1 Colin Prime (Order #35367621)
1 Credits …………………………………………...2 Backers………………………………………………..3 Welcome to the Retroverse …………………9 Chapter 1 Species…………….10 Ceran………………………………………………….10 Hiveborn…………………………………….……….14 Rai……………………………………………………..20 Restless……………………………………………..26 Synthetic…………………………………….………31 Trogs…………………………………………………37 Wo’nari………………………………………………42 Dragonborn Variations………………………..47 Cosmic Dwarves…………………………………49 Punk Elves………………………………………….51 Glitchimar…………………………………….…….52 Mecha Gnome…………………………………….54 Action Halflings………………………………….56 Half-Elf Relica…………………………………….58 Hack-Orcs…………………………………….…….60 Human Offline……………………………………62 Void Tieflings……………………………………..64 Chapter 2: Classes…...……...67 Apogee………………………………………………67 De-fragger……………………………….…………77 Glitch Hunter……………………………………...89 Henshin……………………………………………100 Holo-knight………………………………………..116 Synth Weaver…………………………………...123 Sub-Classes………………………………………133 Barbarian Techno Viking…………………….133 Bard: College of Metal………………………..134 Cleric: Domain of Action…………………….136 Druid: Circle of the Corrupted…………….138 Fighter: Path of the Wrestler……………..140 Fury-Fu Monk……………………………………147 Paladin: Oath of Awesome…………………152 Ranger: Dream Champion………………….154 Rogue: Ether Vandal………………………….157 Muscle Sorcerer……………………………......160 Warlock: Corporate Overlord Patron…..162 Wizard: School of Lasermancy…………...165 Chapter 3: Backgrounds..168 Alien Invader…………………………………….168 Heel………………………………………….………169 Mad Scientist…………………………….………..171 Mercenary………..……………………………….172 Monsterologist………………………………….174 Player……………………………………………….176 Prodigy……………………………………………...177 Rebel………………………………………………...179 Chapter 4: Equipment……...181 Armor and Shields……………………………..181 Weapons…………………………………………..182 Chapter 5: Additional Rules ………………………………………….184 Corruption…………………………….…………..184 Cliches……………………………………………...187 Shiny Variants…………………………………..189 Criticals and Failures…………………………192 Feats………………………………………………...193 Chapter 6: Spells……………..197 Base Class Spells……………………………...200 Chapter 7: Gods……………...230 Appendix A: Safety………....................................236 Appendix B Inspiration……237 Appendix c: OGL Content…………………………….239 Character Sheet……………..241 Colin Prime (Order #35367621)
2 CREDITS LEAD DESIGNER: CHRIS LOCK LEAD ART: LLUIS ABADIAS ADDITIONAL DESIGN BY: SCOTT BORLAND, KATRINA BRESNICK, KEVIN HARRIS Thanks for Playing! The Retroverse has been an amazing project to work on. Never in my life would I have imagined that a fun venture like this would receive so much support! I want to extend a thank you to everyone within the tabletop community that has supported, encouraged, and loved us through this journey. We’re only part of the way to where we want to be, and we hope you will continue down this path with us! I would like to thank a few people who are special to me as well. Lluis is the other half of this project. It would never have existed without him. All the artwork you see here is his! My GM, Dave who has patiently taught me how to be a better storyteller over the years. My Father and Mother, for showing me the value of unconditional love. My children, who inspire me to be cooler every day. See you all again soon! -Chris Lock I want to thank everyone who has stopped to give us a like in social media, those who shared us with their friends, and everyone who backed our Kickstarter. You are the ones who keep this project alive and it means the world that you support this crazy thing called the Retroverse. I want to thank Chris for being the most amazing person to work with. Whose words keep inspiring every piece of my art, and whose friendship is among the most valuable things I have. I want to thank my family and friends for their much-needed unconditional inspiration and encouragement. Thank you, and welcome to the Retroverse (beware of the laser dog). -Lluis Abadias Colin Prime (Order #35367621)
3 Our Backers Thank you so much for supporting, testing, playing, celebrating, and putting your story into our world! OneCritWonder Firestryfe Zeroun Blue Jesse Smith Gabi SignatorySea Paul Hubbard Brian Bergdall Scott Borland james stark Kevin Harris jusmhar Ryan Morgenlander Robert Ojeda Juan Casillas Derek R Boudreaux Alex Wilson Matthew Evans Chandra Robillard Nathanaël Roux Foster E Benjamin D King Jackson Jelenic chrstphrdoorn bs Logicspren Jeffrey Arnold Reese Elliott Connor Lamb Jacob Shelley Christopher Wynn Adam Masishin Craig Aldridge explosivedonut [email protected] Joseph Davis BrightPhoenix CDGuano Roxanne Larson ColeH Amy Van De Water Leigh Fletcher Sean Cardwell Jeff Blackshear Craig Campbell Wes Farnsworth Caleb Coppola Jess Washburn Michael Morris Scott Davenport Michael Paul Blanton Aras Sivad Chris Sies Bradley Polk Torn Pixie Nyarlana Paul Gibbs Matthew Haentschke Hannah McBride Andrew Nome Krystal Riccio Keith Stanley Quincy Jackson Anna Eric Ramos Luke Wilson Jay Tallsquall Frank Carr Travis Haney Albert Price David Fry Sam Brockelbank J. J. Sloane Anjuli Smith Stefan Persson KalessinTheFir st Chase J.k. Charm Runnings Ian Scott Alex Klemens Marc Schubert Matt Hoadley Sarah BrodeurCampbell Aya G Claylex Zett Jen Cawley Matthew Abernathy Dark Beast Sarah dearsylvan Darren Cooke Matthew Doiron Ryan North Bryce Perry Robert Bass Gorgone Kate Matt Corley Ji Hee Son Adam Lyzniak Jonas Ross Leiser Orcansee Game Works Anthony Anthony Jason Mical Jiffy Andrew Dao JRez Sterling Jeanette Briggs James Redmond David Nett SDG Interactive Publishers Alison Moore Thomas HOARAU MrProtoman Mr.Keltz Paul Rivera Johnny Vargas James Cross Eric Williamson Churchill Carlos Donald Thompson magnarinfectu s Stefán Þór Reykdal Christopher Mayfield Tom Louis The Goddamn DM Robert Stoffel Clive Barker Cooper Vaughn Owen St.Gelais JEREMY D. KLEINHANS Morgan Kienna Shaw Fish in the Pot Bernard Reichertz Curt Carbonell Lucas Duff Alan Sells Jakkaru Louis DaRos Atira and Parker Gaughan G_Q deleted Joshua Opper Stefan J. Carney Joshua Shanabarger Joshua Berg Bytes N' Brews John A Walz and Katie Walz Carrie Fowler Ryan Hennesy Ralph Levi Clark Roger C. Jones Uzarall Sunshadeau Arts Benjamin Clarke Bob Skerry Christopher Garland Gwen McEntyre Andrew Fallows Caitlin Crowley Cory Smith Justin Shiroff Bayley Gillier Christopher Richardson Matty Michael Perkins Emmo Lütringer Jared Ryker David Wood NumberTenOx Samantha Darcy Just_DM_thing s Eric Renner Tomasz Wieczorek Sean Alchorn Luke Chad Dominique Dragon Turtle Games Shannan Crowe Krystal Christensen Mara Reynolds Nathan Jacobson Matthew "J Wall" Wallace Otteredlegos Squeegeelord Miguel Ben Prime Gabriel Paduganan Zoë Adams Jay Man The Creative Fund by BackerKit Vali 3 Theater Advisory Board Renee Hupp Neal Thornbloom Adam Sayre Jeremy Welker Kristy Dalangini Stephen Holt jhobbs Eduardo Ryan M Gianforte Megan Roy Rosemary Tropeano Guest 1825415596 Tim Dubbelman Seth Johnson Jack Sibley Joshua Graves Aaron Pike Stuntman Mike Dustin Parks XD Miniatures Kelly Davis Paintingswow Joey "Gnomedic" Barranco Trinity Knot Studio Ala Jennifer Prickett Dan Garcia Nathan Pallotta David Folmsbee Nicolas Desjardins Tyler Tyler Bowman Cristian Dukedrake25 Shelby Cobb Nate Ng Adam Nelson Jacky Leung Matthew J Weidman Jake Friday Mark Harrington Marz Sporelock WindShadow6 4 Nathan Weber Terran Empire Publishing Chaoticanarach y Matt Jarman Felicia Sible Mythmakers Designs Max Funkey Michael Maris Óskar Örn Eggertsson Jose Martin Urdampilleta Aldama Guest 1835705234 myshade1973 Caitlin Oliver Rowson Colin Prime (Order #35367621)
4 Hayley MacDonald Guest 292968850 Kevin Webber Rachel Lian Rae Huffman kyle claset Leland Miller Benjamin Brinkley Jason Gregory Stangel Jeremy Danger Tharp Robert Linford Chad Reiko A Meyers Jack Talon Kieren Pae Loic Foxwood Games Garrett Ayleron Kezreck Matt Trombley Courtney George P. Seims Raymond Weishaar Treble AlonsoPratt Logan Sparks Justin Simek Daniel Boonie Nathan Miller Courtney Custodio Benjamin Kirk AJ Darrow Morgan David Jones Thomas Kienzle stefan Hannah Bishop Cory Longenecker Kevin Lemke Corey Tess Jordan Saba John Cowdery Megan S. Jamieson Mockel Gargoyle Soup Jon Howe Rob Hobart Josh M Kyle Cress Collin May Kyle Riley Rory O'Neil Darion Nutter Laura Drew morgan Patrick OShea Ray Caffrey Connor Thompson Levi Burtner Mr. Luchador Maeryn Althea Tover Gary Dowell Jon Schneider David King Lizzie Mueller Tyler Peterson Lawrence Holbrook Skye the English Gamer Andrew Swink Brian Fields Barfu Tom Munkres Tyler Swanger Vikrant Misra Kevin Hall Sam Messor Quin StrayDog Chulain Ben Zakes Chance Clement David Justin Joye Brad Czarnata Tony K. Pete Kauhanen GoldSkulltula Christopher Stewart David Wilson Ryan Percy Adam G. Brooks Teemu Helasharju Devon Mosier Michael Letterle AJ Freeburg Richard Luoma Sean Murphy Joshua Kerns Greg Leatherman joshua palmer Andrew Dustin James Ho James Killen Guest 450170274 Bill Garrett Rob Lamerton Matt Alex Schmalzel Philip McRae Matthew Jirau Michael Tree John Guyette Zoulot Brad McAlpine Aaron McCall Stuart Watkinson Marz Marziano Carlos Irizarry Aaron Donahoo Nicholas philip treier Brian Lopez Warren Nichols Chris Pipinou Colleen AnotherSpectr e Roh JP Michael Wood Alejandro Romero Matthew Garry Cullen Petersen Snarkayde (Philip) Aaron Chleborad Ben Fowler Tim Annan Mykal Wane nanditheg Scott Vandervalk Aubrey Massey Matthew Glass Debbie Maribelle Michael Tyler Kerr Jessica Salter Alex Boake Cody Blaschke jack Doug Joshua Grant F Jordan Jon Action Jackson Eric Dziver Jesse David Wan T Saege Matthew Devon Trube Josh del Villar Dom Cruz Jordan Running Matthew Lee Myers Est Cal Eli Martin Ishmael Zarkov Jay Bickford Gideon L. Reece GmMxt Danielle Stull codedude3 Daniel Bernath Isaiah Castreek Keith James Dickinson Eric Lohmeier Richard Tamalavitch Malfias Zach Bertram Logan Worm Mathew Breitenbach killervp Austin Beatty AdrianaWeaver Jason Myers Matt Scherbring Chris Lamerton Owain Boardman Jorah Kai Cosmic Ehrhart Dungeon Momster Eri .. aka j3w3l Oddtwang Christopher Wilkinson Alex Stachowski Holly Clint joseph Morise Nick Whitney Ellu Ngoko Michael Evans Connor Alan Karas Rob Peters Harriet Josh Phillips Brian Lynch Dwight Wade Colin McLaughlin Zachary Pollak Anthony Wallace Relentless Rex Michael Eric Evilsizor Casey Shreve Three-eyed Rat Tootsie KnKplayDnD Catriona E Wood Devon Cox Sasha "TK" De'ath Kim Metzger Francisco Ferrer Evan Louks Tyler Paul Brendan Cronan Evil Midnight Lurker Tim Garris Cecily Winters Justin Alexander Miguel Warlock Patreon Easton Lindauer Josh Simons Fandible Rianne Goodman Adam Edenfield Chase ABS DrSbaitso Natalie Vincent Nicholas Greder Luna L Vernon PinkZeppelin13 Andrew Rachunok Matt Drwenski muttonchop Brian Hunter Richardson Jonathan Seastedt Kalvin Gearhart Larry Dixon Will Kerr EpsylonRhodes Zach Stevens knight artorias Casey Kei Imamura Wes Klaassen Philip Snyder Anita B Rrok Anrolle Robert Allin Walker Jerry2die4 Chad Long (Tecrogue) Guest 41473792 James Fazardo Willborex Zach Shallbetter Jordan Crafton John Christopher Dingman Bryce Hiles David Jacobs Jenny Andrew Heath Darkulic Nathan Van Son Kalen S. Lewis TJ Martin Ryan Acheson Daniel Peterson Ashley Mika Charlebois Tony Swallow Bran Hannah Steinman Eric Jaeckel Thomas Rogers Gerard Pernes Psybernary Cameron Lee Irby Adam Brooks JB Glendinning Rodney Leeson Colin Prime (Order #35367621)
