requires the Defensive feature.

230
Hand armor is difficult to imbue and complex by nature, but does work as a form of
accessory armor. Protection is not their strong suit, though they do aid in one’s ability
to block incoming attacks as well as offering sustainable damage without a weapon.

Hand Armor
● Occupies hands slot.

Requires 2 Refinement Components and 1 Material Component to craft (Minimum 0


Power Components, 1 Refinement Component, 1 Material Component).

Feature Abilities RP Cost


+20 RP
+ This armor may be augmented into a
Augmentable +2 Refinement
creature’s hands slot.
Components
+15 RP
+1 Material
Defensive (S) + Grants +1 defense of any type.
Component for any
number of stacks
+30 RP
+1 Material
Guarded (S) + Grants +1d4 Block Rating.
Component for any
number of stacks
+40 RP
+1 Refinement
Spry (S) + Grants +1d12 Dodge Rating.
Component for any
number of stacks
+30 RP
+ Spells equipped creatures cast cost 1 +1 Power Component
Magus (S)
less stamina, minimum cost of 1. for any number of
stacks
+10 RP
+ Weaponless attacks the equipped
+1 Power Component
creature make deal an additional 1d4
for any number of
damage of any type. Damage dice may
Harsh (S) stacks
be redistributed in any fashion as long
+1 Material
as the maximum damage per damage
Component for any
type is the same.
number of stacks
Swift + Equipped creature may make +20 RP

231
weaponless attacks with 1 less turn +1 Refinement
action, minimum of 1. Component
- Once this armor is equipped or
augmented, it cannot be removed, only
destroyed. Its user may spend 6 turn
actions to destroy this item. -10 RP
Tethered -1 Refinement
If this item is augmented when Component
destroyed, the user still suffers all
effects as if it was being
de-augmented.
-15 RP
- While this armor is equipped, the user
Hexproof -1 Refinement
cannot cast spells.
Component
Advanced Features
+ This armor has a conscious mind and
can sense objects and creatures within
+25 RP
10 meters of it. It can communicate
+1 Power Component
Sentient simple emotions and ideas directly with
+1 Refinement
only its user and has a personality of its
Component
own. Emotions and decisions are under
GM discretion.
+ Creatures and objects cannot gain
+40 RP
information on equipped creatures
Shrouded +1 Material
through divination. Attempts to do so
Component
will come back “null”.
- If the user takes an amount of damage
that is both a type of damage that this
armor grants 1 or more defense for and
the amount of damage is equal to or
higher than the respective defense
-40 RP
granted, this armor becomes destroyed.
Corroded -1 Material
Component
If this item is augmented when
destroyed, the user still suffers all
effects as if it was being
de-augmented.

232
Requires the Defensive feature.

233
Foot armor is, much like hand armor, complex and difficult to imbue. What it lacks in
protection it makes up for with superior speed bonuses and aid in dodging harm.
Generally, boots are designed to aid in a creature’s agility.

Foot Armor
● Occupies feet slot.

Requires 2 Refinement Components and 1 Material Component to craft (Minimum 0


Power Components, 1 Refinement Component, 1 Material Component).

Feature Abilities RP Cost


+20 RP
+ This armor may be augmented into a
Augmentable +2 Refinement
creature’s feet slot.
Components
+15 RP
+1 Material
Defensive (S) + Grants +1 defense of any type.
Component for any
number of stacks
+40 RP
+1 Material
Guarded (S) + Grants +1d4 Block Rating.
Component for any
number of stacks
+30 RP
+1 Refinement
Spry (S) + Grants +1d12 Dodge Rating.
Component for any
number of stacks
+30 RP
+ Spells equipped creatures cast cost 1 +1 Power Component
Magus (S)
less stamina, minimum cost of 1. for any number of
stacks
+20 RP
+ Weaponless attacks equipped creature
+1 Refinement
make deal an additional 1d4 damage of
Component for any
any type. Damage dice may be
Harsh (S) number of stacks
redistributed in any fashion as long as
+1 Material
the maximum damage per damage
Component for any
type is the same.
number of stacks
Swift (S) + Equipped creature may make +30 RP

234
weaponless attacks with 1 less turn +1 Refinement
action, minimum of 1. Component
+ Equipped creature may travel up
+40 RP
Arachnid vertical surfaces and upside down when
+1 Power Component
using Land travel.
+ The user gains an additional 1 meter of +7 RP
Land travel. This feature has no effect if +1 Refinement
Boosted (S)
the creature has a Land travel of 0 Component for any
meters. number of stacks
+ The user gains an additional 1 meter of +5 RP
Water travel. This feature has no effect +1 Refinement
Marine (S)
if the creature has a Water travel of 0 Component for any
meters. number of stacks
+ The user gains an additional 1 meter of +12 RP
Air travel. This feature has no effect if +1 Power Component
Aerial (S)
the creature has an Air travel of 0 for any number of
meters. stacks
- Once this armor is equipped or
augmented, it cannot be removed, only
destroyed. Its user may spend 6 turn
actions to destroy this item. -10 RP
Tethered -1 Refinement
If this item is augmented when Component
destroyed, the user still suffers all
effects as if it was being
de-augmented.
-15 RP
- While this armor is equipped, the user
Hexproof -1 Refinement
cannot cast spells.
Component
Advanced Features
+ This armor has a conscious mind and
can sense objects and creatures within
+25 RP
10 meters of it. It can communicate
+1 Power Component
Sentient simple emotions and ideas directly with
+1 Refinement
only its user and has a personality of its
Component
own. Emotions and decisions are under
GM discretion.

235
+ Creatures and objects cannot gain
+40 RP
information on equipped creatures
Shrouded +1 Material
through divination. Attempts to do so
Component
will come back “null”.
- If the user takes an amount of damage
that is both a type of damage that this
armor grants 1 or more defense for and
the amount of damage is equal to or
higher than the respective defense
granted, this armor becomes destroyed. -40 RP
Corroded -1 Material
If this item is augmented when Component
destroyed, the user still suffers all
effects as if it was being
de-augmented.

Requires the Defensive feature.

236
Consumables are unique but vague in definition, pertaining to any item that can only
be used a number of times before it is destroyed or void of usefulness.

Consumables come in a plethora of forms including potions, kits, salves, injections, food
and drugs, and several others. Although, with their limited use comes the lower need for
materials, outside of rarer forms.

More importantly, consumables are one of the only forms of portable medicine,
specifically medicine capable of healing one of mortal wounds that a good nap will not
take care of.

Consumables
● Innately requires 1 open hand to activate.
● Innately requires 2 turn actions to activate.
● Innately consumed and destroyed upon activation.
● Innately affects only the user that activates the consumable.

Requires 1 Power Component per 50 RP (minimum of 1) and 1 Refinement Component


per 40 RP (minimum of 1) to craft, rounded down.

