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Utopia_v1_0.txt
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A cyberpunk cityscape, overlaid with a wireframe of a man with numerous cybernetic upgrades. In the foreground there are three figures: a woman in an elegant white coat and red gown, a cybernetic whose face has detached to reveal the mechanisms beneath and a man whose face is covered by a futuristic visor.
Utopia logo
A tall woman of asian descent wearing an eccentric purple and blue gown with a pink spiked collar and blue shoulder pads strikes a dancing pose. Her legs are entirely cybernetic.
A black woman with a red cybernetic arm holding a large laser canon
A blonde haired man in a high collared coat wears a futuristic visor and carries a syringe. A camera mounted on his shoulder studies his surroundings.
A black man with cybernetic arms leaking green poison gas. He wears a breathing mask and a large tank on his back connected with hoses to his arms.
A hispanic man in an electric green collared vest with a swoop of black hair. He crouches down, examining a tablet.
A NEO-FUTURISTIC TABLETOP ROLE PLAYING GAME
CREDITS
LEAD DESIGNER
David Markiwsky
ARTISTS
David Markiwsky, Liz Gist
With additional stock art via Adobe Stock
A special thanks to all the playtesters who suffered through the earliest versions of this game and gave their feedback and ideas that pushed it forward through it s development.
MORE INFORMATION
WEBSITE
www.utopiarpg.com
CONTACT
dmarkiwsky@gmail.com
BOOKSHELF
A number of existing tabletop roleplaying products served as inspiration while developing Utopia and the system on which it is built. Whether it was Burning Wheel as an example of player driven progression, or Ironsworn, which gave me the courage to make Utopia playable solo and without a game master, I would be remiss if I didn t show them some love and encourage you to give them a try yourself.
Burning Wheel Gold
Ironsworn and Ironsworn: Delve
Blades in the Dark
Dungeons and Dragons Fifth Edition
Trophy Gold and Trophy Dark
A small collection of handdrawn books on a shelf.
TABLE OF CONTENTS
INTRODUCTION 8PLAYING THE GAME 11
USING THE BOOK 12
What you need to play 12
Hack the System 12
CAMPAIGN LENGTH 13
SOLO, GROUP OR GM D PLAY 14
How does it work? 14
Solo play 14
GM-Less Group Play 15
GM d Play 16
STARTING A GAME 17
YOUR CHARACTER SHEET 18
ROLLING THE DICE 20
Skill Rolls 20
Difficulty Rating 20
Extras 21Advantage 21
Disadvantage 21
Stacking Advantage and Disadvantage 21
Bravado 21
Rolling 1 s and 20 s: Crits and Complications 22
GAMEPLAY 23
1: Newsfeed 24
2: Take Action 26
3: Updating Your Sphere 27
TAKING ACTIONS 29
Success 29
Complication 29
Failure 29
Skill Challenges 30
LIST OF ACTIONS 32
Barter 32
Find Another Way 32
Gather Information 33
Gather Resources 34
Lay Low 35
Meet Someone New 35
Navigate a Location 36
Persuade 37
Recover 37
Search 37
Sneak/Infiltrate 37
Take a Job 38
Upgrade 39
Use a Skill 39
SKILL BASED ACTIONS 40
Construct 40
Establish Income 41
Experiment 41
Hack 42
Program Artificial Intelligence (AI) 45
Program Software 46
Treat Wounds 47
COMBAT AND CONFRONTATION 48
Beginning Combat or Confrontation 49
Phases of Combat and Confrontation 50
Allies 55
Co-op Play 55
Combat and Confrontation with Multiple Opponents 56
NPCS (NON-PLAYER CHARACTERS) 57
Creating NPCs 57
Interacting with NPCs 59
CHARACTER BUILDER 63
CREATING A CHARACTER 64
ORIGINS 67
Highborn 68
Risers 70
Lowborn 72
Murkbloods 74
Non-Human 76
Creating New Origins 79
SPECIALIZATIONS 81
Biofarmer 82
Bio-Engineer 84
Charlatan 86
Chemical Biologist 87
Consul 88
Datajack 89
Datawave 90
Duelist 92
Exorcist 93
Glamour 94
Machinist 95
Medi 96
Media 97
Merchant 98
Monk 100
Runner 101
Smith 102
Skulker 103
Soldier of Fortune 104
Tanker 105
Unbound 106
Venom 108
Creating new specializations 109
SKILLS 110
KNOWLEDGE 111
Using Knowledge in Skill Rolls 111
Knowledge Categories 112
GOALS 114
EQUIPMENT 115
Weapons 115Melee Weapons 115
Firearms 116
Weapon Upgrades 118
Special Ammunition 120
Grenades, Bombs and Other Explosives 121
Armor 123Powered Armor 124
Other Equipment 125
Enhancements 127Installing an Enhancement 127
Chems 132
Tech 134
Tech Upgrade Modules 142
Programs 145
Cybernetics and Drones 149Determining the Abilities of a Drone or Cybernetic 150
SETTING 153
INTRODUCTION 153
HISTORY OF UTOPIA 154
UTOPIA TODAY 157
Cities of Tomorrow 157
The Wastes 159
Social Classes 160
TECHNOLOGY 161
Artificial Intelligence (AI) 166
Artificial Humanoids 168
CULTURE 170
IDEOLOGIES 173
MEGA-CORPORATIONS 176
Example Mega-corporations 178Meditech 178
SolCore 179
Saito 180
Creating Your Own Mega-corporation 180
GANGS AND DISSIDENT GROUPS 181
CITY BUILDER 194City Builder Worksheet 194
Pregenerated Cities 194
SPECIAL RULES 205
Dangerous Streets 206
Disease and Infection 206
Infestation 209Plant Infestation 209
Animal Infestation 213
Nanophage 213Maze Assembly 213
Cybernetic Evolution 215
Power at a Cost 218Time Travel Equipment 219
Radiation 220Encountering Radiation 220
Radiation Complications 221
Treating Radiation 221
Radiation Countermeasures 222
Shortage - Food or Water 223
The Wastes 225
RANDOM TABLES 229
NEWSFEED EVENTS 230
CHARACTER AND NPC OPTIONS 236Pronouns 236
Social Class 236
Personality Traits 237
JOBS 238
INTRODUCTION
Utopia is a neo-futuristic roleplaying game, drawing on elements of cyberpunk and speculative science fiction. In Utopia, you will make some decisions about your setting, create a character with goals and ambitions and work to achieve those goals, while dealing with whatever challenges the world throws at you.