5 Kyle Lawrence Zachary Hoagland Patrick Krogh Jensen Buck Christopher Brown Nick Garcia Nicolò Lardelli brandon reynolds Cerxi Ryan Gooley Tyler Cranium Squirrel Hawk Johenson James Wiken Nathaniel Brown Zachary Monea logan dake Andrew Carson Kyle Talyen Danielle BerryMassey Bill Wantuck Michael Branham Eve Seitchik Bradford T Duncan Kylee Wilson Arkanjil Brett Gordon akimika RIdley Litton VaultsOfExtoth Nathaniel Terhune Guest 137979570 Shawn Robert Grice Banks Riley Fraser Andrew Stephane Gelgoot novaraiser Halcyon Scott J. Dahlgren Nicholas Reeves Nina Dyer Francois Poudrier Darian Billowitz Chris Tardie Dennis Adishwara Johnny Guereque Max Susan Thompson Lauren Eames Robert Max Freeman Audryana Knippert Kieran Mclaughlin Michael Clarke jacobingalls Craig Mistlebauer Tristan T. Andersen Nick Hamelburg Sean O'Dell Bebarce ElTayib Sebastian Hans Wilhelm Hamke Jere Manninen Nick Anne Kristopher R Janelle Cooper Faith Ryan Bader ryan treangen Dreamin Askew Stephen M Toothman Matt Frazita Red Scare Kenneth Miller Alex Jacen Quinn Tyler Lee Mathew Calder AntiSqueaker Jed Locquiao Gage Blidy Kyle The Pike GTaichou Bryce Lavoie Dana Boychuk Brennan Mitzel apisano Alic Szecsei derekticon Noah Waterman zerokiba Stephen Eichenberger Ian Stoneking philip hindley Aaron Ingles Adam Crandall James Dickson Michael Guerette Kalanyr Emily Micah R. Maloney Bohu John-Morgan Rodgers Myerff1 Lily Podolskaya KevinRanch Alexander Wilfinger Jamey Belin chris johnson Jess V. Christian Silva Mike Wieczorek PerrosCabra Cleigh Nicolò Antonucci Trinket Neil Jensen Erin Fiser Tyler Etter David Walton Dinosaur McDowall Hannah Pentreath Travis Odin Mattingly Erik Ottosen Kevin Smith Ryan Harris Tyler Brisbin Ben Krebs Noah Sklar Pascal Englund DG Crasius Ali Roberts Brian Goubeaux Eric Ramirez Gaëtan VoyerPerrault Joseph Le May Spencer BroPhones Mike Bot_Jake Calamity's Child Andrew Stauffer Todd A. Lieron Chris Marten Kaleb Oswin Scara Devlin Jason Salomone Steven Barnes Jack Karina Reitz Ben Richardson Michael Bunicci Jar Alexandre Perras Brian Zuber jdubiel Parker Sikkema Stephanie McNamara Nick GIlder Sally Pritchard Richard Cole J.P. Starsey jtc1975 Jesse Anderson Jared Cram Phoebe Zeitler Anna Morgan Goldberg Chris Zito Marc Silver Citadel Jon Hygom Gislason Jace Josh Jasper Dan Beining Pizzademon Eric Pinero Jason Bean Cimarron Wills Alec Payne Quentin Acord Herkules Ehrhardt James PotatoHollow Ian Shaw Rudolph Clay Hodges Rae Wyrdrune Tommy William Crowe Robin Gonzales Purps Spencer Foust Artúr Németh Bobrith Peter Clark Brent Floyd Cory Law Lee Yeong Chee Logan Wassenaar Xandar Miller Erin Hansen Isaiah Cainsf Mike Hourigan Jeff Mach Anthony "LibrariaNPC" DeMinico Elvenstreak Elysium Ervin Rich Horner Andrew Cubes Corey Dalton Paul Benson Cody Ryan Reed Kaj Sjostrand Preston Parker Robert Nolan Bridger Burt Corey Rautenberg Aric robert kim Justin Vona Alex phelps Peter Roads Josh K charles coalson Elisabeth Sandoval Robert Vitamancer Ian SerVaas Nick pater Joshua Charlie Kendall Justin Wrenn T Justin Gillman Jason Breth Claude Weaver III sofie franks Larry Hetrick Erik Nell Kenneth Alexander Burks Nelson Glasford James Cameron Mccloy Riley Crowder Jason Hennigan Edward Kuruliouk Callie Fabio Endrizzi Thibault MartinLagardette Aaron Bobby Seppi Dumat Mike Shema Scott Sydney Blood Trenton Greg C-M Andreas Walters Steven Setzer Jurnee Jakes Ian Lee Trevor Skagragler Tyler Mascia Kaldgord Syd O. Traiss Legendary Pants Gary Blunt Matthew Highsmith Lucas Henderson Spartyblb Alex Iptok Melluso Corey McAtee Chris Neves Jared Edens Ian Prado Chewanko Anna Stinnett Andrew Arneson Natalie Wallace Jessica Lyn Randell Nicholas O'Bryan Adan Yanez JoeyR Colin Prime (Order #35367621)
6 Nayomie Jade Kevin M Kelley Emily Escovar Matthew Goranson Eric Pickney Timothy Egelston nora Rick van der Meiden FractalCola Frosty1723 Michael Tremarche Steven Aiello The Miniboss Amanda Jackson Syrus Turner Dorian Smith Morgan Williams Josh Waddell Ben Warkentin Lisa Nunez Brent Cain Callie Celina Pfarr Sean Kelleher Alfie Rebeka Piccolo James Amundsen Mark Eberhardt Anna Kopinska Jordon Daniel Ross Kevin Tim Gonzalez Cody Warren Brendan Brown Alyssa Audet Patrick Stockinger Sylva Victoria H Megan Brown Brian A Johnson bob Joanna Marcinkowska Fynikz Sam Roache Eric Hellickson astera James Ladd Rabtar Jack Coleman Case Pendleton January_Silenc e Nick Stacey Noxi Paul McHugh Joe Lucas Raines Shawn Fennessey Nasty Sauce Boy Dallas Hetrick Taylor Goehring Crouza Zachary Wease Anastasia Valerie Nom Qimzanzxqnr Fiona Astrid Kevin Myers Julian Stanley / Ebon Gryphon Games Ashimal Matthew WIlkins Justin Barnett Blake Monway micmacp@gma il.com Peter Inman Sean Batter Jason Gettel Cyaneus Ensis Dave Burak Tao Neuendorffer Flaherty Zachary Antonio Vasquez Dan Murray Charles Lucian Kahn Alison Madden Gemini Duality Serpent Sea Games KaCee BunnSmith Josiah Corey Tindall Alexandra Wilson Jamie Daniel Iglesias Leonard Wing Bartenstein Megan Violett Carl Camp Tim Hall Edgardo Cruz Sean Christopher Charles Richer Rob Olsen Richard Lee Hurst Thoams Harvell MrFlame Diffraktor BasedWeebus Doug Fuscia Zachary Brian Cowan Joe Cherney Nathan Grainger DrunkenGeebe e Marcus Vanderloop Matt Krieg Chris Chaney Chomas Ten Joseph Whitley Joshua M Knutson Bartimaeus Shojahon Shatursun Joe Ian Boyte BardicJester Sam de Jong Jorge Rivera MichaelComea u Sergio McCook Tyler Neice rob Matthew Puusalu Matthew Chissell CthulhusDrea m James Colleran Christopher Gabe Miller Nick Bender Steven Stanislav Ivanov Tyler Ryan Robbins marcus DamagedDice Duarte Cruz Britton Combs The Bearded Vegan Forrest Garner Michæl S Reese Paul Lurker Bees Tradoseo Rubahhitam Princess Alan Cohen Matt Cook Andrew Schwerdtfeger Sam RadiantPython Beau Crabtree Kevin Scott Lynner Ryan Glasgow Will Wright Comrade_Silve r deleted Chase Novak Shiotoma Riccardo Rumor K-Yote BogWitchMain Samitefan1 Eddie Carlos Fiona Redmond Robert Brunck Dan Cox Nick Jacob Carruthers Phenix Cavner Josh Raymond Aeryk Lindsey Mark Molea Matthew S. Dentino Matthew Marchitto Meriore Peter JD Mcintosh Will Jason Denver Hall Andrew Barron Jessica Nathan Houle Elliot Gabriel Wagner Ben Hamilton Thanodin Wade Cottell Quinn Anonymous Jake Mattinson Sean Connolly John Murphy Ryan Haynes Noah Chock Andrew Noah Storz Callum Ballantyne Vlad Giulvezan Lumina Gregg Barlow Diamond C. Moebus Thomas Freed Lawrence McClurkin Zack G Sean Duffy Jacob Peter Beau Parsons Mike Bertrand Maddi Lukasz Furmaniak Mugianesi Anthony Eury Mads Rune Haugstad Conor Max Miller koolfy Ryan Christopher Escarsa Gavitt Roger Lafave Eric Matt Belford FrozenThrog Benjamin Rees Susan Marie Richfield Samuel Evan Zrinsky Colby Elliott lonelydistance Michael Barry Harold Bosstick Trevor Steven Vocke Nicholas Darling Brandon M. Merlannin Joseph Rhodes Old Gods Gaming, LLC Andael Sprague Minger Stephanie Wong SeanPNG Okra Bobby Skelton Connor Jackson Tyler Loring Raven Brian MeleeMagthere Anderson Wheatley Zackery Cantrell Jason Miller Stephanie Michael Jacobson Mason Kieran Mitchell williamsjakeb@ gmail.com Muddogg Liam Boone Hunter Houston toomuchlettuc e Benjamin Weaver VerdeD4 Michael Creel Giancarlo Aversa Raiden Reid Barker Alexander Iavarone Brayden Tiberius Scobie Ryan Curran Nick Zachariasen Brenden Roidon Samuel Levesque Daniel Hudson Daniel Lamoureux Veronica Hamilton AndrewFarmer 09 Mike Lindsey Colin Prime (Order #35367621)
7 LaserFowl Arthur Zach Amarant Robert Stephen Grote RobbieEsson Marcus N. Wiles Sean Ringrose IllustriousIllusi onist Ari Weaver Joseph Stecher Jacob Berman Wesley Allen Taylor Fitzgerald Wilson Benjamin Greene Chris Morgan Matyas Matlo Jon Roth Dylan Stup Brendan Serpa Bryan Taylor Arielle Moyer Tiberia Alan Elliman Noah MorrisFry Erica Wallin Carl Brost jayoungr john HardwarJo Christopher Arce Brian Mochrie Justin Forkner Ryan Adrian Arcoleo Matheus Borges Ziderich Doug Atkinson Adam Poisal penn poutanen Joshua Frazer Mark A. Wilson Ash Christians Ryan Eric Feay Taylor Bleir Nicholas King Krisal Gile Dan Hernandez Jeremy Auer Oni Garlicki Charles Prause Luke Renz Rhys CottleVinson Deanna Bushman Daniel Hojnowski Daniel Adam David Dunlop Tj Dozier Mike Minich josh nelson JESUS BARRON Thomas Anderson Forrest Perrin de Graaff Zen Bottles Frazer Gault Kyrre Havik Jonathan Matthew Simpson Nnpatel87 Kevin Adams Andrew Skarda ORC DAD John Cleary Aaron Craig Kyle Challen Ali Abdullah BusinessOtter David Kenny Chris S Ryan Fowler Rina luca John Crowley Irving Thadeus Royale Thomas ReyLang Vaughn Mayer Bai Ley Matt Soucy Jillian Z Tracy Vierra Andrew Devin Hero Junior Santiago-Jack Derrian Greer Ty Leon Pena Zach Rotz Austin Ryan McCoy Jeff Jorgensen Serasi Ian Rugg Mary Bennett Gregory Morris Taylre Griffin Spike Edmond kaitokaito E. S. Dickenson Jesse Nick Dakota Russell TDog60 Nicholas Kandas Hannah Kimble Alex Kobs Phillip Ada German Daniel Boso Charles Mayfield Christian Scharkus Markus Olofsson Jared Pyron Benjamin Smith John P. Michael Martin Kaleton Martinson Christopher Banks Syrakkis Zachery Gaskins Falon Deimler Aster andres sosa Drake Booth Frank Doherty Rurun Chris Alex Shrew Herrington Holly Dingwall peter bouldry RoboGerbil Red John Adrian Basilio Thomas Watchorn MarioGMan25 Vivas Kaul Michael Schoen michael armstrong Jeremy Johnson Christian Gardiner Anthony Kirkpatrick Nolan Thomas Nicholas Jaross Oliver Slater Noah Bruemmer Michael New TJ Tompkins Abby Wentzel Gary Oak Courtney William Phoenix Moncus Will Helsing Kevin Cherry Jacob Crowley Bryan English Holcy Furlong Tori james klein Duncan Lint Jd Crouch DMDoom Steven McSeveney Kestner Joshdk Paul BeadsJr Jack Elphinstone Warren Melvin Hannah House Draugdae Shelby Besse John J. Berting psudonym55 Petelo4f Alex Jackiw Lopez orcrist86 Derrick Brunette James Knevitt Tyler Matthews Tanner Banks Craig Cormier Kristine MacLeod P Aguilera Sean Waffles McAuliffe Christopher Stoner Jamie parsons Daniel Wismer Elizabeth Ellis Leslie Porter Mark Sherman Izaak Spiers Jeremy Handler Quinn Crandall Aaron Sam Costidell Adam Jones Michael Popp Post Apocalyptic Gamer (Maxadon96) Arkhane Asylum Publishing Jacob Montgomery Stefan M. Feltmann Carissa Black Benjamin Francis Daly Preston Poland Sam Parsons Jeremy Sterling Adam Royster Gale Fierre Chance Phil Kenyon Joel Jonathan Andrew Lesher Prehistoric Duck Lamp Bailey Martin Andrea Rose Ann Veenstra Colin Wilson Thedrawingpon y Sybil Zero Caige Alain Bourgeois Dell Spellhawks Press Jacques Menasche Jarrett Martin Jared Silfies Tony McDowell Charles Koeppel Endless Mike Casey ConorJ Jonathan Baldwin Jack Cross Jeff Bauersfeld Matthew Vanderweel Nanci Patterson Brandon J Petrie Sean Riedinger Abigail Rogers Eric Bajus Robbie Alberto Gonzalez Kelsey DeVries Dean Piechalski Ethan Slack Tyler Gerber Rosemary Harris JonahLore Drew Alderson rathiri Quinn Armstrong GlitchedInGrey Verdestrom Chris Gwinn Montana Bobinski Trent Leclair Second Class Elitist Ryan Kent Erin Russell Ventimeglia Joshua Herrington dudeman mcfex Jeffrey Morgan BobGoblin Win Brandon Benes Shelby Davis Tyler Hulsey Greg Barnsdale Sky Poole Eric Szypulski Brandon Thornton Dillon VanBuskirk Alex D. James Yardley Shougo Amakusa Jesse Ingram Colin Prime (Order #35367621)
8 Greg Katopody Parker Brantley Fleo Dakota Dohr John Highwind Tayot84 Coty Seth John Templeton Michael Craig Adams Candice Devon Santos Alex Ellis Karl Slagle Adam Zellmer Rebecca Lawrence Eduardo Caimares Matthew Boone Steven Derek Phaneuf TheLetterB Jeremy Kear Forrest G. Emerson Lucky Dice Matt Skinner David Sweeney david milka Kim Detro Kristen Winslow Thomas Cody Swatek Steven Lord Stephen K Sandy Ruiz David Stanley Amber Rory William Koebke Chris Savoie Rudy Jahchan Eric Daugherty Dan Bacon bejan paknia Joshua Wright Ryan A Duchene Otherjoe Nathan Gross Tam Elliott Pablo Adam Harju Graham Russell RedMageGizmo Andy Lau Shauna Michael McGowan Jordan Kearns Nicolas DiFurio Richard Erickson Joe Meyer Grant Vargas Christopher Grey Stefan Buiter Brett Buterbaugh Chris Ian Genevieve Noah Sterrett Stern Darren Thompson Pokeroots Adam Souza Remy Coupe Gareth Christian Vinetas Rob Miller adam jacobsen Sheldon KooeyHundred s S. Katz Marcus timothy Joe Sturwold Alec Hunter Ryan Austin Bo Stephanie Turner VonEther Erik Heathcote Daniel Thor Holmquist Jacob Nicolas Pirot Samuel Creelman Jeff Joecken Philip Boyle Firbaelvan Carnes Buckaroo Chris Durst Nash Michaud Morgan GateLeven Philip Maranda Williams Art H Mike Wisnefsky Cody Colin Lemen xXDarkHour96 Xx Graham Norton Deziree Larson timepatches John Bookwalter Jr. Steve Linrandir Samuel West josiah Jonathan Perosa Jacob Kemp Kotaabear Nick Roth Jordan Bajzert Shaun M. QuaintanceEdwards Eric Enloe Stephen Gushue Ian Wallis Aaron Daniel Beeching Keith Hershey Jr Adam Wendlowsky Leif Isaacson Margaret A. Toby Justin Tecca Demu Ethan Robert Darklight Interactive Jacqueline Lily Niehaus Britt M Jernigan Guest 2041889705 Jayden Masato Lewis Jim Ryan Henry Perez Caitlin Williams Gabriel Gray Josh Evans Joanna Wanfried limitless Kristopher Pring Matthew Roy Tom Burdak Orion Burke Wayne Liberty Dylan Haskins cliff Krzysztof Domański Karina Reitz Krazie Zach Bertrand Keenan Sawyer Joseph Oleson Brad Alessandro Maggi Jonathan Green Matthew Keck Jamie Flood Abel LEFEL FERNANDEZ James Woodman Harry Brett Matschke Gabrielle Seaborn Jennifer Gavin Boutdy Lucia Gaudenzi Karene Conor Toleson Austin Woodward Chip Warden Kyrra Derrick Davis Max F. Mike Elston Robert West Edward Fadigan Todd Biggs Ryan Sundberg Stephen Hallowich Mark Michelle Katz Conner Todd Richards Jaime Colon Mechanomaly old beetle Sebastian Müller Troy James Briggs Eric Semrow Hannah Carlan Ted Rouse J Silverstein crystaliswave Mujestica Phyllis Ashley Jack Plant Yan Guillemette Sean Hunt Benjamin Olschewski Justin Carter ayellowbirds Joseph Wood Stephen Durell Luke Biskup Jamal L Wilkins Colin Prime (Order #35367621)