Feature Abilities RP Cost


+ This consumable may be activated X
Multiply Final RP
Dosed (S) additional times before being
Cost by X
consumed.
+ This consumable affects all objects and
creatures within X meters of itself upon
activation.
Radiating +4X RP

Not compatible with the Spell Bomb


feature.
+ This consumable requires 1 less turn
action to activate, minimum cost of 1.
Simple +20 RP
Not compatible with the Complicated,
Charged, or Deployed features.
+ Upon activation, this consumable is thrown
at any point up to a number of meters away
Splash equal to the user’s Strength or Agility score, +10 RP
whichever is higher.

237
Not compatible with the Charged or
Deployed features.
+ Affected objects and creatures are
dealt an additional 1d4 damage of any
type other than Psyche. Damage dice
may be redistributed in any fashion as
Destructive (S) long as the maximum damage per +2 RP
damage type is the same.

Damage dealt this way may be blocked


or dodged.
+ Affected creatures are dealt an
additional 1d4 Psyche damage.
Damage dice may be redistributed in
any fashion as long as the maximum
damage is the same.
Psychosis (S) +3 RP
Affected creatures may spend 1 turn
action or 1 interrupt action to make a
Will test. Upon succeeding the amount
of damage dealt, it ignores all damage
dealt.
+ Affected creatures regain 1d4 SHP.
Healing dice may be redistributed in
Heal (S) +8 RP
any fashion as long as the maximum
healing is the same.
+ Affected creatures regain 1d4 stamina.
Healing dice may be redistributed in
Stimulating (S) +6 RP
any fashion as long as the maximum
healing is the same.
+ Affected creatures regain 1d4 DHP.
Healing dice may be redistributed in
any fashion as long as the maximum
Medical (S) healing is the same. +10 RP

Items with this feature must be


Common or rarer.
Sentient + This item has a conscious mind and can +20 RP

238
sense objects and creatures within 10
meters of it. It can communicate simple
emotions and ideas directly with only its
user and has a personality of its own.
Emotions and decisions are under GM
discretion.
+ The user casts a spell costing X
stamina, ignoring discounts, using this
consumable. A specific spell must be
chosen upon crafting per instance of
using this feature and cannot be
changed. The activation of this feature
is not considered casting a spell and no
stamina must be paid.

Spell Bomb (S) Spells that have non-stamina costs +10X RP


cannot be chosen. Regardless of the
spell, the consumable is treated as the
origin of the spell and the user is
treated as the caster. A creature does
not need to know any arcane arts to
use this feature.

Not compatible with the Radiating


feature.
- This consumable requires an additional
Unwieldy (S) -8 RP
hand to activate.
- This consumable requires 1 additional
turn action to activate, maximum cost
Complicated of 6.
-5 RP
(S)
Not compatible with the Simple,
Charged, or Deployed features.
- This consumable requires 1 minute to
activate.
Charged -35 RP
Not compatible with the Simple,
Complicated, or Deployed features.

239
- This consumable requires 1 hour to
activate.
Deployed -50 RP
Not compatible with the Simple,
Complicated, or Charged features.
- Upon activation, the user is dealt an
additional 1d4 damage. Damage dealt
this way ignores defenses. Damage dice
may be redistributed in any fashion as
long as the maximum damage is the
Malignant (S) -3 RP
same.

This feature only affects the creature


that activates this consumable, not all
affected creatures.
- Upon activation, the user loses an
additional 1d4 stamina. Dice may be
redistributed in any fashion as long as
the maximum roll is the same.
Tiring (S) -3 RP

This feature only affects the creature


that activates this consumable, not all
affected creatures.
Prolonged Features
+ Prolonged features last for 1 additional
turn.

Residual (S) Only compatible with Dosed, Radiating, +2 RP


Simple, Splash, Complicated, Charged,
Deployed, and other prolonged
features.
+ Prolonged features last for 1 additional
minute.

Lingering (S) Only compatible with Dosed, Radiating, +10 RP


Simple, Splash, Complicated, Charged,
Deployed, and other prolonged
features.

240
+ Prolonged features last for 1 additional
hour.

Persisting (S) Only compatible with Dosed, Radiating, +75 RP


Simple, Splash, Complicated, Charged,
Deployed, and other prolonged
features.
+ Affected creatures ignore all damage of
one specific type, chosen upon crafting,
for the consumable’s duration.
Resistance +50 RP

Requires either the Residual, Lingering,


or Persisting feature.
+ Affected creatures cannot regain SHP,
DHP, or stamina for the consumable’s
duration.
Necrotic +15 RP

Requires either the Residual, Lingering,


or Persisting feature.
- Upon activation, the user gains a point
of Fatigue for the consumable’s
duration.

This feature only affects the creature


Exhausting (S) -10 RP
that activated this consumable, not all
affected creatures.

Requires either the Lingering or


Persisting feature.
- Upon activation, the user must make a
Will test. Unless it succeeds 15, the user
takes on a new, hostile personality for
the consumable’s duration. The effects
of the personality may be chosen upon
Influencing -20 RP
crafting, though the creature’s actions
upon activation are dictated by the GM.

In this state, the user becomes hostile


to all creatures and either attacks or

241
fleas from danger each turn. Upon
attacking a creature that it normally
isn’t hostile towards, it makes another
Will test. If it succeeds 15, it ends this
effect on itself.

This feature only affects the creature


that activated this consumable, not all
affected creatures.

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Artifacts are extremely unique and include some of the most complicated designs.
Artifacts are anything you cannot wear like armor or use as a basic weapon, though it
does include amulets, capes, rings, packs, and other accessories.

An artifact can be nearly anything, though it has much tighter specifications, broken up
into active features and passive features.

While most passive features have a flat RP modification, active features must have a
chosen amount of time necessary to trigger. The faster it is to trigger an activated
feature, the more expensive the feature becomes. Every activated feature must have
its own activation-time modifier.

Artifacts
● Innately has 1 of the following features, chosen upon crafting:
○ May be equipped in a neck slot (equipped creature is affected).
○ May be equipped in a ring slot (equipped creature is affected).
○ May be equipped in a back slot (equipped creature is affected).
○ May be equipped in a waist slot (equipped creature is affected).
○ Creatures holding the artifact with 1 hand are considered affected.
(Reduces rarity by 10 RP).
● Innately requires 1 hand to activate.

Requires 1 Power Component per 25 RP (minimum of 1), 1 Refinement Component per


20 RP (minimum of 1), and 1 Material Components per 15 RP to craft (minimum of 1),
rounded down.

Feature Abilities RP Cost


+ Gains an activated feature requiring 1
Fast Activation turn action to activate. Creatures may
Multiply AF Cost by 12
I (S) activate it using 1 interrupt action
instead.
+ Gains an activated feature requiring 2
Fast Activation turn actions to activate. Creatures
Multiply AF Cost by 8
II (S) may activate it using 2 interrupt
actions instead.
Fast Activation + Gains an activated feature requiring 3
Multiply AF Cost by 6
III (S) turn actions to activate.
Fast Activation + Gains an activated feature requiring 4
Multiply AF Cost by 5
IV (S) turn actions to activate.
Fast Activation + Gains an activated feature requiring 5 Multiply AF Cost by 4

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V (S) turn actions to activate.
Fast Activation + Gains an activated feature requiring 6
Multiply AF Cost by 3
VI (S) turn actions to activate.
+ Gains an activated feature requiring 1
Activated I (S) Multiply AF Cost by 2
minute to activate.
Activated II + Gains an activated feature requiring 1
Multiply AF Cost by 1
(S) hour to activate.
Activated Features
+ Affected objects and creatures are
dealt an additional 1d4 damage of
any type other than Psyche. Damage
dice may be redistributed in any
fashion as long as the maximum
Destructive (S) +1 RP
damage per damage type is the
same.