The world of Utopia is a world that has recovered from a cataclysmic event known as The Fall , which altered the landscape of the world as we know it. 100 years later, the world has rebuilt itself into a place of technology, innovation and hope for a bright future. However, despite advances in nearly every field, from medicine, science and biology, to robotics, automation and farming, conflict remains ingrained in every level of society. The gap between the rich and poor widens more with each passing day, while thousands of people go without basic necessities and medical care. Corporate power has expanded to a point where corporations maintain their own private military forces and political candidates maintain corporate sponsorships. Rampant computerization has led to new extremes of media integration in everyone s daily lives, while new theological struggles around what constitutes a living person have emerged with innovations in cybernetics, cloning and artificial intelligence.
The world is a complicated place. Some people are trying to get ahead, right wrongs, fight the power, climb the corporate ladder, discover miracle cures, invent new tech, help others, get rich or become powerful. Others are just trying to survive.
Welcome to Utopia.
CONTENT WARNING
Cyberpunk stories often take place in settings that feature social conflict, inequality, exploitation, oppression, or discrimination. These often serve as the monolithic forces against which the protagonists (and even antagonists) struggle. Many of these things are represented in various aspects of Utopia, including the character and setting options, but are presented in a way that you can customize what to include and exclude from your game based on the comfort level of you or your group, and the story you want to tell.
When creating your character and setting, think about how the options you choose may affect your character and you as a player, before committing to them. If you re playing in a group, check in with each player and discuss what they are comfortable with including in your setting and what they would prefer to leave out. Additionally, I always encourage the use of safety tools when playing any tabletop role playing game.
CAMPAIGN LENGTH
The structure of Utopias gameplay lends itself to running campaigns of any length, whether it be a long campaign lasting months of play time, a scenario spanning a handful of play sessions, or a short encounter whose story begins and ends in a single session of play.
CAMPAIGN
Follow a character s journey as they pursue their goals, achieve them and set new goals for themselves, gaining skills, amassing resources and purchasing new and exciting equipment.
Play time: As long or short as you want it to be
Example: Follow Dillion s journey from rags to riches as he struggles to turn his life around and make something of himself.
SCENARIO
Choose the central tension or an overarching goal that your character will work to resolve and follow their journey in pursuit of those ends.
Play time: 3-10 play sessions
Example: Play as Sarah, a skilled Medi, as she researches and attempts to develop a vaccine for a debilitating disease that is sweeping through the City.
ENCOUNTER
Set the stage for an exciting event, create a character and see the event through to its completion.
Play time: 1-2 play sessions
Example: Moira and her gang have taken a job to break into a data center and steal the processing unit from a supercomputer there.
USING THE BOOK
The system on which Utopia is built is, at its core, quite simple. However, it is a modular system where you can additional rules depending on the situation. All the basic rules you need to know to play Utopia are listed in this chapter of the book. Additional modular rule sets, lists of tech and random tables that will come into play only under certain circumstances are listed in later chapters. The basic rules will tell you when to refer to these additional modular rules when they are required.
As the creator, my advice is to read through the gameplay chapter, then hop right into creating a character and playing your first game. Once you ve played a session or two and get the hang of the system, have a read through the equipment chapter to see all the fun things your character can work towards getting for themself.
WHAT YOU NEED TO PLAY
This book
A character sheet
3 ten sided dice and a handful of six sided dice (5-8 of them is perfect). You can play Utopia with as little as one ten sided die and one six sided die, but it s always more fun rolling a handful of dice than it is rerolling one die a bunch of times
Paper or some way of taking notes
HACK THE SYSTEM
Once you understand the basics of how Utopia works, make it your own and hack the rules where you need to. Roleplaying games are fun because they allow you to do what you want. If you want to take an action or perform a move that isn t listed in the rules, add your own rules for it. It s your game after all.
A woman with her back turned and arms crossed. The swooping neckline of her shirt reveals cybernetic implants in her spine. She holds a fun in one hand.
A wireframe drawing of a man with cybernetic implants, overlaid on a cyberpunk city rendered in blue tones.
A cyberpunk city of sprawling towers, rendered in blue tones.
PLAYING THE GAME
This section of the book will guide you through the ins and outs of how to play Utopia, including the solo play, GM-less group play and GM d play options for the game, including details on how to run combat and non-combat confrontations.
You ll find the following information in this section:
Using the book
Campaign length
Solo, group or gm d play
How to start a new game
Character sheet
Rolling the dice
Gameplay
Taking actions
List of actions
Combat and confrontation
NPCs and allies
PLAYING THE GAME
STARTING A GAME
1.
Choose your game length
Are you planning on running a long campaign, a more focused scenario or a short encounter?
2.
Choose a central tension or ongoing newsfeed event
The central tension will help set the theme for your game and can have an impact on how you play. Are you trying to survive a disease sweeping through your city, living under the shadow of corporate war, navigating a tumultuous political landscape or trying to cope with a constant infestation of metal dissolving weeds that grow EVERYWHERE? Choose or roll for an option from the newsfeed events table on page 230.
3.
Create your character
Use the character creator to find out who your character is, what they re good at and what their goals are.
4.
Build, choose or adapt your setting
You can build your own city to set your adventures in by answering a few questions in the City Builder section on page 194. Alternatively, you can adapt your favorite existing setting or use one of the prebuilt cities starting on page 198.
5.
Play the game!
A curvy black woman with short cropped hair and dangling earings. She wears a long coat, which she holds open to reveal the goods secured to the inside of the coat for sale. Her visor reads "buy 1, get 1"
SOLO, GROUP OR GM D PLAY
Utopia can be played either solo or in a group; with or without a game master (GM). The basic systems of the game remain the same in each instance, with a few key differences.
HOW DOES IT WORK?
Regardless of how you choose to play, you will create a character, determine their goals and tell the story of how they accomplish, or fail to accomplish, those goals. Whether your characters goals are to form a crime syndicate, become a famous pop singer, negotiate peace among the cities of Utopia or raise themself up out of poverty, it is your characters drive to pursue these goals that will drive the story forward. Meanwhile, the newsfeed will provide a running commentary of events within your city that may provide opportunities, distractions or challenges.
