Dictionary
Utopia Concepts Dictionary
This dictionary defines core terminology and mechanics unique to the Utopia TTRPG system. Concepts are listed alphabetically by their primary term.
A
Action
A unit of expenditure for something a creature does during a turn-based encounter Actions#Standard Actions
Air Travel
Movement through open spaces, available to creatures capable of flight Travel#Air Travel
Ailment
See #Condition
Arcane Arts
Eight distinct magical disciplines (Evocation, Enchantment, Illusion, Array, Necromancy, Divination, Wake, Alteration) used to structure spells Spells#Arts Of Magic
Array
The Art of allowing spells to affect targets at range Spells#Array
Assist Action
An action that lets one creature aid another in their task Actions#Assist
Augmentation
Imbuing an item directly into one's body as a semi-permanent part of the creature Equipment#Augmentation
Awareness
A Mind subtrait determining how alert and observant a creature is Traits And Subtraits#Awareness
B
Block
A defensive action that rolls Block Rating to reduce damage Actions#Block
Block Rating
A defensive stat calculated from the creature's Shield equipment Actions#Block
Blinded
A condition where a creature has no visual stimulus, automatically fails sight-based tests and gets disfavor on Awareness Conditions#Blinded
Body
One of three primary character stats representing physical skill and toughness, affects SHP maximum Resources and Stats#Body, Mind and Soul
C
Carry Capacity
The maximum weight (in slots) a creature can carry based on Strength score and size Carry Capacity
Component
A crafting ingredient used to create items, available in three types: material, refinement, and power Components
Components, Foraging
Acquiring components by searching in foragable areas, with success determined by time spent and Awareness tests Components#Foraging
Components, Harvesting
Acquiring components from dead creatures through Engineering tests Components#Harvesting
Condition
A specific, standard ailment with predetermined debilitating effects Conditions#Conditions
Concentration
A mental state requiring full attention; creature can concentrate on only one thing at a time, loses it on damage Concentration and Focus#Concentration
Crafting
The process of creating items, armor, potions, and other equipment using components and tool stations Crafting
Creature
A non-player entity with attributes, abilities, and a Difficulty Rating (DR) Creatures
Creature Design
A modular system for creating creatures using bodies, kits, and classes Creating Creatures
Currency
Does not count against carry capacity slots Carry Capacity
D
Damage Types, Energy
One of five primary damage types in Utopia Damage and Defences
Damage Types, Heat
One of five primary damage types in Utopia Damage and Defences
Damage Types, Chill
One of five primary damage types in Utopia Damage and Defences
Damage Types, Psyche
One of five primary damage types in Utopia Damage and Defences
Damage Types, Physical
The most common damage type, typically dealt by attacks Damage and Defences
Damage Types, Kinetic
Typeless damage from high-speed collisions that bypasses resistances and damages DHP directly Damage and Defences#Kinetic Damage
Damage Types, Pure
Typeless damage that bypasses resistances but can still be blocked or dodged Damage and Defences#Pure Damage
Deafened
A condition where a creature has no audible stimulus, automatically fails hearing-based tests and gets disfavor on Awareness Conditions#Deafened
Deep Breath
An action that allows a creature to regain 1 stamina Actions#Deep Breath
Difficulty Rating (DR)
A number indicating a creature's power level, roughly equivalent to a player's level Creatures#Difficulty Ratings
Disfavor
A penalty to a test roll that removes a d6, making the test harder Rolls And Tests#Favor and Disfavor
Dodge
A defensive action that rolls Dodge Rating to completely prevent damage if the roll meets or exceeds the damage after defenses Actions#Dodge
Dodge Rating
A defensive stat calculated from the creature's equipment and skills Actions#Dodge
DHP (Deep Health)
Internal and mortal wounds measurement; when reduced to 0, the creature's soul disconnects and body dies Resources and Stats#DHP
E
Encumbrance
State of carrying more than carry capacity, which causes fatigue and restricts movement Carry Capacity#Encumbrance
Enchantment
The Art of leaving lingering effects on spells Spells#Enchantment
Evocation
The Art of summoning entities and creating magimatter; the oldest magical art Spells#Evocation
Extraordinary
A component rarity tier (DR 40-74) Components#Harvesting
F
Fatigue
A condition accumulated from neglecting necessities (food, water, sleep, encumbrance) that progressively impairs abilities Resting and Fatigue#Levels of Fatigue
Favor
A bonus to a test roll that adds an extra 1d6, making the test easier Rolls And Tests#Favor and Disfavor
Focus
A mental state requiring extended but not complete attention; creature can focus on a number of tasks equal to its Awareness score Concentration and Focus#Focus
Fortitude
A Body subtrait determining how much physical stress a body can endure Traits And Subtraits#Fortitude
G
Game Master (GM)
The player who crafts the world, controls NPCs, decides outcomes, and narrates the story Game Master
Grapple
An action to restrain an adjacent creature of the same size or one size larger Actions#Grapple
H
Harvesting
Extracting components from dead creatures through Engineering tests Components#Harvesting
Health, Deep
See #DHP
Health, Surface
See #SHP
Hold Action
Conserving 2 turn actions to use as 1 interrupt action on a later turn Actions#Hold Action
Homebrew
Table rules and everything that strays away from the official rulebook - Homebrew
I
Illusion
The Art of modifying sensory functions of creatures Spells#Illusion
Imbuement
A form of evocation that extends a spell's effects onto a weapon, expelling on the next attack Spells#Imbuement
Interrupt Action
A temporal resource available when it's not one's turn; typically used for responding to threats Actions#Turn Actions and Interrupt Actions