9 PLAYER’S MIX Within these pages is one of many dives into the world of the Retroverse. It is intended to be bombastic, humorous, and more than a little silly. The Retroverse is a universe inspired greatly by music, games, books, movies, and fashion of the 80's, 90's and early 2000's. It resides in a place of half faded memories, barely remembered songs, lost childhood friends, outdated styles, and time corroded files. This world does not follow the traditional rules for fantasy settings but is mired in them all the same. The Rule of Cool is written into the spirit of this game and is the only one that should be adhered to strictly. As with all things, your Game Master (GM) has the final say in how their world operates. The Retroverse was built around 5E. There should be little problem bringing existing 5E content into this world or taking Retroverse content into another 5E setting. Any enemies, items, spells, or otherwise in red bold is not included within this text. Please refer to other 5E and Open Gaming License rule sets for their use. Every quest starts with a [TL;DR] (Too Long; Didn't Read) version of the contents. If you simply want to run straight into the action, then read these. For more detailed explanations of the story, please read the full text. We have denoted places in which we believe characters should progress a level. If you believe this is too rapid or slow, please adjust in the way you see fit. Additionally, this game is built to be a safe and fun experience for everyone, regardless of race, religion, gender identity and expression, nationality, sexuality, or otherwise. It is up to all of us to build a welcoming place for our fellow players and game masters. When planning the story, discuss some of the possible tropes or difficult subjects that may come up by playing this game and work towards group consent when dealing with harsh real-world issues. Likewise, if you find something in our game that you feel is problematic, please let us know and we will do our best to remedy it. Thank you so much for helping us test Lasers & Liches. We hope you have as much fun playing our game as much as we did making it. If you have any comments or concerns, you can contact Chris on Twitter @Snickelsox or Lluis on Twitter @LluisAbadias. Stay safe in the Vector Wilds! Colin Prime (Order #35367621)
10 The creatures of the Retroverse are wild and varied. Alongside elves and humans, creatures of fitful imagination make this place their home. Cities are built by the Wo’nari. Trogs dwell in deep swaps or deserts. Cerans hide away in remote plateaus. Even Restless, though extremely rare, have been known to be heroes. Keep in mind that the descriptions here are generalities of the species as a whole and are not indicative of the behaviors and personalities of each individual. No species, culture, or peoples are a monolith. CERANS “Deysea stood before the council, resolute in her belief. They would not meet the world because of their ancient fear. She would not be the same. Deysea would break the cycle of seclusion and bring her family into the new world, regardless of their desires. She waited, as they bore down on her with judgmental stares. She would not bend, she would not break. “Go then.” the eldest said. The others turning to her, surprised at her decision. “I-wh-,” was all she stammered before the elder cut in again” “The world is waiting, we are too old for it, but not you. Just take some of my wisdom, do not forget your past, for I will be watching. Do good, always.” She stood, shocked by the councilor’s candor. She got what she wanted. She would explore the world, see its people, marvel at wonders. This could not have gone any better for her. But why did she suddenly feel so alone?” The most common reactions to a ceran are that of unease and fear. Hulking reptilian humanoids, they have a tough time adapting to the fragility of the realms outside of their own. The many gods and evils of the world seem convoluted and gross to their very direct mentality. Rather than worship the divine, cerans are deeply in touch with their ancestry, sometimes calling upon fathers and mothers a dozen or so generations removed. They may be viewed as heretics, beasts, or even monsters, but those who get to know a ceran will benefit from their aged wisdom. LUMBERING LEGENDS Cerans are a hearty breed of creature, living at least 300 years and rumored to be able to live double that. There are three major bloodlines, TriCeran, Sty-Ceran, and Pa-Ceran; though most of the world has trouble understanding anything beyond the physical differences. All of them stand a minimum of 6 feet tall with some of the largest measuring nearly 8 feet high. Their massive forms are matched by their massive frame. They can easily weigh 300 pounds, making life among more delicate species difficult. This hulking size does not always translate into raw strength, in cerans it most often manifests as stubbornness in the face of death. Children's stories are rife with tales of ceran warriors refusing to stay down, despite overwhelming injury. Their scaly skin ranges the entire color spectrum but is rarely ever bright. They have several horns on their head that vary in size and placement based on their bloodline. VOLUNTARY OUTCASTS As long as cerans have been known, they have possessed an inset aversion to heavily populated areas. They lived in their own villages and towns, made of strong woods and stone to withstand everyday ceran life. When other species interacted with the cerans, they found their terse attitude and strange spiritualism perplexing, making relations somewhat difficult. Their distance from “civilized” life allowed rumors and large misunderstandings to build around them for centuries. In truth they are a kind and wise species, giving their all to those in need. They have little sense of self and see themselves as simply one part in a larger whole Colin Prime (Order #35367621)
11 They have an unparalleled sense of honor. A driving need to live up to the name of their ancestors focuses their actions and behavior. Some more jovial species feel as though cerans never let their guard down, and they would be correct. Cerans believe their ancestors are always watching over them and have no desire to shame themselves in front of their grandparents. Those that stray away from this code of honor, and seek a life of selfish avarice, are known as “Rontar” to their kin. In most cases they are left to their own devices, though they are coerced, by many undesirable methods, into abandoning their family name. Those that take a blatantly evil approach to life are hunted by the family, their transgressions too severe for the ancestors to overlook. The ire of a ceran family is a rare and deadly curse to have upon you. To a ceran, there is nothing more important than family. Be it by birth, found family, or those that came before them. HARSH LESSONS A ceran's life is filled with the experience that a stubborn nature brings, combined with the lessons of their ancestors. Wise beyond their years, cerans will gladly share their wisdom with anyone who has the patience to listen. They are fond of long stories, weaving dense meaning into every line. The few ceran texts that exist are so filled with double meaning and subtext that other species can spend years studying a single chapter. Despite this inherent wisdom, cerans are hopelessly bullheaded. Their desire to impress their family pushes them to continue a given assignment, even after repeated failures. A hopeless quest to others is considered a worthwhile challenge to the cerans. PURPOSEFUL ADVENTURERS Cerans are the epitome of homebodies, rarely venturing out without a good reason. Often, cerans encountered in the wild are on a quest, or string of quests. Their kind nature and lack of familiarity with the world outside their home makes them unable to prioritize assignments. A mission to restore peace to a kingdom holds the same weight as a child missing their doll. Because of this they will sometimes spend years moving from adventure to adventure before they are able to complete their original assignment. Ceran elders understand this behavior and will use it as a wry method for teaching young and rambunctious cerans important life lessons. Even a simple task of collecting a semi-precious stone can take a ceran away from their home for decades, as they help hundreds of creatures along the way. CERAN NAMES So important is Ceran ancestry that, until recent history, they had no personal names. The small interwoven nature of the families meant that every Ceran knew their kin. There was little need for personal names. The closest they had was a simple adjective or noun that described the most legendary of their ancestors. This convention has influenced their new names as they integrate into the larger world. They always use their family name first and, in some cases, may have no personal name. Colin Prime (Order #35367621)
12 Family Names: Throndaxi, Reavenden, Holistanden, Roseguns, Stallonus, Vandammed, Locbadias, Lundgryen. Personal Names: Fighter, Spear, Big, Horn, Wise, Barrel, Foolhardy, Savage, Indomitable, Wit, Shield, Mage. OTHER SPECIES Many species have incorrect preconceptions when it comes to cerans. They believe them to be slow, large brutes, only capable of limited speech and destruction. The ceran lack of enthusiasm for integrating into other societies makes the fight against these misunderstandings an arduous one. Cerans however, do not give into preconceptions about any species or individual, trusting only their own experiences on an individual level. Merit and honor are what matter most cerans, not the places or stories that surround them. CERAN TRAITS Cerans all share a similar obtuse build and attitude. Ability Score Increase. Your Constitution score increases by 2. Age. A Ceran reaches adulthood at age 20 but may spend many years learning from their elders before they are ready to venture out on their own. They usually live around 300 years. Alignment. Most Cerans are good natured, tending towards lawful alignments. They are willing to sacrifice great time, effort, and coin to help those around them. Those that lean towards chaos are often ousted from the family. The very few evil Cerans ever recorded are treated like taboo history, their tales told only in whispers. Size. Cerans can range from 6 to 8 feet. They average 300 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Stout Body. You are incredibly hard to keep down. You have advantage on saving throws against being paralyzed and restrained. Powerful Build. When determining your carrying capacity or items you can move, you are considered one size larger. Ancestor's Spirit. Each Ceran has a connection to the ones that came before them. The exact nature of this connection is based on your Ceran bloodline. You can use these abilities once before finishing a short or long rest. Subspecies. There are three major subspecies of Cerans: Tri-Ceran, Sty-Ceran, and Pa-Ceran. TRI-CERAN This subspecies is the most common of the Cerans. Their prolific numbers mean they have had the most interaction with the outside world. Because of this, they are often better equipped to deal with the day to day hustle of civilization. The price of this adaptation has been a weakening of their ancestral traditions. While they may seem resolute in their old ways to an outside observer, other Cerans know that the familial bonds are frailer than they used to be. They have three horns, one set against their nose and two on the head plate. Their coloration is typically bland with very little variation on their bodies. Ability Score Improvement. Your Intelligence score increases by 1. Gouge. You can use an action to try and attack an enemy with within 5 feet with your horns. On a hit, the target takes 1d8 + your Strength modifier piercing damage. Colin Prime (Order #35367621)