As your character approaches each new challenge, they will gather their advantages and use dice rolls based on their skills and knowledge to measure their successes and failures. With each new goal achieved, your character will become more skilled so they can set themselves ever-loftier goals.
SOLO PLAY
In solo-play, you will plan out and work through the actions of your character each week, dealing with new challenges as they arise. A series of tables is available at the back of this book to help randomly generate NPCs to interact with, inspire complications and determine the course of events in the city.
DETERMINING DIFFICULTY: When your character embarks on a task, the difficulty of the task is determined using your current danger or the determination of your opponent.
Danger: A number on your character sheet representing the current danger your character faces. This will go up and down depending on the tasks your character engages in and the events happening in the city that week.
Determination: The measure of the general skill of an NPC (determined by rolling during NPC creation) or an opponent (determined by consulting a table).
GM-LESS GROUP PLAY
Group play without a game master is much the same as solo play. Each player creates their own character, complete with their own goals. Players can:
create mutual goals to work towards together
create separate goals and help one another to accomplish them
create separate goals and work separately to accomplish them - in this case, you may be playing together in the same city, with your characters either not knowing one another or only knowing one another in passing
create opposing goals and work against one another
DETERMINING DIFFICULTY: When determining difficulty for any task:
if only one player is working to complete the task, use their current danger level or reputation with an NPC to determine the difficulty
if 2 or more characters are working to complete the same task together, use the highest danger level among those characters or the highest reputation bonus for an NPC
ADDING DANGER: When adding danger for any reason (including when you choose to take a complication in place of a failed skill roll), add danger for all characters involved in the scene.
Example 1: Mira and Jane are attempting to pick the lock on a door and fail their skill roll. They choose to take a complication, resulting in an increase in their danger. Since both characters are involved in the scene, both their danger levels are increased by 1.
Example 2: Mira and Jane decide to split up. Mira tries to find a open window, while Jane attempts to pick the lock on the door. Jane fails her skill roll, but chooses to take a complication to succeed, increasing her danger by 1. Since Mira is not engaged in the scene of Jane picking the lock on the door, only Jane s danger increases by 1.
A GOOD GAME FOR PLAY BY POST
The way that Utopia is broken down into weeks makes it a great game for play by post campaigns. Large groups of players can all exist together in the same city, going about their own lives and pursuing their own goals, while dealing with the same challenges and opportunities presented by a shared newsfeed and interacting with the same cast of NPCs.
GM D PLAY
The role of a game master in Utopia is not so different than other role playing games you might be familiar with. However, some of the more rigid rules and systems in Utopia that allow for solo and gm-less play can change the GM s role in a few ways.
When playing Utopia with a game master, the game master performs the following roles inside the structure of the normal Gmless rules:
Roleplay NPCs the characters interact with
Determine the difficulty of skill rolls, either by rolling for them as described later in this book or by determining them based on the perceived difficulty of the task
Determine complications characters experience
Roll or choose new newsfeed items at the beginning of each week
And by adding additional elements that are beyond the normal rule set:
Introduce new characters and complications into the narrative outside of those driven by the characters and their goals
Provide story and narrative hooks for the characters to explore
Award additional skill points upon the completion of large tasks outside the character goals
YOUR CHARACTER SHEET
Detailed information about creating a character can be found in the Character Builder, starting on page 63. Here is a brief overview of the information you can find on the character sheet, what it means, and why it s important to understanding the gameplay of Utopia.
1. Skills
These represent what skills your character is trained in and where their expertise lies. Your character will start with training in a few skills and you will be able to level up these skills and train new skills throughout the course of play. Each skill has a maximum skill level of 3.
2. Knowledge
These are the areas in which your character is knowledgeable and can be used to enhance your skill rolls dealing with that subject. You will start play with knowledge of a few subjects, but can expand your knowledge through research or observation during play.
3. Equipment
These are the weapons, tools, tech devices, and cybernetic enhancements that your character will accumulate throughout play. Some of these will give you bonuses to your skill rolls.
4. Specializations
Your character will begin with a specialization that offers them skills, resources and a special ability. Here is where you will record this special ability and keep track of the number of uses of that ability.
5. Resources
This represents the resources you have at your disposal in Utopia. Most of the time this will represent money, could include other wealth you have at your disposal.
6. Bravado
These are expendable bonuses you receive when you complete tasks or act in an awesome way. You can spend 1 bravado to add 1d6 to any roll.
7. Danger
This represents the current level of danger you face and will be used to determine the difficulty of your skill rolls in dangerous situations. This number will go up and down based on the events happening in the city through your newsfeed, the dangerous situations you find yourself in and your own actions.
8. Wounds
Here you will track your characters physical and mental wounds suffered through combat and confrontation.
9. Goals
These are the short and long term goals of your character. They will direct your character s actions in game and achieving them will allow your character to advance. You can change these goals at any time during play.
10. Newsfeed
This represents the news in your city each week. The severity of events will go up and down as situations become more intense. Old stories will disappear and new stories will show up. The degree to which you want to interact directly with the events in the city is up to you and your character.
The spheres worksheet on page 2 of your character sheet represents the NPCs you interact with and will be explained in the gameplay section.
An image of page 1 of the Utopia character sheet.
ROLLING THE DICE
SKILL ROLLS
In Utopia, most actions are resolved by making a skill roll. Skill rolls are made by rolling a pool of dice, adding the results of the roll together and comparing it against the difficulty rating to determine if you succeed or fail.
YOUR DICE POOL:
2d10 + skill dice + knowledge dice = skill roll
Skill Dice: If you are making a skill roll with a skill you are trained in, add 1d6 to your dice pool for each level of training you have in that skill (maximum of 3).
Knowledge Dice: If you have knowledge relevant to the skill roll you are making, add 1d6 for each knowledge category you have relevant to the skill roll.
DIFFICULTY RATING
The difficulty rating of a skill roll determines the number you must beat to succeed.
Most actions specify a method of calculating their difficulty, which will involve rolling some dice. However, if you perform an action that is not specified in the book or are GMing and prefer to set the difficulty rather than rolling for it, use this table as a guide.