Damage dealt this way may be


blocked or dodged.
+ Affected creatures are dealt an
additional 1d4 Psyche damage.
Damage dice may be redistributed in
any fashion as long as the maximum
damage is the same.
Psychosis (S) +1 RP
Affected creatures may spend 1 turn
action or 1 interrupt action to make a
Will test. Upon succeeding the amount
of damage dealt, it ignores all
damage dealt.
+ The user casts a spell costing X
stamina, ignoring discounts, using this
artifact. A specific spell must be
chosen upon crafting per instance of
Spell Bomb (S) using this feature and cannot be +2X RP
changed. The activation of this
feature is not considered casting a
spell and no stamina must be paid.

244
Spells that have non-stamina costs
cannot be chosen. Regardless of the
spell, the artifact is treated as the
origin of the spell and the user is
treated as the caster. A creature does
not need to know any arcane arts to
use this feature.

Not compatible with the Radiating


passive feature.
+ Upon activation, the artifact travels
autonomously across basic terrain,
either a predetermined path chosen
Travel (S) +X RP
upon crafting or one decided by the
user each time. It has a Land travel of
X.
Passive Features Features
+ This artifact may travel up vertical
surfaces and upside down when using
Land travel.
Clamber +8 RP

Must have the Travel activated


feature.
+ This artifact’s Water travel is equal to
its Land travel.
Seaworthy +10 RP
Must have the Travel activated
feature.
+ This artifact’s Air travel is equal to its
Land travel.
Airborne +25 RP
Must have the Travel activated
feature.
+ Grants +1d4 Block Rating or +1d12
Versatile (S) +50 RP
Dodge Rating.
+ All objects and creatures within X
Radiating meters of this artifact are considered +20 + 5X RP
affected.

245
If X is 1, creatures with this artifact in
their possession are considered
affected by it.

Not compatible with the Spell Bomb


activated feature.
+ Upon activation, this artifact may be
thrown at any point up to a number of
meters away equal to the user’s Strength
Splash +20 RP
or Agility score, whichever is higher. The
effects of activation are triggered
upon collision.
+ A creature may use activated
features of this artifact from up to a
number of meters away equal to 5
Remote times X. Unless otherwise stated, +X RP
creatures with this artifact in their
possession upon remote activation
are considered affected.
+ This artifact can store an additional
Capacity number of kilograms of objects or +X RP
liquids, equal to two times X.
+ Objects, liquids, and creatures stored
Weightless +20 RP
in this artifact are weightless.
+ This artifact has a conscious mind and
can sense objects and creatures
within 10 meters of it. It can
communicate simple emotions and
Sentient +30 RP
ideas directly with only its user and
has a personality of its own. Emotions
and decisions are under GM
discretion.
+ Creatures and objects cannot gain
information on affected creatures
Shrouded +20 RP
through divination. Attempts to do so
will come back “null”.
Intensify (S) + Affected creatures gain an additional +20 RP

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+1 to a single specific subtrait chosen
upon crafting, regardless of the
creature’s maximum.
+ Affected creatures ignore all damage
of one specific type other than
Physical, chosen upon crafting.

A creature may only ignore 1 type of


Resistance damage this way. The damage +70 RP
ignored is decided by the most recent
effect.

Not compatible with the Immunity


feature.
+ Affected creatures ignore all Physical
damage.

A creature may only ignore 1 type of


damage this way. The damage
Incorporeal +110 RP
ignored is decided by the most recent
effect.

Not compatible with the Resistance


feature.
+ Consumables may be crafted using
Hermetic +50 RP
this artifact in place of a tool station.
+ Items may be crafted using this
Instrumental +80 RP
artifact in place of a tool station.
+ Users are granted an additional X
meters of Land travel. This feature
Boosted +15X RP
has no effect if the creature has a
Land travel of 0 meters.
+ Users are granted an additional X
meters of Water travel. This feature
Marine +15X RP
has no effect if the creature has a
Water travel of 0 meters.
+ Users are granted an additional X
Aerial +15X RP
meters of Air travel. This feature has

247
no effect if the creature has an Air
travel of 0 meters.
+ Equipped creature has an Air travel of
Flight X meters, given its natural Air travel is +25 + 15X RP
lower.
+ Spells affected creatures cast cost 1
Magus (S) +20 RP
less stamina, minimum cost of 1.
Hexproof - Affected creatures cannot cast spells. -10 RP

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The Arcane Arts
Spellcraft is an ancient form that has been used for combat, utility, healing, conjuring,
and many other things. As powerful as it sounds, it is also extremely versatile. Many
casters have designed and constructed spells that have stood the test of time.

Since its discovery, the use of mana to carve holes in the dimensions has been utilized
for not only single spells, but in artifice and in infrastructure. Mana is imbued in the
atmosphere, it is everywhere around us, and you can feel it.

All creatures have an innate sense of mana. How tuned this sense is may be different
per creature, but it’s there just like vision or hearing is. More than that, you can sense
when magic is cast, when mana is disturbed, even when there is no mana around you.
It almost has an odor to it, and in that sense, every spell has its own scent.

Spellcraft was founded by ancient dwarves, a subspecies now extinct: crystal dwarves.
Simply, a spell is a hole poked in reality, utilizing the Aether to pull an effect from
somewhere and point it somewhere else. The exact implications of each spell is based
on the spellcaster’s skill, energy, and design.

In the time of ancient dwarves, there were only four arcane arts: the Art of Evocation,
the Art of Array, the Art of Enchantment, and the Art of Wake. Albeit, in the time of
creation, these arts were not nearly as well defined or practiced. It wasn’t until the
independence of the twilight elves that the remaining four arts were discovered, much
with the aid of the harboring iron dwarves: the Art of Illusion, the Art of Divination, the
Art of Necromancy, and the Art of Alteration.

Over years of development, the arts have not only been honed into the practicable
states that they are in today, but also they were used to develop runes. While normal
spells use the soul as a conduit and thus drain the energy of its user, runes allow this
energy to be siphoned from a machine, using the runes as a more specified conduit.
This allowed items, such as weapons, to be imbued with magical properties. Given, rune
carving makes for much more specific imbuements that cannot be changed once
finalized.