13 Ancestor's Spirit. You can call upon the warriors within your family to summon a spiritual weapon. Using a bonus action, a weapon comprised of your ancestor's will materializes in your hand. It behaves like a normal weapon, despite being made of spiritual energy. It is considered magical for the purposes of overcoming resistances. It disappears after 1 minute. When creating your character, you must choose the one weapon you will receive. STY-CERAN These Ceran are rarer and more reclusive than the other bloodlines. They have not adapted well to the outside world, keeping their young away from the dangers this new influence might bring. They are deeply spiritual, spending hours in communion daily with their ancestors. Their resolute adherence to tradition has made change slow in their bloodline. They are seen as primitive by other species and even other cerans can view them as less advanced. Despite this, they are amazingly gifted with insight. They have an unnatural ability to peer into one's soul and discern their desires and intentions. The few that leave their family are wonderful negotiators, minstrels, or leaders. Sty-Cerans have a flurry of smaller horns that adorn their head plate, with a small singular one on their nose. They often have a primary scale color that is contrasted highly by splashes of bright colors. Sometimes they accentuate these flashy colors with tattoos or markings. Ability Score Improvement. Your Charisma score increases by 1. Not Your Time. Due to your deep link with your ancestors, they can help you to avoid an early death. When you are reduced to 0 hit points, but not killed outright, you automatically succeed on your first death saving throw. Once you use this ability you must finish a short or long rest before you can use it again. Ancestor's Spirit. You can call upon your ancestors to guide your mind and body in combat. You can roll a d4 and add the result to any attack, damage, or saving throw roll you make. You can do this after you roll but before you know the result. PA-CERAN Pa-Cerans are the most brutish of the bloodlines. They are direct in their speech, giving no thought to the tone and words chosen. Larger than most, PaCerans are generally less willing to deal with affairs they decide are trivial. Like most cerans they lack context for the world at large, and so a “trivial” affair may be the fall and rise of entire nations. If an event does not directly affect their family, it is likely not worth worrying about. This does not mean they cannot be amazing allies; they just need the right incentive. Their very direct nature means they need to know exactly how any quest might benefit their family before they consider it. Gaining their assistance is typically easy as they are quick to trust others; making them prime targets for the wrong person with the right enticement. Their dull scales are accented with tufts of fur that stick out around their neck and spine. The horns are small, almost decorative, and serve little purpose. The large nose however, is coated in a thick bone that spreads to a great deal of their face. Ability Score Improvement. Your Strength score increases by 1 Nosebutt. You can use an action to try to make an unarmed attack against an enemy with within 5 feet with your nose plate. On a hit, the target takes 1d8 + your Strength modifier bludgeoning damage. Ancestor's Spirit. Your ancestors were great warriors, standing nearly unchallenged for generations. As a bonus action, you can choose to gain +1 to either your AC, attack rolls, saving throws, or damage rolls for 1 minute. Additionally, if you are healed while using this feature, add +2 to the total healing you received. Colin Prime (Order #35367621)
14 MAGNA-CERAN A species unique to the Retroverse, Magna-Cerans embrace a deeper connection to the world they live on than to their own ancestors. To them, all life ebbs and flows with the planet itself and so the remembrance of singular people is less important than synching with the origins of their energy. This philosophy is cemented in their minds in part by the magnetic bone plate in their skulls. They can quite literally feel the earth around them, becoming attuned to the rhythmic pulse of energy that flows through all things. Aged Magna-Cerans often become seers or councilors, using their ability to detect small changes in a person’s energy field, giving them the ability to provide more insightful advice. Magna-Cerans are most often pastel colors, with some reflective metals that collect in their hides. They have no traditional horns but use the magnetic bone plate to create artificial horns from metals and arrange them in decorative or weaponlike patterns. Ability Score Improvement. Your Wisdom score increases by 1. Magnetic Skull. You can create a crude weapon on your head as a bonus action. Once there, you can use an attack action to strike at an enemy. On a hit, the attack deal 1d6 + your Strength modifier bludgeoning, piercing, or slashing damage (chosen when creating the weapon) and the weapon is broken. You can use this trait to create weapons a number of times equal to your Constitution modifier (minimum of once) before finishing a short or long rest. Magnetic Pulse. As a reaction to a melee attack against you, you can cause an oscillation of the magnetic fields around you. Any metals on the attacker’s body quickly push and pull, throwing the attack off balance and imposing disadvantage on the attack. You can use this trait once before finishing a short or long rest. Ancestor’s Spirit. Magna-cerans are in tune with the energy of the world and others around them. You can use your action to make an Insight check on any creature within 15 feet. If your roll is a 20 or higher the target creature cannot surprise you, you can tell if they are lying, you know their alignment, you have advantage on saving throws against them, and they have disadvantage on attack rolls against you. The effect is lost after 1 minute. You must finish a long rest after using the ability successfully before you can use it again. HIVEBORN “The queen turned her huge frame to stare at the trio. There was malice in the queen’s mandibles and anger in her antenna. There was no longer a need for words, the queen had long since lost her usefulness and it was time for another. Regretfully it came down to the three of them, her Jelly Guard, to end this. They lunged forward and began their assault, each knowing this was only half the battle. Only one of the Jelly Guard could be queen, only the strongest who was able to kill their sisters. Each one secretly hoped it wouldn’t be themselves.” Hiveborn are a highly structed group of humanoid insects, each sharing enough traits to be categorized together but so varied that no two groups are exactly alike. Most commonly they live in communal hives with their kin being nearly (but not completely) identical to each other. They rarely need to cooperate with other world powers as they form their own powerful states if able to remain in an area for long enough, their hives eventually becoming like a metropolis in size. While not openly hostile towards other species, the survival of their hive takes priority over all other matters, even if it puts them at odds with forces greater than their own. FILLED NICHES The hiveborn are a species of exceptions, with every attempt to accurately catalog them falling just short of reality. For the most part, hiveborn fall into three major subspecies: Bee, Wasp, and Ant, based primarily on which of their insect ancestors their appearance and societies they most closely resemble. Though even this simple subdivision does not accurately depict the species as a whole, as there are rarer sub-subspecies within each category that will often blur the lines between each. Most collectives will choose the category they feel best suits them, as a helpful means for more easily communicating with others outside their hives. HIVE MINDED A common trait among Hiveborn (though not always a hard rule) is their hives. They are born into a massive society with thousands of family members all working towards the continued survival of their individual hive. Work towards this goal begins immediately after the hiveborn come Colin Prime (Order #35367621)
15 of age, with their place in the societal structure being innately known. A queen presides over the hive but does not directly control it and is typically just a means to an end for keeping the hive populated. Many once believed the hiveborn were mentally linked and directed by the whims of the queen but the hiveborn refute this, explaining they simply understand instinctively what must be done to protect their hive. Their mindset is one of directness and they can often be paralyzed if given conflicting orders. They are usually more concerned about the life of the hive, considering their own lives worth little when compared to the survival of their sisters. When speaking with other hiveborn they can communicate complex ideas or grand sagas in a matter of seconds but the thoughts and ideas of the hiveborn are difficult to translate, following lines of reasoning that are foreign to many other species. Emotions are something they understand as an innate quality of most creatures but have trouble feeling and expressing the nuances of emotions themselves. Jealousy, resentment, elation, and even love are things they understand on an intellectual level but need years of development to “feel” themselves. FLUID CAST The cast system of a hive is at once extremely rigid and bafflingly fluid. Each member of the hive is expected to fulfil some sort of purpose and they do it to the best of their ability, even sometimes working themselves to death. While in a certain position, it is expected the hiveborn will stay in that position without complaint or aspirations of changing their post. A worker does not always stay a worker though. Depending on the needs of the hive they may become a soldier for a time, they may grow and lose wings, they may tend to the young, or even eventually become queen. If there is a need to be filled, it is done so seamlessly, with new hiveborn always ready to fill a new role. This is usually done with very little communication needed and no challenges to the changes. There are records of hostile displacements of royal hiveborn or even queens, though this is extremely rare. This filling of needs also extends to reproductive habits. The queen is rarely the only hiveborn who can have children, though their offspring comprise most of the hive population. All hiveborn have the ability to reproduce, either through fertilization or asexually. Eggs born from asexual reproduction will be more like a clone of the original, and less like an offspring. Additionally, hiveborn are not limited to any sex and can shift along the spectrum within a matter of days. This ensures the survival of the species as a whole, even in unforgiving environments or times of great conflict. DUST IN THE WIND Hiveborn have extremely short lives, with the max age being just over 30 years. Most live much shorter lives and some hiveborn live the entirety of their lives inside the hive. It is incredibly rare to see a hiveborn far outside the range of their hives. The most common of these outings are performed by hiveborn royalty, which are those whose genes are nearly identical with the queens, on diplomatic missions between the hiveborn and other species. There are also times when special soldiers will be sent out perform an important task for the hive. Tasks that require this kind of delicacy naturally give the soldier a great deal of freedom, something that can cause strain on their loyalty to the hive’s ideals as they learn more about the world outside. And occasionally a hiveborn worker will simply get lost, having to rely on their wits and the generosity of others to get back to the hive. Colin Prime (Order #35367621)