Challenge Difficulty
Rolling the
Difficulty Rating
Choosing the
Difficulty Rating
Common
2d10
10-13
Moderate
2d10 + 1d6
14-17
Challenging
2d10 + 2d6
18-21
Difficult
2d10 + 3d6
22-25
Very Difficult
2d10 + 4d6
26+
EXTRAS
Advantage
If you have taken additional steps to ensure that you succeed, you have advantage on your skill roll. This could involve attacking from the high ground, surprising your enemy in combat, or gaining leverage against someone when attempting to compel them to do what you want.
If you make a skill roll with advantage, roll 3d10, instead of 2d10.
Disadvantage
If there are additional factors working against you in making a skill roll, you have disadvantage. This could be a result of an injury or illness that impairs your abilities, the result of malicious hacking software, or trying to overhear a conversation in a loud club.
If you make a skill roll with disadvantage, roll 1d10 instead of 2d10.
Stacking Advantage and Disadvantage
Advantage and disadvantage cancel each other out. If you have more than one effect adding advantage or disadvantage to your roll, cancel each advantage out with a disadvantage and see what is remaining.
NOTE: Having more than one effect that grants advantage does not grant you additional benefits. You do not get additional d10s for additional advantage granting effects.
Example 1: If you have two effects granting advantage on a roll and one effect granting disadvantage, the disadvantage cancels one advantage, leaving you with advantage on the roll
Example 2: If you have two effects granting advantage and 2 effects granting disadvantage, the 2 disadvantage cancel the 2 advantage, leaving you with a normal roll.
Bravado
If you have accumulated bravado, you can spend 1 bravado to add 1d6 to any skill roll. There is no limit to how many bravado you can spend on one roll or how many your character can acquire. You will acquire bravado by rolling crits, completing goals, winning in combat and confrontation, and from some abilities.
ROLLING 10 S AND 1 S:
CRITS AND COMPLICATIONS
Crits (rolling a 10)
Whenever you roll a 10 on any d10, if your roll was successful, you can choose an additional effect to apply to your roll:
Flourish: You execute your move with a stylish flourish, increasing your confidence. Gain 1 bravado.
Crushing Blow: (combat or confrontation only) You strike a demoralizing blow, permanently decreasing the difficulty rating of your opponent by 2.
Get The Upper Hand: You perform your task exceptionally well, gaining the upper hand in whatever you re doing. In combat or confrontation you gain advantage on your next roll. Out of combat or confrontation, increase the rewards you get from your success or increase the quality of your work (this could be increasing your pay by 1d6 resources, increasing the strength of a piece of tech by 1d6, or any other benefit applicable to the task).
Complications (rolling a 1)
There are two ways to encounter complications in Utopia:
Rolling a 1 on any d10, regardless of whether the roll succeeds or fails
Failing a skill roll and choosing to succeed with complication instead (more information can be found in the actions section on page 29)
A complication represents a hiccup in your plan, or something that is going to make your life harder, and is determined based on the story you are telling or the action you are undertaking.
When taking an action, the complication could be a part breaking and needing to be replaced, being waylaid by an intoxicated stranger or having an old enemy with a vendetta show up at an inconvenient time. Use your current task or the items on your newsfeed to help you imagine what this complication might be.
When engaged in combat or a confrontation, imagine how you fumble or how the situation gets worse, then roll 1d6 and subtract the result from your next roll.
GAMEPLAY
When playing Utopia, time is measured in weeks. Each week has 3 phases:
1.
Newsfeed: Learn what is happening in your city by populating the newsfeed and learn how it affects you.
2.
Action: Craft a plan of what you are going to do during the week based on your current goals, execute the plan and deal with any complications that arise.
3.
Sphere: Determine how your actions impacted your relationships with people and organizations in your sphere of influence, pay your bills and collect your income.
When you finish the sphere s phase, begin a new week, starting with the newsfeed phase.
PHASES OF GAMEPLAY IN GROUP PLAY
When you are playing with a group, the group will participate in the Newsfeed phase together. Each character will experience the same news events and be exposed to the same challenges resulting from them.
In the Action phase, the characters can either plan their actions together, if they are planning to execute their plan together, or plan separate actions and resolve them independently.
In the Sphere phase, each character marks their own relationship progress, pays for living expenses and collects income individually.
JOURNALING
In a GM d game, explaining your plan to the game master takes your plan out of your head and makes it official in the narrative. When playing a solo or GMless group game, you may find it helpful to journal your characters actions and the events surrounding them as you play. This not only serves the purpose of making your moves official, but can be a fun writing exercise to write from the point of view of your character.
1: NEWSFEED
The cities of Utopia are ever changing. New conflicts are born and resolved every day. Your newsfeed encapsulates the ebb and flow of these conflicts, containing your central tension and up to two other events currently affecting the city and dominating it s newsfeeds. Your central tension, or ongoing story, is determined during character creation and will never be removed from your feed, unless you take direct action that results in solving the problem. The other stories will be removed eventually and replaced by new stories as their severity drops to 0.
The severity of each newsfeed item (represented by a number between 0 and 6) serves to track the duration and intensity of each newsfeed item. When an items severity reaches 0 it is removed from the newsfeed.
During the Newsfeed phase, follow these steps:
1. ADJUST SEVERITY
Roll 1d10 and adjust the severity of one newsfeed event based on the result on the table below, then reduce the severity of each other news event not affected by the roll by 1. Your central tension can not be reduced any lower than 1.
NOTE: Severity applies to both negative and positive events. A riot can be small and contained or brutal and spread across the entire city, but so can a festival.
NEWSFEED SEVERITY TABLE
1d10
Description
1
Everything goes wrong. +2 severity to all newsfeed items.
+1 to your danger level.
2
Central tension severity +2.
3
Central tension severity +1.
4
Central tension severity -1.
5
Central tension severity -2.
6
Newsfeed item 1 severity +2.
7
Newsfeed item 1 severity -2.
8
Newsfeed item 2 severity +2.
9
Newsfeed item 2 severity -2.
10
A quiet news week. Nothing happens. -1 to the danger level.
TIP: When a newsfeed item has been removed from the newsfeed, it means it s calmed down enough to be out of the news; it doesn t mean it needs to be out of your story. If you re following a lead based on a newsfeed item and it leaves the feed, keep following that lead!