Casting and Customizing Spells


In their base form, a spell requires 3 turn actions and an amount of stamina based on
what effects it has.

This chapter will further detail what features may be added to a spell and what
respective arcane art is required to be able to cast it. Every effect consists of Power

249
Points (PP). Upon final design, a spell costs an amount of stamina equal to the amount
of PP divided by 10, rounded up.

All spell features may be added multiple times, adding its PP cost upon every addition
of the feature. For instance, if you were to use 3 stacks of the Energy feature
(Destruction feature in Evocation), the spell would have 75 PP. Thus, the spell would
cost 8 stamina. As well, any creature that knows the Art of Evocation may cast it.

Any spell may be crafted at any point, and a caster is purely limited by their
imagination and the cost of the spell. As well, a caster may have predetermined spells
that they choose from, there is no difference in cost either way.

Anatomy of a Spell
A spell can be broken into three distinct parts: the maw, the wake, and the throat. Not
all spells have all three of these parts, some consist of only a maw.

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

A spell always originates from its maw. If a spell only affects 1 object or creature, that
means that the maw is inside that entity. When a single-target spell has a lingering
effect, if the creature leaves the spell’s range, the spell continues to be active. This is
not true if the spell has a wake.

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

The Wake
Only spells utilizing the Art of Wake have a wake. This is the area of effect that the maw
can take advantage of when casting spells. In essence, this is the “ripple” caused by the
puncturing of the Aether, and what allows the spell to have a wider effect. Without
using the Art of Wake, a spell’s wake is infinitely small.

The Throat
The throat of a spell is what produces the gap between the caster and the maw. The
throat has an effect on mana that is readable and also proves the weakest portion of a
spell.

250
Those with training have the ability to stifle a spell with a throat, an action called
choking a spell. Spells without a throat are impervious to this issue.

Magical Mediums
Any spell can be cast through up to 1 meter of a solid medium. This means that the
caster may force the maw to travel up to 1 meter through the floor, through their
weapon, through a wall, a combination of all, before the spell activates. Without the Art
of Array, this is the maximum range of a spell.

Some materials may be void of mana, such as lead. In this case, they cannot act as a
medium and will force a spell to fail upon attempt.

Spellcap
Casting a spell requires stamina. Every spell has its own specific stamina cost, and the
amount of stamina a caster can spend on a single spell is based on their Resolve score.

If a spell has a discounted stamina cost, the discount is calculated before observing the
spellcap. For instance, if a caster’s spells cost 2 less stamina to cast while having a
Resolve score of 5, they can cast spells that naturally cost up to 7 stamina while only
paying 5.

251
Evocation such a test, it will not function as
The Art of Evocation is the oldest and intended.
simplest Arcane Art; the art of
summoning entities from somewhere The magimatter exists for the spell’s
else. duration. Upon being dispelled, it
disintegrates into fine particles and
This is the only form of magic that can ultimately disappears with no trace.
produce actual matter, and the only
form of actual matter that can be Destruction
produced by a spell: magimatter. This is Evocation produces damaging force in
the basis for any form of conjuration magic; all spells capable of physical
magic. harm, apart from the damaging of one’s
mind, include the Art of Evocation.
Magimatter
Evocation has the ability to produce a [25 PP] Energy
dull material deemed magimatter. Upon casting and at the beginning of
Magimatter is a non-conductive, each turn after for the duration of the
magically resistant material that spell, affected creatures and objects are
resembles rigid, dense clay; always a dealt an additional 1d4 Heat damage.
flat gray color. Damage dice may be redistributed in
any fashion as long as the maximum
Magimatter cannot be used in crafting damage per damage type is the same.
or as a medium through which magic
can be cast. Affected creatures being dealt damage
this way may attempt to block or dodge
Magimatter can be summoned by the damage dealt this way. Upon
kilogram; 4 kilograms of magimatter is successfully negating all damage, the
equal to 1 liter, or 1,000 cubic effect ends for itself.
centimeters.
[30 PP] Heat
[5X PP] Summon Magimatter Upon casting and at the beginning of
The caster produces X kilograms of each turn after for the duration of the
magimatter centered on the spell’s spell, affected creatures and objects are
Maw, taking a form that the caster can dealt an additional 1d4 Heat damage.
vividly imagine. If a usable item is Damage dice may be redistributed in
summoned, it cannot be rarer or more any fashion as long as the maximum
capable than Crude. damage per damage type is the same.

Complex objects may require a Memory Affected creatures being dealt damage
test to recall its features. Upon failing this way may attempt to block or dodge
damage dealt this way. Upon

252
successfully negating all damage, the 1d4 Energy damage on its next attack.
effect ends for itself. Damage dice may be redistributed in
any fashion as long as the maximum
As long as the effect persists, affected damage per damage type is the same.
objects and creatures as well as Each creature affected receives
anything attached to those affected additional damage during its next
susceptible to high temperatures may weaponless attack.
react accordingly.
If this spell affects a weapon or
[30 PP] Chill creature that was already imbued from
Upon casting and at the beginning of a spell, the previous effect is removed.
each turn after for the duration of the
spell, affected creatures and objects are [15 PP] Heat Imbue
dealt an additional 1d4 Chill damage. All weapons and creatures affected
Damage dice may be redistributed in become imbued, dealing an additional
any fashion as long as the maximum 1d4 Heat damage on its next attack.
damage per damage type is the same. Damage dice may be redistributed in
any fashion as long as the maximum
Affected creatures being dealt damage damage per damage type is the same.
this way may attempt to block or dodge Each creature affected receives
damage dealt this way. Upon additional damage during its next
successfully negating all damage, the weaponless attack.
effect ends for itself.
If this spell affects a weapon or
As long as the effect persists, affected creature that was already imbued from
objects and creatures as well as a spell, the previous effect is removed.
anything attached to those affected
susceptible to low temperatures may [15 PP] Chill Imbue
react accordingly. All weapons and creatures affected
become imbued, dealing an additional
Imbue 1d4 Chill damage on its next attack.
Imbuement is a form of evocation that Damage dice may be redistributed in
extends past a spell’s natural duration, any fashion as long as the maximum
a temporary form of rune carving. damage per damage type is the same.
These runes leave an effect on a Each creature affected receives
weapon that expels upon its next additional damage during its next
attack. weaponless attack.

[12 PP] Energy Imbue If this spell affects a weapon or


All weapons and creatures affected creature that was already imbued from
become imbued, dealing an additional a spell, the previous effect is removed.

253
254
Enchantment The spell remains active for X minutes
The Art of Enchantment simply leaves after this turn or until you spend 1 turn
lingering effects. Though this is action or 1 interrupt action to dispel it.
extremely useful for a multitude of
spells, enchantment does nothing on its [200X PP] Continuum III
own. Simply, a spell must have another The spell remains active for X hours
effect in order to make actual use of after this turn or until you spend 1 turn
this art. action or 1 interrupt action to dispel it.