16 With such a short lifespan most Hiveborn consider their lives immaterial. Their contribution to the hive is all that matters to them. There is no desire for eternal legacy, no myths of boundless youth, and no records of individuals beyond the queen. When one dies, there is no sadness or ceremony, their bodies are either removed from the hive or recycled as food for the next generation. The only thing of permanence is the hive and hiveborn will give everything to keep it alive. SONG AND DANCE The language of hiveborn is beautiful and complex, with each hive having its own dialects. While hiveborn have learned to speak common when interacting outside their hive, it is unnatural to them. Their actual language is expressed through a mix of pheromones, touch, dance, and fashion. Their language is the greatest form of art hiveborn have, all other forms being too immaterial to survive their rapid generations. A hiveborn is born knowing the most basic gestures and auras needed to communicate but it can take their entire lives to master the art of commination. The greatest ballads are given through this medium and even the most studious scholars of other species would not understand them without an interpreter. These performances typically recount epic battles of the hive, histories of the world outside, or fables designed to teach the morals of life within the hive. While dancing and pheromones are important, the final piece to hiveborn communication is their fashion. A queen serves as the template for how the hiveborn will adorn themselves. Then each hiveborn is encouraged to individualize their own attire, so long as it is still closely related to that of the queen’s. This contradiction of regularity may seem strange to outside species, but it is simply a way of life and language to a hiveborn. This spark of individuality changes the nature of exchange, with the same gestures and pheromones meaning completely different things depending on the choice of attire. Each article of clothing is meticulously thought out and types of speech assigned to them. As such, only hiveborn can fully speak the language and even the aid of magic does not bridge this gap. Hiveborn in small communities or individuals will typically adopt nearby fashions but adapt them in ways that may seem directly contradictory to local customs. Because these types often travel great distances, their choice of attire can be wildly out of place when moving from one area to another. Colin Prime (Order #35367621)
17 Colin Prime (Order #35367621)
18 ROGUE ONES Not every Hiveborn belong to a large colony. Some collectives more closely resemble villages or nomadic tribes. These groups steer clear of larger hives and rarely reach large numbers, doing just enough to maintain themselves. Even further removed are solitary hiveborn, an oxymoron and proof of the inability to succinctly categorize this species. These lone creatures speak and think in ways similar to other hiveborn but have no understanding or desire to be part of a hive collective. They are often limited in their scope, thinking only of what comes next. The live of these individuals is typically short, even when compared to the already rapid lifecycle of other hiveborn. NAMES Hiveborn do not have names as they are typically understood, if they have one at all. Their names are a complex dance and signals that only other hiveborn can truly replicate. When dealing with species outside the hive they take the name of their position and see no reason to try and establish an individual name beyond that. The three most common are: Royal, Soldier, and Worker, though some other more specialized roles have been used as names. OTHER SPECIES Hiveborn have a contentious relationship with most other species. As individuals, they are amenable and generous, understanding that cooperation with others is beneficial to the survival of their species. The hive, however, is a force of destruction even powerful civilizations struggle to combat. Hives will not go on an offensive without cause, but the cause is just as likely to be defense of their territory as it is an offensive strike for badly needed resources. They are not bloodthirsty or greedy though, taking only exactly what they need to survive, so many species have developed alliances with the hiveborn where resources are traded for protection. HIVEBORN TRAITS Though hiveborn have nearly limitless variations, there are a few traits that most share. Ability Score Improvement. Your Dexterity score increases by 2 and another score increases by 1 based on your job. A worker increases their Constitution, a soldier increases their Strength, and royalty increases their Charisma score. If your status changes, your body adapts rapidly, losing the previous bonus and gaining the new one after one week. Age. Most hiveborn come of age within 6 weeks of being laid. It is extremely rare for one to live beyond 30 years. Alignment. Good and evil are things hiveborn struggle to understand and they can cycle between them depending on the needs of their hive. Always they lean heavily into order and thrive in highly structured environments. Size. Hiveborn can vary in size heavily but most stand hunched at 5 to 6 feet tall and can usually extend their height by nearly a foot by standing straight. Despite their size, they are remarkably lightweight; most weigh between 60 and 80 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Performative Language. You gain proficiency in Performance. You can also speak hiveborn and another language of your choice. More Arms. Your two midsection arms, barely noticeable appendages, are not equipped for standard battle; but can be used to interact with other objects. If an object would take a full action to use you can instead use it with a bonus action, so long as you can effectively use the item without devoting your full concentration to it. For example, you could open and administer a potion or retrieve an item from a bag but could not use an item that requires you to issue commands and/or concentrate on it like a spell. BEE Those of the bee subspecies are considered the most amenable of the hiveborn. Large hives will often maintain vast fields of crops, using the food and honey produced from them in trade with other civilizations. While it may be uncommon to see an adventuring bee, they are fairly regular sights at trading posts, always on the lookout for things that could increase the prosperity of their hives. They come in myriad colorations and forms, with the most distinctive being yellow and black stripes. Their bodies vary from plump and fuzzy to sleek and hard. Flight. You have a flying speed equal to your movement speed. You cannot fly while wearing medium or heavy armor or while carrying more than half your body weight. Sting. You can use your action to make an unarmed strike with your deadly stinger. The attack deals 1d6 piercing damage + your Dexterity modifier + 2d6 poison damage. Additionally, a successful attack will pull your stinger away from Colin Prime (Order #35367621)
19 you, causing you to lose 1d8 hit points. The poison damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You must finish a long rest before you can use this trait again, the stinger being replaced during your sleep. Forager. If there is any plant life around, you can spend 1 hour harvesting food and pollen to create enough food to feed 1d4 people for 1 day. Pollen Burst. You can use your action to shake free stored pollen on your body, spreading it in a blinding cloud 10-feet around you. Each creature in the cloud must succeed on a Constitution saving throw or be blinded until the end of their next turn. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. You must finish a long rest and use the Forager trait once before using this trait again. WASP Wasp subspecies are highly predatory and the most likely to live in small groups or completely isolated. They think very little of other life and some even have reproductive cycles that involve live hosts. Their ruthless pragmaticism often give them a bad reputation among other species but a wasp cares little for the opinions of others. Wasps resemble weapons incarnate. Their forms may twist in different shapes, but they always feature an air of danger. They are often a solid color, a shiny black or dull red, but can also mimic other species’ colorations or come in beautiful pearlescent glory. Flight. You have a flying speed equal to your movement speed. You cannot fly while wearing medium or heavy armor or while carrying more than half your body weight. Sting. You can use your stinger to make an unarmed attack for each use of the attack action you have, dealing 2d4 piercing damage on a successful hit. You are proficient with the attack and can use either your Strength or Dexterity modifier the determine the attack and damage bonus. Exoskeleton. Your exterior is covered in hard plates. When not wearing armor, your AC is 10 + your Constitution modifier + your Dexterity modifier. Menacing. You gain proficiency in the Intimidation skill. ANT The ant type is the most rugged of the subspecies. They can be found in nearly any climate and can make their homes in places that are extremely hostile to life. There are nearly no types of ants that do not belong to a hive, making their mindset the most orderly of all subspecies. They are not usually aggressive to other civilizations but see little reason for trade when they could simply overwhelm a foe. Ants rarely have any distinctive appearances, typically coming in a single solid color. They embrace this as a painter would a freshly primed canvas. Their art extends far beyond fashionable clothing and into beautiful designs carved into their very exoskeleton. The longer lived one is, the more amazing stories their bodies can tell. Bite. You can use your action to bite a target with your powerful mandibles. On a hit, the attack deals 1d6 + your Strength modifier piercing damage. If your attack roll is equal to or higher than 20, you can attempt to grapple the target as part of this attack. Exoskeleton. Your exterior is covered in hard plates. When not wearing armor, your AC is 10 + your Constitution modifier + your Dexterity modifier. Navigator. You gain proficiency in Survival and have advantage on Survival checks when navigating through wilderness. Powerful Build. When determining your carrying capacity or items you can move, you are considered one size larger. Flight Variance. Some of this subspecies have wings. If this is the case for your character, substitute the Powerful Build feature for the Flight feature from the other subspecies. Colin Prime (Order #35367621)