2. ADD 1 NEW EVENT
Your newsfeed can hold your ongoing story and 2 additional newsfeed items. If your newsfeed is not already full, or if a newsfeed item was reduced to 0 severity and removed, randomly generate 1 new newsfeed item affecting the city.
DETERMINING THE NEWSFEED ITEM:
Roll a d100 on the newsfeed table on page 230 to determine the event and record it on your character sheet.
DETERMINE THE SEVERITY:
Roll 1d6 to determine the starting severity of the event and record it on your character sheet.
Adding Difficulty Based on the Newsfeed
As the severity of newsfeed events fluctuate you may choose to represent this by making small adjustments to the state of the game for the week in the following ways (as you see fit):
Adding to your danger level if the events of the newsfeed make the city unsafe
Adjusting the difficulty of certain tasks if the current state of the city may make them harder to complete
Special Rules: Some newsfeed events provide reference to the special rules section of this book. These rules can significantly change the way that you play the game, adding extra challenge in some cases, but also extra complexity. It is your choice when to use these rules and when to ignore them.
2: TAKE ACTION
During this phase, you will make a plan of what you want to accomplish that week, execute your plan and deal with the complications that come up along the way.
1.
MAKE A PLAN:
Lay out a goal for what you want to accomplish during that week. This should be an overarching statement such as I m going to help treat victims of the disease sweeping the city or I am going to collect information to blackmail the CEO of Meditech .
IMPORTANT: You can not plan to do something that hinges on the success of another action. You must execute that action in a subsequent week.
For example, if you plan to collect information to blackmail the CEO of Meditech with, you can not also blackmail the CEO in the same week, because it hinges on the success of finding the information.
2.
EXECUTE THE PLAN:
Follow your plan, choosing actions necessary to accomplish your goal, narrating the details and dealing with complications as you go. If you are unsuccessful on a roll, or a new complication arises that makes you rethink your plan, you can Bail and abandon any of your planned actions.
3.
ADD DANGER:
If your actions during the week could result in you coming into conflict with someone else, or if you did something illegal, add 1 danger to your danger level.
NOTE FROM THE AUTHOR: Splitting this phase into making your plan and then executing it is meant to help prevent players from adding new actions based on previous successes and draw out one week too long. Keeping things moving ensures that the newsfeed events progress at a good pace and any timed scenarios like jobs are tracked fairly.
3: UPDATING YOUR SPHERE
During your spheres phase (short for sphere of influence), you will update your danger level and goals, pay living expenses and manage your relationships with any other characters or organizations you encountered during the week.
1.
Add and update: Your Spheres Worksheet (page 2 of your character sheet) is where you make note of all of the NPCs and organizations that you interact with in Utopia, record their current opinions of you and map out their relationships to one another.
Add any new characters or organizations you interacted with to your Spheres Worksheet and determine their starting reputation, if you haven t done this already, and mark it in the circle next to their information block. Use the center space to draw connections between various characters.
Next, adjust any reputation for characters or organizations that you have interacted with. Detailed information about adjusting reputation can be found in the NPC section on page 60.
2.
Danger level: If you have not increased your danger level this week, subtract 1 danger.
3.
Completing a Goal: If you completed one of your goals during the week:
Remove the goal from your character sheet
Gain 1 skill point
Gain 1 bravado
Create a new goal.
4.
Living expenses: Pay for basic living expenses (food, clothing and shelter) for the week based on your current lifestyle. This is determined by your origin, however, you may choose to alter this at any time:
Murkblood - 1 resource
Lowborn - 2 resources
Riser - 3 resources
Highborn - 5 resources
Non-human - choose one of the above options (cybernetics and AI pay half the living expenses, rounded up because they do not require food)
You can choose to change your lifestyle at any time to raise or lower your living expenses, however if you lower your living expenses below that of your origin, you suffer the following consequences:
You suffer a -2 reputation penalty with NPCs of the same or higher social class
You lose the benefits of your origin (Highborn and Risers lose their weekly incomes and lowborn lose their extra bravado)
STARVING
If you are unable to pay any living expenses for the week, you are reduced to scavenging for food and are without a place to live. All your skill rolls are made with disadvantage until you are able to pay for your living expenses again.
An image of the spheres worksheet on page 2 of the Utopia character sheet.
An androgynous, cybernetically augmented individual in heavy armor that covers their face. A section of their arm separates to reveal an arm mounted gun. They hold a cred chip in one hand.
TAKING ACTIONS
Most of your turn will be comprised of taking actions to pursue your goals or to influence an event that is currently happening in the City.
WHEN YOU UNDERTAKE AN ACTION, THERE ARE 3 POSSIBLE OUTCOMES:
Success
You roll above the difficulty and are successful. You complete your task without complication.
Complication
If you roll below the difficulty, but can t afford to abandon your plan, you can choose to succeed regardless of your roll. If you do this, add 1 danger and introduce a complication to the story. You can only do this if your danger level is 4 or lower (this does not include additional temporary danger level increases due to locations you are traveling through or newsfeed events).
Failure
You roll below the difficulty and are unsuccessful in completing your task. You must abandon your plan, seek out an alternative or plan to make another attempt in the future.
LEARN FROM YOUR MISTAKES AND TRY AGAIN
Sometimes you fail to execute an action or follow through on a plan. When you fail:
You CAN NOT immediately attempt the same action again, hoping for another outcome.
You CAN take the Find Another Way action to try and find an alternate route to success.
You CAN attempt the same action in a subsequent week. When you do this, your previous experience attempting to complete the task grants you advantage on the skill roll.
REMINDER - Criticals and Complications: When rolling skill checks, rolling a 1 or 10 on a d10 have additional effects. See page 22 for more information.
SKILL CHALLENGES
Sometimes a task is too big, too grave or too dramatic for a single roll. In these cases, we use skill challenges, where you are required to take a series of actions to solve a problem.
Step 1: Determine the skill
The nature of the task you are trying to complete will determine the skill being used for the challenge. Curing a plague would be a medicine skill challenge, constructing a very rare piece of equipment would be an engineering challenge and creating an AI would be a software programming challenge. Ideally, when choosing a skill challenge, it should be a skill your character is trained in. Any action utilizing that skill can be used as progress on your skill challenge.