Prolong [440X PP] Continuum IV


Each spell’s maw has a lifespan which The spell remains active for X days after
depicts how long the maw will stay this turn or until you spend 1 turn action
open. Prolongation is the pure purpose or 1 interrupt action to dispel it.
of enchantment, allowing a spell to
continuously affect its surroundings [1,000X PP] Continuum V
after cast. The spell remains active for X months
after this turn or until you spend 1 turn
[10X PP] Muse I action or 1 interrupt action to dispel it.
The spell remains active for X turns
after this one, requiring focus. [1,900X PP] Continuum VI
The spell remains active for X years
[20X PP] Muse II after this turn or until you spend 1 turn
The spell remains active for X minutes action or 1 interrupt action to dispel it.
after this turn, requiring focus.
Permanency
[50X PP] Muse III Spells can be casted permanently, but
The spell remains active for X hours only at great cost. While most spells
after this turn, requiring focus. consume the caster’s energy,
permanent spells consume small
[110X PP] Muse IV portions of the caster’s soul, creating a
The spell remains active for X days after permanent mark on how well their body
this turn, requiring focus. can be attached.

[40X PP] Continuum I [-] Perpetual


The spell remains active for X turns The spell remains active indefinitely, or
after this one or until you spend 1 turn until it becomes invalid.
action or 1 interrupt action to dispel it.
Spells cast this way cannot be dispelled
[80X PP] Continuum II while there is at least 1 valid target
without a specific dispelling effect, such

255
as the Arcane Withdrawal specialist
talent.

Spells using this feature do not cost


stamina. Instead, the caster’s maximum
DHP is reduced an amount equal to the
amount of stamina the spell would cost
after discounts. Spells with this feature
still observe the caster’s spellcap.

If a permanent spell is active when the


caster dies, it persists and cannot be
dispelled by any means, unless all
targets become invalid and all affected
creatures die.

256
Illusion Effects created by this feature cannot
The Art of Illusion was one of four completely obscure one’s senses. If the
designed by ancient twilight elves. It effect would, it becomes translucent
acts much differently from the original enough for the creature to see.
four arts, simply modifying the sensory
functions of creatures. This type of This option may be used multiple times
magic is useful for stealth, deception, or within a single spell as long as a
even giving potent information to different option is chosen each time.
others.
[70 PP] Sensory Negation
Extrasensory The caster chooses one of the following:
The most common use of illusion is to affected creatures gain Blindness,
alter a sentient creature’s senses, so affected creatures gain Deafness, or
that they see, smell, feel something affected creatures lose all capability in
different than what reality is actually another sense of choice for the spell’s
offering. duration.

[30 PP] Sensory Enhancement This option may be used multiple times
The caster chooses one of the following: within a single spell as long as a
affected creatures gain a heightened different option is chosen each time.
sense of vision, affected creatures gain
a heightened sense of hearing, or [75 PP] Sensory Overwrite
affected creatures gain a heightened Affected creatures lose control of a
sense of smell and taste for the spell’s single sense of the caster’s choice for
duration. Creatures affected this way the spell’s duration. Instead, the chosen
gain a point of favor when making tests sense is replaced with a sensation
based on the chosen sense. chosen by the caster, given they can
vividly imagine it. All affected creatures
[50 PP] Sensory Overlap have the same sense altered in the
Affected creatures sense a single same way.
chosen sensation, overlapping their
original senses, that the caster can Whenever an affected creature has
vividly imagine until dispelled. The cause to become suspicious of illusion,
caster may choose its intensity, and in including when the spell is cast, that
what ways it overlaps the targeted creature makes a contesting Will test
creature’s original senses. All affected against the caster. If the caster fails, the
creatures have the same sense altered creature becomes aware that the
in the same way. sensation is false.

[80 PP] Sensory Masking

257
The caster chooses one of the following: is false. If a creature touches an illusion
affected objects and creatures become made this way, it becomes aware
invisible, affected objects and creatures immediately.
become silent, or affected objects and
creatures become tasteless and This option may be used an additional
odorless. time to choose the remaining between
creatures and objects.
Creatures that are silent or invisible
gain 2 points of favor on tests made to [50 PP] Summon Image
remain inconspicuous. Creatures that The caster creates an illusionary image
are both gain 4 points of favor. that the caster can vividly imagine that
would fit within the spell’s wake for the
This option may be used multiple times spell’s duration. The image is visually
within a single spell as long as a realistic and exists for the spell's
different option is chosen each time. duration. The caster may have it
animate in a predetermined way, such
Imagery as breathing or jumping continuously,
One of very few arts that have an effect as long as it stays within the spell’s
that can exist outside of a spell’s wake, wake.
imagery is a powerful tool in any
illusionist’s deep sleeves. These images Whenever a creature has cause to
can be used to deceive creatures or to become suspicious of the image being
show multidimensional images and an illusion, including when the spell is
diagrams, allowing the illusionist to cast, that creature makes a contesting
offer information in innovative ways. Will test against the caster. If the caster
fails, the creature becomes aware that
[45 PP] Change Appearance the image is false. If a creature touches
The caster chooses between creatures an illusion made this way, it becomes
or objects. Any number of affected aware immediately.
entities of the chosen variety take on a
new appearance that the caster can [30 PP] Create Small Image
vividly imagine for the spell’s duration. The caster creates an illusionary image
The new appearance does not change that the caster can vividly imagine that
the size of creatures or objects. would fit in a 1 meter cube centered on
the maw for the spell’s duration. The
Whenever an affected creature has image is visually realistic, 2 or 3
cause to become suspicious of illusion, dimensional, and exists for the spell's
including when the spell is cast, that duration. The caster may have it
creature makes a contesting Will test animate in a predetermined way, such
against the caster. If the caster fails, the as breathing or jumping continuously,
creature becomes aware that the image

258
as long as it stays within the illusion’s 2 or 3 dimensional, and exists for the
boundaries. spell's duration. The caster may have it
animate in a predetermined way, such
Whenever a creature has cause to as breathing or jumping continuously,
become suspicious of the image being as long as it stays within the illusion’s
an illusion, including when the spell is boundaries.
cast, that creature makes a contesting
Will test against the caster. If the caster Whenever a creature has cause to
fails, the creature becomes aware that become suspicious of the image being
the image is false. If a creature touches an illusion, including when the spell is
an illusion made this way, it becomes cast, that creature makes a contesting
aware immediately. Will test against the caster. If the caster
fails, the creature becomes aware that
[60 PP] Create Medium Image the image is false. If a creature touches
The caster creates an illusionary image an illusion made this way, it becomes
that the caster can vividly imagine that aware immediately.
would fit in a 3 meter cube centered on
the maw for the spell’s duration. The Duress
image is visually realistic, 2 or 3 Illusionary magic is mentally based.
dimensional, and exists for the spell's While this is most often used to modify
duration. The caster may have it one’s senses, this can also be
animate in a predetermined way, such concentrated into pure mental pain.
as breathing or jumping continuously, These concentrated blasts can slowly
as long as it stays within the illusion’s decay a creature’s psyche, tugging
boundaries. against their mental walls.