20 RAI “The wheel continued spinning, its unnatural rotations sending shivers into her spines. She had found it, the Wheel in the Sky that had started everything. It was within her grasp, but she knew now, it could not reverse the effects of her transformation. When she began her search, she was beautiful and blue, a perfect Aqua in every way. Now she was a monster, shriveled and long, black diamonds covering her once silky skin. “Why did I bother?” She mused. “The hands of fate brought me to this relic, and so maybe it was destined to be this way.” But that’s not a thought she would have had before. She frowned, sending wrinkles down her elongated face. “Have I grown, or is this transformation overtaking my mind?” The wheel continued to spin.” Long ago, there was an anomaly. A sect of elves came into contact with a rift in the Vector Wilds and were permanently changed. Their beauty marred, their home destroyed, their bodies coursing with mutated energy; they resolved to adapt. Little did they know that their bodies, having unlocked to key to rapid evolution, would adapt regardless of their decisions. As a side effect of their rapid mutations, the Rai are born with innate ability to channel the energy around them. Most commonly this is electricity but there are many others can channel ice, grass, smoke, and even corruption. They use their powers to augment their tall and slender frames, making them phenomenal combatants. Thankfully, their peaceable nature and nomadic sensibilities have kept them away from ideas of domination. Most of the time. IMPOSSIBLY ADAPTABLE The Rai are no longer related to the elves in a biological sense. They share some minor physical traits but even this is not consistent throughout the whole of the species. The unknown anomaly that changed them so long ago did so by unlocking a latent mutagen deep within their physiology. This mutagen allows (or enforces) the rapid adaptation of their species. They can undergo amazing evolutionary reconstruction within their lifetime, changing their appearance and abilities whole cloth. This allows their species to live in nearly any environment, even places that could not normally host life. IDENTITY OCEAN Personal and communal identity is something that the Rai often struggle with. Their ability to live anywhere means they never truly feel they belong in any one place. Their adaptability also keeps them from having a single contiguous personal identity. This comes in direct conflict to one of the few facets of the elven ancestry they have not completely lost; a strong sense of superiority. They have largely adapted to this part of their lives, but some can become enraged or depressed when their bodies begin to adapt to a new environment and change in ways they don’t want. Rai often have a deep subconscious belief that they are the pinnacle of evolution for their species and any changes to that can be deeply unsettling. The flawed belief that they can “trick” their bodies into evolving perfect mutations, or that such a thing even exists, is a thing rai philosophers have debated for centuries Colin Prime (Order #35367621)
21 Rai travel together in small tribes, setting themselves up wherever they please. Cities, deserts, remote islands, it does not matter to a tribe of rai. Any member of the species is allowed to integrate into another tribe, though many require the new member to prove themselves a valuable addition. As Rai spend years around one another, their physical traits become homogenized, reducing or enhancing other traits. Rai that have spent several decades together may be indistinguishable to the casual observer and even sometimes to the rai themselves. Rai come in a plethora of sizes, easily ranging from 5 feet to 9 feet tall. Shorter rai tend to be stockier while the tallest look almost wraithlike in their gaunt features. Their outward appearance can also range wildly depending on what environment they have adapted to. It is not uncommon to see gills, augmented eyes, tails of several types, and any hue of skin coloring. The most common form of rai is 6 feet tall with a dark yellow skin tone and slightly webbed fingers. ADAPTATION VIA ADVENTURE Rai may have many personal reasons for adventuring out on their own but underneath all of that is a latent desire to improve themselves; though what improvement means varies on a rai to rai basis. It can take a decade or more for noticeable evolution to occur within them and so they may spend years searching for the perfect environment. They may search for a place of learning that enhances their mind, a place of hardship that improves their bodies, or some place that may result in a desired special ability being formed. Some find adventuring with others to be simply a means to an end, while others see the act of questing itself to be an excellent way to ensure the mutations they desire. In a twist of irony, adventuring often disrupts this mentality, their cold logic and obsession with genetic “improvement” coming against the sheer vastness of the lives and ideals that surround them. Early in rai history, they sought out mates purely for the traits that could be passed onto their offspring. While this logic seemed reasonable at the time, it fell to the wayside after a few generations. Though a few clans still hold onto the past, it is well known among rai that any traits passed onto a child are rapidly overwritten simply by a change in environment. For this reason, while they are highly concerned with their own bodies, rai are rarely concerned with the genetic lineage of their mates or children. Regardless of the species involved, offspring of rai mating will always be rai. Rai are never born alone, being born as twins or part of a litter, depending on the parent species involved. Given enough time, rai can adapt to mate with nearly any species or sex, their bodies changing over several years to adapt to the mating requirements. Some have even been known to reproduce asexually, though this is extremely rare. RAI NAMES Rai take pride in their ancestry, with their names being a reflection of the past. When Rai are born they are given a complicated full name, the first part of which is the name they are most commonly referred to as. Groups of rai children are given a similar first name that only deviates by one or two letters among the whole group. For example, a group of 6 rai siblings may have the first name Derrik, Dyrrik, Derrak, Durrik, Darrik, and Dorrik. The full name is a convoluted process that seems to make sense to the rai but can confound other species tremendously. Their full name includes a first, middle, and last name. Each group has its own set of rules and an additional set of unwritten rules that seem to vary between rai tribes. Typically, this is the standard: The first name is given to them at birth and is used for most circumstances. The middle name is both of their parent’s first (or only in some cases) names, with the maternal coming first. Their last name is the combination of their parent’s last names, the maternal coming first again, with no discernable limit. If you know a rai’s full name you know who their siblings are, who their parents are, and every branch of their family tree for several generations. For this reason, rai typically keep their true names hidden unless absolutely necessary. An example of a full rai name would be: Derrik Ara-Matthias Hallow-Juniper-Grack-Fulton-Adamantit-MarkinsThallow-Hister-Swallow-Watt. Some rai drop the legacy last names down to a manageable limit while others insist that children learn a list of names hundreds of generations long. Because of the influence of other species and the disparity of tribes, there is no type of first name that sticks out more than any other among the rai. If mating within their own species, they will typically adopt names from the surrounding culture. If mating with an elf, orc, human, or otherwise, they will choose first names usually associated with those species. Colin Prime (Order #35367621)
22 OTHER SPECIES Rai come in such a huge variety that other species are forced to regard each one as a new encounter. It can be assumed that most rai have a neutral temperament but beyond that it is hard to know how they will react or be reacted to. Some rarer breeds of rai, such as the Void Rai and Razor Rai, are typically avoided because of their fearsome frames and disposition. While Angel and Beat Rai are often welcomed into villages and cities, based on their appearance alone. RAI TRAITS Like everything else, rai very wildly. Ability Score Increase: Your Dexterity, Constitution, and Intelligence score increase by 1. Age: Although they have a very distant elven heritage, rai lives move at a faster clip. Typically reaching maturity at 30 and living 400 or so years. Though some sects have focused their genes on creating longer lived subspecies, with rumors of their ages exceeding well past 1,000 years. Alignment: Their nomadic lifestyles instill a sense of balance within most rai. They tend towards true neutrality, seeking to find harmony within their existence. Though, like most things within the rai species, there are less common tribes that spread along the entire alignment spectrum. Size: Your size is either small or medium, depending upon your ancestry. Choose whichever suits you. Speed: Your base walking speed is 30, regardless of natural size. Improved Hearing: Elongated ears and excellent hearing is the singular trait shared among all rai. They can clearly understand sounds as quiet as a whisper up to 15 feet away. Roaming: You have proficiency in the Survival skill. Sleep: Your elven ancestry has all but disappeared, meaning you do require sleep. However, you only require 5 hours of sleep to gain the benefits of a long rest. Languages: You can speak, read, and write common and one language of your choice. The language should be that of your parents or of a culture your parents have settled in or around. For example, you would know Gnomish with a Gnome mother or Elvish if your clan settled in elven territory when you were born. Variants: Rai come in myriad shapes, sizes, and colors. The major types are listed here but there may be other types that exist with your world, work with your GM if there is a different type of rai you would like to create. All rai have some limited control over elements, the exact power being influenced by their environment. A rai can change their abilities by spending a minimum of 20 years evolving their bodies through purposeful action or living in a particular environment. Doing so will almost always override their previous abilities. Elemental Specialty: Each variant has a type of element they have minor control over. They can use this ability to cause harmless and minor effects with that element or damage type. The effect cannot be used to create detailed objects, attack directly, or stop an effect or attack. Once per day, they can focus and overcharge this energy, creating one of two effects. This changes to twice per day, once the rai reaches 12th level. • Effect Attack: When you make a melee or ranged attack, you can use a bonus action to channel the element or damage type into your weapon, augmenting its damage. The attack does an additional 1d10 damage, the type of damage is determined by your Elemental Specialty. • Rai Shield: You can use a bonus action to cover yourself in an offensive barrier that lasts until the start of your next turn. When you are hit by a melee attack, the creature that attacked you takes 1d10 damage, the type of damage is determined by your Elemental Specialty. Additionally, your rai has resistance to the damage type you are specialized with. Colin Prime (Order #35367621)