Step 2: Determine the complexity of the challenge
The complexity of the skill challenge determines how many skill rolls you need to succeed on to complete the skill challenge. Most skill challenges have a complexity of 3 or 5, depending on the complexity of the task, but could be higher if the task is complex enough.
Step 3: Running the challenge
Skill challenges are not meant to simply be a series of the same skill check done over and over until completion. Each skill challenge roll should require planning and preparation, and should advance the story forward, with no more than 1 skill challenge roll taking place each week. Some examples of this can be found on the following page.
Step 4: Complications and adding difficulty
When you are rolling skill rolls for your skill challenge and encounter a complication, you may choose for it to add additional difficulty to the skill challenge, set you back a step in the challenge or be an additional obstacle that must be overcome before you can advance the skill challenge further.
Step 5: Completing the skill challenge
When you successfully complete the last step of the skill challenge, you are successful in your task and gain 1 bravado.
Example: Running a Skill Challenge
Ardan is working to combat an outbreak of an infectious disease in the Murks. He needs to create a vaccine against the virus and administer it to the people there. The skill required for the challenge will be medicine and the difficulty will be 3.
Ardan begins by taking the gather information action to talk to people in the Murks and find someone who is infected. He then uses persuade to convince the infected person that he wants to help and allow him to take a saliva sample for analysis. Now that he has the sample, he can return to his lab and use the experiment action to analyze the sample. A success on the experiment action (because he makes the roll using medicine) will add the first success to his medicine skill check to craft a vaccine for the plague.
The following week, to continue progress, Ardan begins work on a vaccine, but will require some special supplies. He uses meet someone new to find a source for these rare supplies, bargaining to barter down the price, arguing that he needs them to save lives and then begins work on the vaccine with another experiment action, adding another success to the skill challenge if he is successful.
Example: Complications and Adding Difficulty to a Skill Challenge
(continuing Ardan s progress) Ardan has begun work on a vaccine for the disease, but he needs more samples to work from and more sophisticated equipment to do his testing that he does not have. After a failed persuade action to attempt to gain access to a Meditech lab, he decides he is going to need to break into the lab. Ardan gathers his samples and his work in progress vaccine and sneaks into the meditech facility. Unfortunately, as Ardan is working on his samples, he experiences a complication and his samples of the disease and vaccine are destroyed. He will need to obtain more samples and make a fresh batch of the vaccine for further testing. Ardan s player adds 1 additional difficulty to the skill challenge because of the setback.
LIST OF ACTIONS
Most actions can be attempted by any character regardless of the skills they are trained in. Additional skill based actions, available for those trained in certain skills, can be found starting on page 40.
Barter
Use this action when you wish to negotiate the price of an item or service.
Skill roll: bartering + d6s equal to your reputation with the merchant if it is positive
Difficulty: 2d10 + d6s equal to your reputation if it is negative
Result: On a success, subtract 20% from the price of the item (rounded up)
NOTE: if you are not purchasing an item from a named NPC, assume that your reputation with them is 0.
Find Another Way
Use this action when you are faced with an obstacle that is too dangerous or too difficult to overcome, in hopes of finding a way around it or finding a new solution.
Skill roll: investigation
Difficulty: 2d10 + a number of d6s equal to your current danger level
Result: If successful, you find another path to your goal or another way of achieving your goal. Describe how you circumvent the obstacle in your path or what the new path to success is. If you fail this skill roll, there is no other way to achieve your goal and you must face your obstacle head on or abandon your goal for today.
Gather Information
Use this action to gather information. This may involve asking questions, conducting interviews or surveillance, or gathering information via the net or other source. You may also use this action to research a subject and add it to your knowledge list.
Skill roll: investigation
Difficulty: 2d10 + d6s equal to your danger level
Result: On a success, gain the information you seek or add knowledge about the subject you are researching.
INFORMATION VERSUS KNOWLEDGE
Although the Gather Information action can be used to gather both knowledge and information they are two very different things. Information represents a specific fact or set of facts, or the answer to a question. Knowledge is general information about a topic that could provide an advantage.
Example: Hito is planning a heist. They use the Gather Information action to surveil the bank and find out when the guards make their patrols. If they are successful, they can gain advantage on a sneak check to avoid the guards.
Alternatively, Hito could use the Gather Information action to research bank vault doors and how they work. If they are successful they can add bank vault doors to their knowledge list, gaining 1d6 on their rolls when trying to crack open the door later.
Gather Resources
Use this action to acquire more resources. Gathering resources can be in the form of working odd jobs, stealing and fencing goods, taking out loans or convincing someone to loan you money. This action requires two skill rolls.
Skill roll 1: tough (odd jobs), sneak (stealing), persuasion or deception (loans)
Difficulty: 2d10 + a number of d6s equal to your current danger level
Result: On a success, roll 1d6 and gain a number of resources equal to the result.
On a failure, gain half the resources, rounded down.
You have the option to press for higher pay, whether that s negotiating for a higher wage, bartering for a higher price on your stolen goods with the fence or pressing for a bigger loan.
Skill roll 2: bartering a number of d6s equal to your reputation with the NPC if your reputation is positive
Difficulty: 2d10 + a number of d6s equal to your reputation with the NPC with if your reputation is negative
Result: On a success, gain an additional +2 resources, plus 1 resources for each skill level in bartering you are trained in. On a failure, lower your reputation with the NPC by 1.
VARIANT: SKIMMING
Characters trained in the engineering or hacking skill can gather resources by engaging in what s known as skimming. This involves using a terminal to access the credit chips of those traveling nearby in a busy location and skimming small amounts of money from each account.
Choose: a small skim or a big skim
Skill roll: engineering or hacking
Difficulty: 2d10 + a number of d6s equal to your current danger level
Result: For a small skim, roll 1d6, gain a number of resources equal to the result and add 1 danger. For a big skim roll 2d6, gain that many resources and add 2 danger.
Lay Low
Use this action when you ve attracted too much danger. You can only use this action if you have not added danger this week. Once you take this action, you can not take any additional actions this week.
Result: Remove 2 danger.
Meet Someone New
Use this action when you need to find someone new, such as a merchant or a contact. Most of the time, this action does not require a skill roll. However, if the person you are attempting to contact is hidden or difficult to find, you may need to take the search action first.
