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

See #Shield Hit Points (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


Y


Z