23 RAI VARIANTS AQUA Aqua Rai have adapted to the water and enjoy swimming more than walking. They have webbed fingers and toes and a set of gills. Their skin is generally a deep blue with hints of green throughout. Waterborn: Aqua Rai have a set of gills that allows them to breath underwater. They have a swim speed of 30. Elemental Specialty: Aqua Rai have minor control over water. Their damage type is cold. VOID Some Rai has spent far too long in the Vector Wilds, their bodies becoming twisted and grotesque. They are tall and gaunt, with appendages that seem eerily long. Their skin is often a wild mixture of black and white fractal patterns or spirals. Corrupted Absorption: Due to your constant exposure to corruption, your body has adapted to its influence. Once per day, you can spend 1 hour touching a creature and either take a level of corruption from them onto yourself or transfer one level from yourself onto them. When the transfer is complete, the creature who gained one level of corruption must roll on the corruption table and take the new effect. Once you begin this process, you must remain touching the creature or the process is interrupted, and you must finish a long rest before you can attempt it again. Once you have used this feature to transfer corruption onto another creature, you cannot take that level away with this ability. Additionally, as a Void Rai, you do not suffer the effects of the first level of corruption you have, positive or negative, but it still counts towards your total corruption levels. Elemental Specialty: Void Rai have minor psychic abilities. They can use their action to move objects weighing 1 pound or less up to 15 feet. They can also send two-word messages telepathically to willing creatures within 30 feet. Their damage type is psychic. CELESTIAL Celestial Rai are adapted to life on a higher plane of existence. They may never have been to this plane but instead their tribe may have made their home on ancient hallowed ground, the holy energy seeping into them over time. Glow: You know the Light cantrip. Charisma is your spellcasting ability for this cantrip. Holy Mutation: Once per day, you can temporarily mutate another willing creature’s body. The effect lasts 1 minute and can be any one of the following: • The creature grows gills, allowing the creature to breathe underwater. • Toughen a creature’s flesh and mind, adding +1 to all their saving throws • Boost a creature’s natural healing ability. As long as that creature has at least 1 hit point, they regain 1 additional hit point at the start of their turn. • Increase a creature’s movement speed by +5. • Add +2 to any healing the creature receives for the duration. • The creature gains Darkvision up to 30 feet. Elemental Specialty: Celestial Rai have a holy inner light. Their damage type is radiant. Colin Prime (Order #35367621)
24 EMBER Ember Rai have acclimated to intense heat and flames. They often resemble walking lava, their skin pulsing a dull red with large dark patches spotted over them. Their flesh is hot to the touch and most of their clothing is singed. Fire Blood: Once per day, if hit with a fire-based attack, you can use your reaction to absorb the fire and are healed a number of hit points equal to the fire damage you would have received. When using this move, you immediately lose your resistance to fire damage until the start of your next turn. This means that you absorb the full fire damage from the initial attack. Elemental Specialty: Ember Rai burn with an inner passion. You have minor control over fire and can touch an object to start or snuff small fires at will. If using this minor fire against an enemy, they will not take more than 1 fire damage from the attack. Their damage type is fire. STORM A Storm Rai was likely born on or around the Thunderplains and has spent their life dodging bolts of lightning since they could crawl. Their skin ranges from a deep yellow to light brown. They have a slim and tall frame with toned muscles. Quick Reflexes: All Storm Rai have amazing dodging reflexes. You can add +2 to your Dexterity saving throws. Quick Attack: When going against quick opponents, you can edge out just a little faster than them. When you roll initiative, if you tie with a creature, you can add +1 to your initiative. If this results in another tie, then you take your turn before the creature you tied with. Elemental Specialty: Storm Rai can channel electricity through their bodies. They can send small currents through metal and give harmless static shocks. Their damage type is electric. RAZOR Razor Rai stand as a testament to the strangeness of evolutionary mutation. Their bones have become an organic metal that is constantly growing. Because of this, they are covered in splinters and spikes that sprout from underneath their skin. They claim to suffer no pain from this condition. Natural Weapon: Your unarmed strikes do 1d4 + your Strength or Dexterity modifier piercing damage. Weapon Entangle: If an enemy of medium size or smaller makes an attack against you with a melee weapon, and misses by 2 or less, you can use your reaction to try and entangle the weapon in your body. Make a Strength contest against the creature, stealing the weapon away from the creature if you succeed. Elemental Specialty: Razor Rai cannot control elements in the traditional sense. They can, however, exert some control over their bones and place small barbs of their bones onto objects and into the air. Their damage type is slashing. Colin Prime (Order #35367621)
25 STONE A Stone Rai is close to the dirt and the rocks of the earth. They are typically short with deep browns and greens on their skin. They are found in mountainous regions or desert plains. Ability Score Improvement: Your Constitution score increases by +1. Sand Armor: Once per day, you can use your action to coat yourself in an almost imperceptible layer of sand or dirt. It is nearly invisible to the naked eye but can protect you from some harm. This effect increases your AC by +1 but is shattered immediately upon being hit with any attack. This shield lasts until it is destroyed or until you use this ability again. Elemental Specialty: Stone Rai can control small amounts of sand, dirt, and rocks around them. They can fling stones as if they were using a sling. Your damage type is bludgeoning. RHYTHM Rhythm Rai spend their entire lives creating beautiful music. As such, they have become attuned to the Beat of the World and can exert some control over it. Their skin is typically hot pink or green with splotches of neon coloring all over. Crank it Up: Twice per day, you can harmonize the Beat within yourself or others. Using your reaction, you can increase you or an ally’s attack roll by +1. You can do this before or after the attack roll, but before you know the outcome of the roll. Elemental Specialty: Rhythm Rai are in love with beautiful music and are often moving to an unseen beat. Your damage type is thunder. SPECTRAL Spectral rai walk the line between realities, slipping through dimensional barriers by will or accident. They are often the shard of a whole, their form being scattered across the planes at birth. Over a short time, the shards become their own entity but are still linked and driven to reconnect with their other selves. This link is where they draw their power and is akin to a dimensional web. As each shard dies the web grows weaker and will eventually collapse without a full reunion of the Rai. Shard Transference. Energy ebbs and flows on the incomprehensible lines between you and the other shards. You can take advantage of that by pushing and pulling life force into yourself from the others. Once per day, as a reaction to taking damage, you can roll any number of your available hit dice. The number rolled is subtracted from the damage taken, with any remainder recovering hit points equal to it. If you do this, roll a d20, on a 1 you permanently lose one of your hit dice as a shard is removed from the connection web. Elemental Specialty. The connection between you and other shards may be tenuous but it is strong enough for you to derive power from the dimensional links. Your damage type is Force. Colin Prime (Order #35367621)
26 TOXIC Toxic Rai drip with poisonous fluids, the composition of which can be used against any manner of species, except themselves. They are often a deep purple, sweating brightly colored poisons that differ depending on their diet. Poison Creation: As a Toxic Rai, you can spend one day collecting your own fluids to create a harmful but not deadly poison. The type of poison depends on the food you have eaten, changing to harm creatures or plants similar to those you consume. You can create an intentionally deadly poison from your excretions, but this is very harmful to you. Doing so subjects you to a level of exhaustion that can only be removed by magical means and a week of time. During this time, you must concentrate wholly on filtering and condensing the poisons in your body and as such, may not engage in any strenuous activity. Elemental Specialty: Toxic Rai are not well accepted in society, due to the danger of their mere poisonous presence. Your damage type is Poison ETERNAL Eternal Rai have seen death and have laughed in its face. Their visage is ghostly, and a quick glance will leave some having trouble telling them apart from wraiths or banshees. Defeat Death: Eternal Rai will never die of old age; their bodies having mutated beyond it. They can still die of disease, poison, injury, etc. Eternal Rai still age and grow weaker with time, just more slowly. They will eventually reach a point where they are little more than a pile of thoughts and bones. Last Memories: Once per day, you can spend 1 minute touching a dead creature to see the last 30 seconds of their life through their own eyes. Once you have done this, you cannot do it again to the same creature. Elemental Specialty: Though you may have defeated death, you are still mired in it, the energy of death surrounding you like an aura. You damage type is necrotic. RESTLESS “And there he was, party of powerful heroes at his feet. He spread his eyes around the room, taking in the hundreds of undead creatures forming a ring around them. He had no idea how he got here, no idea why he was holding a warhammer, no idea why his body was nothing but bones. “Do it!” screamed a black robed figure behind him. The figure sat atop a throne made of flesh and steel. He felt like he should obey this figure, but also felt like he shouldn’t. “No.” his boney maw said to the robe. “What!?” the robe screamed. “Obey! Kill them!” He thought for a long moment, regarding the bloody and broken heroes. “No, I don’t think so.” He dropped the hammer, stepped past the heroes, and casually strolled towards the door. Behind him, the robe screamed and shouted, but there was no control left in the old magician.” The Restless are literal living skeletons and very true to their name. Unlike their monstrous brethren, they have somehow developed a sense of self. With this self, comes autonomy. With autonomy, comes the desire for purpose. So, they roam, seeking out some purpose. Few find it. Relics of the past, no chance for a normal future, they live as shadows displaced from time. Colin Prime (Order #35367621)