Skill roll: investigation
Difficulty: 2d10 + a number of d6s equal to your current danger level
Result: On a success, you find the person you are looking for. If you succeed with a complication, find who you are looking for but they are not easily accessible (they are from a different social class, are imprisoned or otherwise unavailable to you).
Use the NPC creation rules to determine the statistics of the new character.
Navigate a Location
Use this action when you enter a hostile location where you will face a number of obstacles to reach your goal. This could be infiltrating a corporate office, entering a gang s safe house or traveling a long distance.
Begin by determining the danger of the setting. Temporarily increase your danger level by the amount indicated while in the location.
Danger
Description
+0
There is no danger. You are allowed to be here.
+1
You are not supposed to be here. If caught, you ll be detained or escorted out.
+2
This place is hostile. If caught, you will be killed or wounded.
One at a time, roll obstacles from the Location Obstacles table, or choose your own obstacles. Describe the obstacle based on your location and take actions to surmount them. For most locations, roll 3 obstacles, increasing the number for a more challenging encounter. When traveling, roll 1 obstacle for each day of travel.
TIP: If you fail to overcome an obstacle, try using the Find Another Way action to find a way to circumvent it.
LOCATION OBSTACLES TABLE
1d100
Description
1-15
A physical obstacle blocking your path
(Example: a locked door, a hole in the floor or an open chasm)
16-25
A non-hostile party who could alert others to your presence
26-35
A hostile enemy who can be avoided
36-45
A hostile enemy you can not avoid
46-60
An environmental hazard
(Example: a security system, trap, falling debris or a rock slide)
61-70
A specialized feature based on your location
(Example: a laboratory, a desert slave market, or an engine room)
71-80
A small group of hostile enemies equal to half your danger level
81-90
A large group of hostile enemies equal to your danger level
91-95
An unexpected complication related to an active newsfeed item
96-100
A shortcut to your goal
Persuade
Use this action to persuade, deceive or intimidate someone.
Skill roll: persuasion, deception, athletics (for intimidate only) + a number of d6s equal to your reputation with the NPC if it is positive
Difficulty: 2d10 + a number of d6s equal to the determination of your target + a number of d6s equal to your reputation with the NPC if it is negative
NOTE: If the result of a persuade action is particularly impactful to your story, you may wish to use the confrontation rules.
Recover
Use this action when you treat your wounds. You may bandage them yourself for free or spend resources to visit a Medi and recover wounds more quickly. Severe and debilitating wounds may only be healed by visiting a Medi.
Treat your own wounds: remove one wound of low or medium severity.
Visit a medi: spend 3 resources and heal two wounds of any severity.
Search
Use this action to find something, to search for something that is hidden or to find a supplier for something.
Skill roll: investigation
Difficulty: 2d10 + a number of d6s equal to your danger level, or if you are searching for an item or supplier, 2d10 + search difficulty listed in the item description
Sneak
Use this action when you want to avoid detection, sneak into a location or spring an ambush on someone.
Skill roll: stealth or deception (if infiltrating using a false identity or disguise)
Difficulty: 2d10 + a number of d6s equal to your danger level
Result: On a failure, you are found out. Describe the consequences of being discovered. On a success, you are able to remain undetected. If you encounter a complication, you can approach it from stealth or try to find a way around it. If you are entering combat from stealth, in the first round of combat, you gain advantage on your roll and suffer no wounds.
Take a Job
There s always someone who needs something done in Utopia. Use this action when you want to take a job from an agent or contact.
When you take a job, record it on your character sheet as one of your goals. If you complete the job, you gain 1 skill point, as you would from completing a goal.
Note: If your character does not have a short term goal or you don t know what to do next, this is a good action to take. It allows you to gain skill points and resources upon its completion, meet some new contacts and weave new threads into your story.
Determine the following information about the job:
Who is offering you the job: Choose an existing NPC or use the NPC creation rules on page 57
What kind of job is it: Create your own job or roll on the Job Table on page 238 for inspiration
Who or what is the target: Determine the target or details of the job. You can create your own, use the NPC, recent events in your narrative or newsfeed items as inspiration.
Skill challenge: If the job is complicated or takes multiple steps to complete, you may want to utilize a skill challenge. You can find the skill challenge rules on
page 30.
Difficulty: Estimate the jobs difficulty on a scale of 1 to 5
Payment: roll 2d6 + 1d6 for each level of difficulty, or choose a fitting payment
Timeline: As a general rule, most jobs need to be completed within 3 weeks of the time they are accepted. However, you may be able to persuade your employer for additional time.
Upgrade
Use this action to spend a skill point. You can spend 1 skill point to:
Train a new skill (1 skill point)
Advance a current skill (1 skill point)
Train in a new specialization - you must be trained in the skills listed on the specialization to take it. (2 skill point)
Install a cybernetic enhancement - requires that you purchase the hardware for the enhancement, then visit a biohacker, medi, or engineer trained in both the medicine and engineering skills to have it installed. More information can be found in the enhancements section on page 127. (1 skill point)
Use a Skill
Use this action when you use a skill (whether you are trained in it or not) to overcome an obstacle. You could be using athletics to try and force a door open, engineering to try and clog a pipe or science to try and start a chemical reaction.
Note: Many action have specific results and difficulty calculations that may be more appropriate to your task than the general rules of Use a Skill. Check the list of actions for other options before choosing this action.
Skill roll: any skill
Difficulty: If you are opposing a person, 2d10 + a number of d6s equal to the determination of your target. Otherwise, 2d10 + a number of d6s equal to your danger level
SKILL BASED ACTIONS
These actions are special actions used only by those who are trained in the necessary skills.
Engineer
(requires engineering and an engineer s tool kit)
Use this action to build or repair a piece of tech, install a new upgrade or module onto an existing piece of tech or use your engineering skills to manipulate the mechanical mechanisms of something (Example: open a door, stop a machine, etc.).
NOTE: When crafting a new item or installing an upgrade, you must successfully execute the search action to obtain the materials to construct your item or the tech components to upgrade it.