Whenever a creature has cause to [40 PP] Terror


become suspicious of the image being Upon casting and at the beginning of
an illusion, including when the spell is each turn after for the duration of the
cast, that creature makes a contesting spell, affected creatures are dealt an
Will test against the caster. If the caster additional 1d4 Psyche damage.
fails, the creature becomes aware that Damage dice may be redistributed in
the image is false. If a creature touches any fashion as long as the maximum
an illusion made this way, it becomes damage type is the same. Damage
aware immediately. dealt this way cannot be blocked or
dodged.
[120 PP] Create Large Image
The caster creates an illusionary image When an affected creature is dealt
that the caster can vividly imagine that damage this way, it may make a Will
would fit in a 10 meter cube centered on contest against the caster. Upon
the maw. The image is visually realistic,

259
succeeding, the damage is ignored and
this effect ends on it.

[70 PP] Confuse


All affected creatures make a Will
contest against the caster when the
spell is cast. For each creature, upon
failing, it becomes Dazed for the spell’s
duration.

While under this effect, unless


permanent, affected creatures may
spend 1 turn action or 1 interrupt action
to attempt to make a Will contest
against the caster up to once per turn.
Upon succeeding, the effect ends for
the creature.

260
Array Creatures gain a point of disfavor on
The Art of Array is what allows a caster rolls made to attempt to choke the spell.
to use spells at range, making sure they
do not have to get within close [80 PP] Impenetrable
proximity to their targets. This is one of The spell cannot be choked. This feature
the oldest arts of magic, chronologically may only be taken once.
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.

[4 PP] Throw
The range of the spell increases by 1
meter. The spell has a throat.

[15 PP] Attach


The spell’s maw attaches to an object or
creature within the spell’s range. It
constantly shares a location centered on
the chosen creature or object. The spell
has a throat.

[5X PP] Travel


The spell’s maw travels in a
predetermined animated path, chosen
by the caster, within the spell's range
with a maximum speed of X meters per
turn.

Creatures and objects are only affected


by the spell when they intercept the
spell’s maw or wake. The spell has a
throat.

[20 PP] Strengthen

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Necromancy The affected soul must be the one
The Art of Necromancy is a powerful art originally in the body.
designed by ancient twilight elves, one
that revolutionized the use of magic and Animation
its permeance in standard civilization. Similar in spirit but different in practice
This art fueled huge amounts of than revivification, animation is the art
research towards souls and their of pushing soul into objects and
connections with their host bodies. diseased beings that aren’t capable of
holding soul anymore. Instead of the
Revivification body piloting itself, a magically-imbued
Necromancy’s most powerful trait entity is given new motor capabilities
includes the ability to push souls back through spell, and piloted via command.
into capable bodies. This comes with These types of creatures have
many possible ramifications, depending decision-making capabilities and are
on the caster’s route towards doing so. often sentient, but rarely able to process
even complex thought.
[150 PP] Resuscitate
Each affected body in stasis regains its [4X PP] Liven I
soul, given it is able to do so. Each All affected, available, non-living bodies
body’s current SHP becomes 0, its become animated, turning into an
current DHP and stamina both become animated creature, the exact stats
1. The body gains 4 levels of Fatigue. chosen by the caster and the GM (A
single body may have multiple usable
The soul used must be the one originally stat blocks). Each creature stays
in the body. animated for the spell’s duration, and
the caster may spend 1 turn action or 1
For more information on Stasis, see interrupt action to command any of the
page [XXXXX] creatures.

[400 PP] Resurrect When a command is given and at the


Each affected body regains its soul, end of each turn the creature spends
given it is able to do so. The body’s obeying commands from the caster, it
current SHP, DHP, and stamina become makes a Will contest against the caster.
equal to half of the body’s respective If it succeeds, it breaks free of
maximums, rounded down. command. It stays animated for the
spell’s duration, but gains free will.
As an additional cost to cast, the
caster’s maximum DHP is reduced by an Animated creatures may be up to a DR
amount equal to half of the targeted X, and the caster will be aware of what
creature’s DR or level, rounded down. type of creature will be created prior to
casting the spell.

262
When a command is given and at the
A “non-living body” may be any end of each turn the creature spends
creature that has died but has some obeying commands from the caster, it
motor capability as well as artificial makes a Will contest against the caster.
constructs with motor capability. If it succeeds, it breaks free of
command. It stays animated for the
[8X PP] Liven II spell’s duration, but gains free will.
All affected, available, non-living bodies
become animated, turning into an Animated creatures may be up to a DR
animated creature, the exact stats X, and the caster will be aware of what
chosen by the caster and the GM (A type of creature will be created prior to
single body may have multiple usable casting the spell.
stat blocks). Each creature stays
animated for the spell’s duration, and [10X PP] Kindle II
the caster may spend 1 turn action or 1 All affected, available, non-living bodies
interrupt action to command any of the become animated, turning into an
creatures. animated creature, the exact stats
chosen by the caster and the GM (A
Animated creatures may be up to a DR single body may have multiple usable
X, and the caster will be aware of what stat blocks). Each creature stays
type of creature will be created prior to animated for the spell’s duration, and
casting the spell. the caster may spend 1 turn action or 1
interrupt action to command any of the
A “non-living body” may be any creatures.
creature that has died but has some
motor capability as well as artificial Animated creatures may be up to a DR
constructs with motor capability. X, and the caster will be aware of what
type of creature will be created prior to
[5X PP] Kindle I casting the spell.
All affected, available, non-living bodies
become animated, turning into an Soul Rending
animated creature, the exact stats Soul rending is a highly sought form of
chosen by the caster and the GM (A combat within the magical arts in which
single body may have multiple usable one takes the soul of another, the very
stat blocks). Each creature stays essence of being that pilots the mortal
animated for the spell’s duration, and body, and smashes it repeatedly with a
the caster may spend 1 turn action or 1 medium-to-large size incorporeal
interrupt action to command any of the hammer. This is referred to as rending
creatures. for the fact that it is, literally, tearing
one’s soul from its vessel, essentially
depleting the host’s life force.

263
[80 PP] Sever
Upon casting and at the beginning of
each turn after for the duration of the
spell, affected creatures are dealt an
additional 1d4 damage. Damage dealt
this way ignores defenses and is dealt
directly to DHP. Damage dice may be
redistributed in any fashion as long as
the maximum damage per damage
type is the same.

This effect cannot reduce a creature to


below 0 DHP.

Affected creatures being dealt damage


this way may spend 1 turn action or 1
interrupt action to make a Will contest
against the caster. If they succeed the
contest, they take no damage instead
and end the effect on themselves.