K
Kinetic Force
Damage from sudden stops or high-speed collisions that bypasses resistances and damages DHP directly Damage and Defences#Kinetic Damage
L
Land Travel
Movement on hard ground using Speed score Travel#Land Travel
Leap
An action to jump using Power score, which can be enhanced by prior movement Actions#Leap
Legendary
A component rarity tier (DR 150-299) Components#Harvesting
Level
A character's progression milestone that increases resources and grants talent points Leveling Up
M
Magimatter
A dull, non-conductive, magically resistant material summoned by the Evocation art Spells#Magimatter
Main Resources
The three primary health/stamina pools: SHP, DHP, and Stamina Resources and Stats#Main Resources
Material Component
The most abundant component type used for structural parts of items Crafting#Material Components
Mind
One of three primary character stats representing mental capabilities, affects Stamina maximum Resources and Stats#Body, Mind and Soul
Modifer
Calculated as score - 4 for both Traits and Subtraits Resources and Stats#Modifiers
Multi-weapon Attack - Attacking with multiple weapons simultaneously using the highest cost in turn actions Actions#Multi-weapon Attacks
Mythical
A component rarity tier (DR 300+) Components#Harvesting
N
Necromancy
The Art of manipulating souls and animating objects or reattaching souls to bodies Spells#Necromancy
O
Octus
A humanoid plant-like alien species that communicates via spores telepathically Species#Oxtus
P
Paralysis
A condition where a creature has minimal to no control over motor functions, cannot take actions Conditions#Paralysis
Player Character (PC)
A character controlled by a player, as opposed to NPC What's Utopia TTRPG#The Players
Power
A Strength subtrait representing force generation in swift motions Traits And Subtraits#Power
Power Points (PP)
The cost system for spell effects; stamina cost equals PP divided by 10, rounded up Spells#Casting And Customizing Spells
Power Component
The rarest component type that stores or emits energy Crafting#POWER COMPONENTS
Pure Damage
Typeless damage that bypasses resistances but can still be blocked or dodged Damage and Defences
Q
Quirk Points (QP)
The point budget system for balancing custom species during creation Creating Species#Stats and Quirks
R
Ranged Weapon
A weapon that requires a Dexterity test to hit, with different ranges affecting favor/disfavor Actions#Ranged Weapons
Rare
A component rarity tier (DR 40-74) Components#Harvesting
RAW
Rules As Written
Refinement Component
A component type that makes items lighter, smaller, or more efficient Crafting## REFINEMENT COMPONENTS
Resolve
A Will subtrait determining mental fortitude under pressure, affects maximum DHP Traits And Subtraits#Resolve
Resources
See #Main Resources
Rest
Spending 6 hours to restore SHP and Stamina Resting
Resting
See #Rest
S
Scale
An action to climb onto an adjacent creature of the same size or larger Actions#Scale
Size Category
The classification of a creature or object's size (Miniscule through Colossal) Size Categories
SHP
Soul
One of three primary character stats representing soul attachment, affects DHP maximum Resources and Stats#Body, Mind and Soul
Speed
An Agility subtrait affecting movement distance and momentum Traits And Subtraits#Speed
Species
A playable race with specific abilities, scales, and talent trees Species
Spells
Piercing the Aether to pull effects from the planar universe using mana and arcane arts Spells
Stamina
The energy pool used for movement, attacks, spells, and other tasks; when depleted, costs are paid with DHP Resources and Stats#Stamina
Stamina Overpay
When paying more stamina than available, the excess is paid with DHP and creature becomes Unconscious Conditions#Stamina Overpay
Standard Actions
Actions any creature can perform given the costs Actions#Standard Actions
Stealth
Remaining inconspicuous through a contested Stunt vs Awareness test Actions#Stealth
Stunt
A Display subtrait for balance, positioning, and spatial awareness Traits And Subtraits#Stunt
Suffocation
Beginning after Fortitude score turns without breathing, losing Stamina each turn Conditions#Suffocation
Surface Hit Points (SHP)
Surface health measuring external wounds; maximum means unscathed Resources and Stats#SHP
T
Take Cover
Doubling Block Rating and Dodge Rating for the turn when behind obstacle from damage source Actions#Take Cover
TD (Test Difficulty)
The minimum roll needed to succeed on a test Rolls And Tests#Test Difficulty
3d6 - The base dice roll for tests, using three six-sided dice Rolls And Tests#3d6
Test
A roll based on a specific trait or subtrait to determine success of a task Rolls And Tests#Rolls and Tests
Time Spent Foraging
Time ranges from 1-24 hours that modify Awareness tests with favor/disfavor Components#Time Spent Foraging
Tool Stations
Structures with tools required for crafting items Crafting## TOOL STATIONS
Travel
Moving a distance equal to travel score using 1 turn action Travel
Travel Action
See #Travel
Trait
The sum of related subtraits (e.g., Strength = Power + Fortitude) Traits And Subtraits#Traits
Traits And Subtraits
The system of abilities used for tests and determining character capabilities Traits And Subtraits
Turn
A 6-second interval in turn-based encounters where creatures get 6 turn actions Actions
Turn Action
A resource a creature can spend during its turn, typically taking 1 second each Actions#Turn Actions and Interrupt Actions
Turn Actions and Interrupt Actions
The temporal currency system for time-sensitive situations Actions
U
Unconscious
A condition where a creature is like sleeping, unable to use senses or actions Conditions#Unconscious
V
W
Wake
The Art of affecting all creatures and objects within an area of effect Spells#Wake
Water Travel
Swimming movement equal to half Speed score, rounded up Travel#Water Travel
Weaponless Attack
Dealing 1d8 + Power Mod damage without using a weapon Actions#Attack
X
XP (Experience Points)
Points gained from encounters to level up Creatures#Drops And Harvestables