Skill roll: engineering
Difficulty: 2d10 + d6s equal to your danger level, or 2d10 + crafting difficulty listed in the item description if you are constructing or repairing an item
Material Costs: Each piece of tech is listed with an associated resource cost for purchasing the item. When constructing an item, the cost of the materials is half the resource cost, rounded up. When repairing an item, the cost of the materials is one quarter the resource cost, rounded up. If there is no resource cost listed, the cost to repair the item is 2 resources.
Example: In her last mission, Lana s combat drone got pretty banged up, so she is upgrading it with a Kinetic Shield Generator. Buying the module would cost her 10 resources, but she has the engineering skill, so she is going to build one herself. Lana uses the search action to find a supplier and purchases the parts for half the cost (5 resources). Returning to her workshop, she uses the Engineer action to install the module on her drone.
Establish Income
(requires bartering)
You may have the opportunity to establish some long term income sources if you take over or invest in the right businesses during your game.
Skill Roll: bartering
Establishing a New Income Source: You can establish a permanent income source by making a successful bartering skill roll against a difficulty equal to 2d10 + 3d6 + a number of d6s equal to the current danger level.
Starter Funds: When rolling to establish an income source, you can spend resources to buy additional d6s to increase your chances of successfully establishing an income. These funds may be starter capital for a business, bribes or protection money. You may spend 5 resources to add 1d6 to your roll.
Income Level: If successful, you establish a new income source, gaining 1d6 resources per week, during the spheres phase. If the result of your roll is 10 or more above the difficulty, you establish a 2d6 income.
Experiment
(requires medicine or science and a scientists tool kit)
Use this action to conduct a scientific or medical experiment or to craft a chem.
NOTE: When crafting a new item, you must successfully execute the search action to obtain the components and materials to construct your item.
Skill roll: medicine or science
Difficulty: 2d10 + d6s equal to your danger level, or if you are crafting an item, 2d10 + crafting difficulty listed in the item description
Material Costs: Each item is listed with an associated resource cost for purchasing the item. When constructing an item, the cost of the materials is half the resource cost, rounded up.
Hack
(requires hacking)
Use this action when connecting to a computer terminal to gain access to a system. Hacking skill rolls can be used to perform simple tasks such as opening doors, turning off alarms and bypassing passwords, or more complex tasks that involve bypassing levels of encryption and cyber-protection to steal data or implant a virus into a system. Complex hacking tasks utilize a skill challenge.
All hacking can be done:
locally, by connecting to a terminal that is part of that system (example: connecting to the keypad of the door you want to hack open) or;
remotely, by connecting to a network through the net.
SIMPLE HACKING
Use a simple hacking roll to gain access to low level systems that do not have multiple levels of security or to perform simple tasks such as opening doors, bypassing passwords or turning off alarms. This is usually done locally.
Skill roll: hacking
Difficulty: 2d10 + d6s equal to your danger level
Result: On a failure you are locked out of the system
COMPLEX HACKING RULES
Use the complex hacking rules when you need to access a complex system that employs cybersecurity or any time you are hacking remotely.
Difficulty: The difficulty for complex hacking attempts is determined by the Complex Hacking Difficulty Table
Challenge: You must succeed on 3 hacking skill rolls to remotely access a system or break through cybersecurity measures. You can continue to make attempts to access the system until you gain access or your efforts are halted by hacking countermeasures.
Countermeasures: When you encounter a complication or fail a skill roll or, you are targeted by a hacking countermeasure.
Result: If you bypass all levels of the skill challenge, your hacking attempt is successful and you gain access to the system.
COMPLEX HACKING DIFFICULTY TABLE
Institutions at This Level
Difficulty Rating
Businesses, Personal Networks of Lowborn
15
Government, Corporations, Housing and Mortgage Companies, Medical, Gangs, Personal Networks of Risers and Highborn
20
Financial Institutions, Mega Corporations, Military, Large Criminal Organizations
25
Hacking Countermeasures
If you experience a failure or complication when hacking a system, instead of normal complications, it triggers hacking countermeasures. Roll on the Hacking Countermeasures Table to determine the countermeasure:
HACKING COUNTERMEASURES TABLE
1d100
Module
Effect
1-25
Firewall
Increases the difficulty rating by 2
26-50
Encryption Module
Encrypts the part of the system you are trying to access, increasing the number of successful skill rolls required to access the system by 1
51-65
Boot Module
Targets you and removes you from the system. End the current hacking attempt.
66-80
Virus Module
Implants a virus on your hacking relay that gives you disadvantage on all hacking checks made for the rest of this skill challenge and on all future hacking skill rolls made with the relay until the virus is removed.
You can remove the virus by making a successful simple hacking skill roll with a difficulty rating of 15.
81-90
Destruction Module
Sends a command to your hacking relay, causing it to overheat and take damage. It can not be used again until it is repaired for one quarter it s normal purchase cost, rounded up.
91-100
Tracer Module
Traces the hacking attempt back to its source, generating location data for your current location. Add +2 danger. If your danger level is 5 or higher, law enforcement, private security forces or hired goons (depending on the organization you are hacking) show up when the hacking attempt is complete. You may end your hacking attempt to take action before they arrive.
Breaks - Countering the Countermeasures
Each hacking relay has special subroutines designed to thwart hacking countermeasures, called breaks. Hacking decks come with one break installed, but can be upgraded to have up to 3 breaks by installing tech upgrades.
When you encounter a hacking countermeasure, first determine the nature of the countermeasure, then decide whether or not to use one of your available breaks to cancel its effect. Once a break is used, it is unavailable for the rest of the week.
Ok, You re In!
Once you gain access to a system, you may need to make additional skill rolls or take additional actions to complete your goal. If you are looking for, altering, deleting or planting information on the system, use the search action. Encrypting information may require a hacking or software programming action, while implanting a virus requires no action or skill roll.
Program Artificial Intelligence (AI)
(requires software programming)
Use this action when you wish to create an artificial intelligence. In Utopia, when you create an AI, you imbue it with skills. Your AI can assist you with tasks utilizing skills they are programmed for, granting you advantage on your skill roll, or they can make a skill roll with the chosen skill on their own.
Additionally, an AI can also be downloaded into a cybernetic body you have acquired or built using the engineering skill. Further details about cybernetics can be found on page 149.
AI PROGRAMMING TABLE
AI Level
Skills
Skill Level
Upgrading AI Difficulty
1
1
1
2d10 + 2d6