264
Divination answers, such as a yes or no question,
The Art of Divination is the most and attach a binary action to each
overwhelming art ever designed, one of answer.
four created by ancient twilight elves.
Unlike other arts, divination puts eyes The object magically responds with an
on the entire world and is capable of accurate, definitive answer to the
seeing things from anywhere mana is question, given it is able to. If the
continuously connected to the caster. answer is magically obstructed or the
This proved extremely useful and helped question is unanswerable, it may return
mages understand how mana functions “null”, in which the object will respond
on a greater scale. with neither of the two premeditated
answers. If the question is unclear,
Unearthing details will either be assumed or the
One of divination's greater features is object will return null. Answers are
the ability to gather information where determined by the GM.
one without divination couldn’t. This
allows the caster vague, magical If the answer requires knowledge of
answers to potentially groundbreaking future events, it responds with null. The
questions. object may be affected physically by
the spell, though the object cannot exert
[65 PP] Surveil an amount of force necessary to harm a
For each creature and object affected, creature or to complete a task, such as
the caster learns one of the following lifting another object.
stats: current SHP, current DHP, current
stamina, a single type of defense, [250 PP] Strong Divulgence
difficulty rating, block rating, or dodge The caster chooses an affected object
rating. The caster learns how the chosen with an analog capability, such as a dial
stats change during the spell’s duration. able to show a spectrum of states (such
as partially turned, fully turned, or not
This option may be used multiple times turned at all). The caster may ask any
within a single spell as long as a question that has a similar spectrum of
different option is chosen each time. answers, such as “How close are we to
our destination?”.
[100 PP] Weak Divulgence
The caster chooses an affected object The object magically responds with an
with a binary capability, such as a coin accurate, definitive answer to the
or a wheel (able to show 2 definitive question, given it is able to. If the
options, such as heads and tails or left answer is magically obstructed or the
and right). The caster may ask any question is unanswerable, it may return
questions that have only two potential “null”, in which the object will respond
with an answer other than what was

265
originally considered. If the question is lowest die from the saved roll for each
unclear, details will either be assumed point of disfavor. If the roll would have
or the object will return null. Answers are any points of favor, duplicate the
determined by the GM. highest die for each point of favor.

If the answer requires knowledge of Upon a roll being replaced, the caster
future events, it responds with null. The rolls 3d6 and saves the roll again for the
object may be affected physically by spell’s duration.
the spell, though the object cannot exert
an amount of force necessary to harm a [125 PP] Scry
creature or to complete a task, such as The caster gains a prospect against all
lifting another object. affected creatures for the duration of
the spell. The caster’s Block Rating and
Foretelling Dodge Rating is doubled for attacks
Foretelling is the only form of future made by affected creatures and the
telling that civilization has ever seen, caster gains 2 points of favor on tests
albeit somewhat imperfect. Rather than made against affected creatures for the
specific, foretelling is based on duration of the spell.
calculation, not true prophecy.
The caster may spend 1 turn action or 1
[60 PP] Insight interrupt action to give this prospect to
The caster learns the answer to a simple another affected creature, giving them
question about the affected creatures, the same bonuses against affected
such as the creature’s worst fear or creatures.
greatest desire. The response must be
true, does not need to be descriptive, Locating
regards every affected creature Divination can reveal a basic location
simultaneously, and is chosen by the for virtually anything, though it does not
GM. If the question is too complicated observe potential obstacles. This
or doesn't apply, the answer may come feature has been used by ancient and
back as “null”. modern cartographers as well as
treasure hunters.
[100 PP] Premonition
The caster rolls 3d6 and saves the roll [40 PP] Locate Creature
for the spell’s duration. If a test is made The caster chooses a specific creature
by the caster or a creature affected by that they have made physical contact
the spell within the spell’s duration, the with and can vividly imagine. For the
roll is replaced with the saved dice. spell’s duration, the caster knows the
Modifiers are calculated after the roll is exact direction leading towards the
replaced. If the replaced roll would have specified object, regardless of obstacles
any points of disfavor, remove the in between.

266
[50 PP] Locate Item
The caster chooses a specific object
that they have made physical contact
with and can vividly imagine. For the
spell’s duration, the caster knows the
exact direction leading towards the
specified object, regardless of the
obstacles in between.

267
Wake Void
The Art of Wake allows a spell to cover Common with wizards and uncommon
substantially more ground. Dwarven with sorcerers, void spaces allow a spell
innovation allowed it to gain to contain small bubbles of safety, that
exponential value for a linear cost of of which nothing inside the bubble will
energy. be affected. This is especially useful for
damaging spells centered on the caster.
Scope
The most prominent feature of the Art [6X PP] Cuboidal Void
of Wake, scope allows the spell to cover The spell’s wake ignores all objects and
either a two-dimensional area or a creatures within a cube X meters tall,
three-dimensional area, affecting all positioned anywhere within the spell’s
creatures within. wake, facing any direction.

[9X PP] Spherical Void


[20X PP] Square Extend
The spell’s wake ignores all objects and
The spell’s wake increases in a square X
creatures in a sphere with a radius of X
meters long across a flat surface,
meters, positioned anywhere within the
centered on the maw.
spell’s wake.
[35X PP] Circular Extend
The spell’s wake increases in a circle
with a radius of X meters across a flat
surface, centered on the maw.

[60X PP] Cubic Fulminate


The spell’s wake increases in a cube X
meters tall, a flat face centered on the
maw, facing any direction.

[95X PP] Spherical Fulminate


The spell’s wake increases by X meters
in all directions centered on the maw.

[50X + 30Y PP] Cylindrical Fulminate


The spell’s wake increases in a cylinder
with a width of X meters and a length of
Y meters, a flat face centered on the
maw, facing any direction.

268
Alteration Unless the targeted substance is
The Art of Alteration is arguably one of magimatter, both the targeted
the most powerful arts, as well as the substance and the new substance must
youngest art. It allows the caster to be pure, unmixed, and share one of the
modify the construction, down to a following properties: metal, organic, or
molecular level, of matter and energy. composite. This effect cannot change
the temperature of the material.
Alchemy
Ancient in concept but new in magic, The caster must be touching a sample
alchemy physically transforms one type of the target substance and the new
of matter to another. Outside of substance upon casting the spell,
purification, this is difficult to make full otherwise this effect fails. This effect
use out of without permanency, may modify objects, equipped or
especially in the way of crafting. otherwise, but cannot modify anything
living.
[50X PP] Purify
The caster purifies up to X kilograms of Restoration
solid material or up to X liters of liquid The first form of magical healing ever
within the spell’s wake. The substance derived prior to a creature actually
must contain no more than 10 percent being dead, restoration is a
impurity by weight. The impurities under revolutionary feature of magic. Not only
this effect transform into the purified can it heal minor cuts and bruises, it
substance for the spell’s duration. Upon mends mortal wounding such as organ
dispelling, the material reverts back to failure and broken bones.
its original form.
[40 PP] Alleviate
This effect may modify objects, Upon casting and at the beginning of
equipped or otherwise, but cannot each turn after for the duration of the
modify creatures. spell, affected creatures regain an
additional 1d4 SHP. Healing dice may be
[100X PP] Transmute redistributed in any fashion as long as
The caster changes one solid substance the maximum healing is the same.
within the spell’s wake to another of a
similar type. X kilograms of solid [60X PP] Mend I
material may be transformed this way. Upon casting and at the beginning of
The transformation persists for the each turn after for the duration of the
spell’s duration. Upon dispelling, the spell, affected creatures regain Xd4
material reverts back to its original DHP. This effect cannot force a creature
form. with 25 or more current DHP to regain
any amount.

269
Each time affected creatures regain
DHP this way, X Common components Each time affected creatures regain
must be consumed. If the caster does DHP this way, X Legendary components
not have enough components, this must be consumed. If the caster does
effect ends instead. not have enough components, this
effect ends instead.
[80X PP] Mend II
Upon casting and at the beginning of [150X PP] Mend IV
each turn after for the duration of the Upon casting and at the beginning of
spell, affected creatures regain Xd6 each turn after for the duration of the
DHP. This effect cannot force a creature spell, affected creatures regain Xd20
with 50 or more current DHP to regain DHP.
any amount.
Each time affected creatures regain
Each time affected creatures regain DHP this way, X Mythical components
DHP this way, X Extraordinary must be consumed. If the caster does
components must be consumed. If the not have enough components, this
caster does not have enough effect ends instead.
components, this effect ends instead.
Transmutation
[100X PP] Mend III Transmutation is a branch of alteration
Upon casting and at the beginning of that allows the caster to reshape objects
each turn after for the duration of the and creatures, allowing them new
spell, affected creatures regain Xd8 abilities and features, or rather
DHP. This effect cannot force a creature debilitating them. Effects like this are
with 100 or more current DHP to regain heavily based on the caster’s
any amount. imagination and memory.

Each time affected creatures regain [60 PP] Reshape Object


DHP this way, X Rare components must The physical form of any number of
be consumed. If the caster does not affected objects changes, such in a way
have enough components, this effect that the caster can vividly imagine. The
ends instead. physical changes may modify how the
item operates. This cannot modify an
[120X PP] Mend III object in a way that would change its
Upon casting and at the beginning of size category.
each turn after for the duration of the
spell, affected creatures regain Xd10 This effect cannot change an item’s
DHP. This effect cannot force a creature rarity or what substances it is already
with 200 or more current DHP to regain made of. The transformation persists for
any amount.

270
the spell’s duration. Upon dispelling, the succeeding, the effect ends for the
object reverts back to its original form. creature.

[90 PP] Debilitate The transformation persists for the


All affected creatures make a Will spell’s duration. Upon dispelling, the
contest against the caster when the creature reverts back to its original
spell is cast. For each creature, upon form.
failing, it becomes Paralyzed for the
spell’s duration. Locomotion
Telekinesis is a powerful feature that
While under this effect, unless was quickly harnessed upon the
permanent, affected creatures may creation of the Art of Alteration. It not
spend 1 turn action or 1 interrupt action only allows the caster to control other
to attempt to make a Will contest creature’s positions, but even their own.
against the caster up to once per turn. This makes it a pertinent form of travel
Upon succeeding, the effect ends for for some powerful mages.
the creature.
[10X PP] Telekinetic Halt
[100 PP] Reshape Creature Affected creatures and objects are
The physical form of any number of halted, unable to move in any direction,
affected creatures changes, such in a regardless of their current position.
way that the caster can vividly imagine.
This cannot modify a creature in a way A creature may attempt to forcefully
that would change its size category. pull something affected this way out of
its position, including itself, by spending
The physical changes may have up to 1 turn action or 1 interrupt action to
one of the following effects, or make a Strength contest against X. If it
something similar: its Water travel succeeds, the effect ends on the
becomes its Speed score in meters, its targeted object or creature. Creatures
Air travel becomes half its Speed score may only attempt to make this test if
rounded down in meters, it gains the they have proper leverage.
ability to breathe underwater, its
weaponless attacks require 1 turn action If a creature is in motion upon being
and deal 2d8 Physical damage, it can no halted, they roll the necessary kinetic
longer speak, its Land travel becomes 1. force damage based on the speed it is
traveling. If the amount of damage
While under this effect, unless succeeds X, they take no damage and
permanent, affected creatures may this effect ends on it instead.
spend 1 turn action or 1 interrupt action
to make a Will contest against the For more information on Kinetic Force,
caster up to once per turn. Upon see page [XXXXX]

271
action to make a Strength contest
[10X PP] Telekinetic Force against X. If it succeeds, the effect ends
Affected creatures and objects are on the targeted object or creature.
forced in a single specific direction Creatures may only attempt to make
chosen by the caster for the duration of this test if they have proper leverage.
the spell. Creatures and objects affected
this way travel at up to X meters per Locomotion made this way can not
second (6X meters per turn). The caster accelerate fast enough to harm a
may spend 1 turn action or 1 interrupt creature, though an affected creature or
action to change object and creature object impacting another obstacle may
paths during the duration of the spell. cause kinetic force damage.

A creature may attempt to forcefully For more information on Kinetic Force,


prevent this motion, including on itself, see page [XXXXX]
by spending 1 turn action or 1 interrupt

272
His First Account
[XXXXX]
An ambiguous message from TT trying to reach out from the reader through the
Myramyth.

Godslayer
Fabled Slow Weapon

One of the most, if not the most, powerful basic blade to ever be equipped. The first
sighting of this weapon was found within the mountains, no potential owner within
miles. Legend built itself around this sword, saying that it's so powerful, it was used to
kill Gods.

3 Turn Action Attack 2 Hands


2 meters close
Melee
0 meters far
22208 Silver Pieces 22208000 Utian Credits
20d20 Physical

Unstoppable - Damage dealt by this weapon cannot be ignored or prevented.

Sapping - This weapon requires 25 stamina to attack with.

Crafting

6 Fabled Material Components


1 Fabled Power Component

Thawn Worldender
Fabled Slow Weapon

One of the most powerful weapons seen of Utian design, originally conceptualized by
Thawn Quatron. This two-handed behemoth does not strike any surfaces directly;
rather, it strikes a propulsion surface it constructs beneath itself, ricocheting off into a
cone of devastating force.

273
6 Turn Action Attack 2 Hands
10 meters close
Ranged
20 meters far
22144 Silver Pieces 22144000 Utian Credits
12d20 + [Engineering] Physical

Wounding - Damage dealt by this weapon ignores SHP.

Penetrative - This weapon ignores defense.

Ship Wrecker - This weapon deals double damage to targets other than creatures.

Booming - Rather than a single target, attacks made with this weapon affect all
creatures within a 90-degree cone, originating from the user, extending out to the
weapon’s range. The weapon is considered ranged. Tests for accuracy in the weapon’s
far range do not need to be made.

Loading - This weapon requires 6 turn actions to charge. Attacks cannot be made with
it if it is not charged.

Crafting
3 Fabled Material Components
3 Fabled Refinement Components
2 Fabled Power Components

274

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