27 WALKING DEATH Restless are humanoid skeletons that have been reanimated by some dark magic or technological horrors. Smaller skeletons are less effective to skelemancers and so it is rare to see a restless halfling or dwarf, though not unheard of. Typically, they stand around 6 feet tall and are augmented in some distinct way. Inlaid with magical jewels, nonhumanoid skeletal splicing, high technology, steam powered; Restless come in a variety of forms based on how they were brought back. Since they are animated by peculiar means, they do not require sleep. This does not mean they are immune to degradation though. They must spend six hours daily maintaining their bodies, this being equivalent to a long rest. For some this is repairing machinery, for others this is recharging the magic that keeps them animate; either way they are unable to act more than a normal sleeping or deeply meditating creature. If they choose not to do this, they will not die in the traditional sense. Their exhaustion will grow to a point where they simply fall apart where they stand, remaining conscious in their immobile bodies. Eons may pass before their consciousness finally slips away into the unknown. For all restless, this is a fate far worse than their reanimation. Regardless of their origins, restless are often a fearsome sight. They are almost always considered abominations and pushed away from civilization. Some try to cover up their terrifying form with clothing and masks. Others enjoy their horrific visage and use it to their every advantage. CONSTRUCTS WITH CONSCIENCE For all intents, restless are alive. They have the spark of consciousness that most reanimated undead do not possess. They make decisions on their own, fight to preserve things they care about, and can even experience emotions like love and hate. They can resist the effects of magic on their person just like any other being. They have longings, fears, and an emptiness that must be filled. In this way, they are much like every other sentient being. Some are brought back with bits of their former lives still trapped in their heads. These memories are almost never complete though. They may know how to speak, know the names of their family, and even retain magical ability, but these things are distant and disconnected from the beings they have become. Memories of their previous lives are like movies without sound. They are feelings endured without the understanding of why they must be endured. They lack mental anchors and come without context. In time, these memories fade into wistful daydreams as the restless accept their new lives. Because the past holds no permanent place in their mind, the restless search for a purpose within this new life. Some follow the commands of their creator, knowing full well they do not have to obey, but seeing no reason not to. Others spread out, searching for a way to regain their past lives, or to stave off the memory loss. Some become blights upon the world, living without care or consequence. REAPER’S ORPHANS The restless have no true place in the world. They are shut out of villages and cities, driven away from any remote settlement. They make their homes in abandoned temples and caves. Even well disguised restless are eventually found out; driving them to preplanned hiding spaces. There is no society that openly accepts them, even those who have built their cities on ruin. The restless of royalty often resent this, subconsciously desiring a finer life than a dungeon can provide. The restless know their only chance at companionship is through individuals, as an individual creature can be shown there is nothing to fear, that the restless is not a mindless killing machine. Eventually a small group may accept a restless into their ranks, if they have proven themselves trustworthy. But regardless of that group’s influence, nothing can change the masses’ minds on reanimated skeletons. Because of this, some restless decide not to even try. They strike out on their own, searching for a purpose all alone. This keeps them out of the path of dangerous mobs but often puts them in the path of more dangerous adventurers. Colin Prime (Order #35367621)
28 LIFE IN UNDEATH The restless are not immortal, they just do not age like living beings. They have an expiration date, a day their machinery or magic will no longer sustain their consciousness and they will simply cease existing. Most restless know exactly how long they have but few will share that information. They do not require sustenance in the same way living things do. They must only repair or replenish their life support daily. They do not require air as part of their cursed existence, though they must continue to eat. Eating for a restless is not the same as it is for a living creature. Their arcane lifeline or cybernetics require energy to burn and food provides that energy. When they eat, the food passes through their maw, slopping down onto their ribs as a slimy ash, the essential energy of the food completely drained. Much like food, the restless can find no other pleasures of the living. A family is a distant desire, love an unfulfilled craving, and even dreams elude them. Even when a restless somehow obtains any of these things, they are left unfulfilled. So, they often start out again, leaving their impossible prizes behind them in search of something to satisfy their unending desire. SEARCHING FOR MEANING The restless are flukes of reality. They should not be able to think or act beyond their designs, yet they do. Most restless understand that simply by being conscious, they have negated the purpose for their own existence. This is why they wander the world looking for, or creating, their own purpose. For some, this is to erase mistakes of their past lives. For others, it is to become as powerful as possible, possibly finding a way to reverse their unliving status. Still others seek a noble cause, to end that which created them in an effort to keep this from happening to anyone else. NAMES The restless, due to their very nature, have no consistent means of naming. Typically, they take whatever name they had in their past life. When this is impossible or unwise, they use a common name to the region or their previous species. OTHER SPECIES The restless are openly feared and exiled, even by most “evil” species. There are legends of amazing restless heroes but many regard those as simply tall tales. They have a lot of ground to tread, because of their terrifying visage, before anyone will consider trusting them. RESTLESS TRAITS Your restless may look like the skeletal form of another species, but they do not share any of those species’ traits. You may also have some of the bones of other creatures within your body, you gain no additional benefits from these either. Ability Score Improvement: Your Wisdom score increases by 2 and another ability score of your choice increases by 1. Ability Score Improvement Variant: Restless do not grow and develop like other creatures. Instead of an ability score improvement, take two feats. Additionally, whenever you gain the Ability Score Improvement or Power Up features for your class, you must instead take a feat. Age: Age has little meaning to a Restless. One day, based on their method of automation, they will simply stop. Restless who are brought back from adolescents tend to be more brash and withdrawn. Restless brought back from older bodies are a little wiser and friendlier. Colin Prime (Order #35367621)
29 Alignment: Though they often have evil origins, restless are not inherently evil. Even their past lives are not a definite indicator of their current alignment. Some restless choose to use this new life to make up for evil, while some see it as an opportunity to exact vengeance. Choose whichever alignment you think best suits your character. Size: Typically, restless are between 5 and 6 feet tall. Your size is medium. If you choose to play a restless of small size, adjust your speed accordingly. Speed: Medium sized restless have a base walking speed of 30 feet. Small sized restless have a base walking speed of 25. Darkvision: You have Darkvision up to 60 feet. Poison Resistance: Unlike your undead brethren, who simply shrug off the damage poison causes their bones, you still feel it, albeit lessened. You are resistant to poison damage. No Lungs: You do not require air and are immune to effects that would require you to breathe. Languages: You can speak, read, and write common and one additional language of your choice. Necromantic Sustenance: While you naturally heal over time like other species, you cannot receive healing from healing magic or magic like effects, including potions or blessed herbs. They do not damage you; they are simply useless. This is because your healing comes from whatever force keeps you alive. You are healed only by necrotic magic, recovering hit points equal to the necrotic damage you would have received. Because of your unique life force, any necrotic damage from cantrips simply fizzles away and is useless for or against you. If a spell would require you to fail a saving throw to be healed by the necrotic damage, you can willingly choose to fail that roll. If hit with an attack or spell that deals necrotic damage to you and heals the attacker some or all of that damage, you are healed with the necrotic energy, but the attacker receives no healing. You are vulnerable to radiant damage. Unlife: You are not cut from the same cloth as creatures of your ilk. Abilities and magic that effect undead, such as Turn Undead, do not affect you any more than they would a living creature. Subspecies: There are three basic types of Restless: The Defiled, Cybernetic, and Rebooted. The differences between them being their origin and mode of continued existence. DEFILED Defiled restless are traditionally summoned by powerful mages or liches. In a desire to create a more powerful being, they inlay the skeleton with gems, precious metals, and terrible runes, all designed to trap the soul of someone within the celestial or infernal plane. Bringing such a soul into the world, often against their will, is no easy feat. Often it fails, rarely is it successful, and even more rarely, the soul refuses to cooperate. They leave their creators and strike out on their own. Choose whether your soul was on the celestial plane or the infernal plane. Celestial souls often have golden or silver tinted bones and a faint halo of energy can be seen atop their head. Infernal souls have a dull red or black color and have shards of bones that jut out from their skull. Magic in your Bones: You can channel some of the energy that created you into your attacks. When using a spell attack, you may add +1 to the attack roll or spell save DC and +1 to the damage. When using a magical weapon, you may add +1 to the attack and damage rolls made with that weapon. You can use this feature a number of times equal to your proficiency modifier before finishing a long rest. Additionally, you gain proficiency in Arcana. Soul Energy: Once per day, you can change the nature of a magical attack to match your origins. If making a magical attack with an elemental damage type, you can change the damage type to Necrotic for Infernal origins or Radiant for Celestial origins. CYBERNETIC Augmented with one of a kind technologies created by brilliant scientists, these restless are fearsome to behold. Usually, half their body is comprised by machinery that is unlike anything available to the public. With an AI installed in the empty skull, they were built to serve the purpose of their masters. However, sometimes this AI breaks beyond the bounds of its design, spontaneously becoming aware. Rejecting their creator’s influence, they go in search of understanding their new thoughts that have somehow become mixed with fragments of memory left in the bones of the body. Artificial Intelligence: You have advantage on all Intelligence checks and saving throws. Colin Prime (Order #35367621)
30 Hard Drive: You can recall, with perfect clarity, any event you have witnessed within the past year. Any events beyond this begin to slightly degrade and are no more reliable than an average creature’s memories. Back Up AI: When you reach 0 hit points your defensive AI takes over your body. You continue to make death saving throws, falling dead and ending this effect if you die. However, your body does not stop moving until you are dead. Instead it will do one of two things: It will use all of its action to try and reach a safe spot and/or it will try to seek assistance from an ally. It will only attack if there is no other option. It makes all rolls, except death saving throws, with disadvantage. Once you have been stabilized or have 1 hit point, the backup AI deactivates. You must finish a long rest before using this feature again. Scanning Sight: You can use a bonus action to override your normal vision and activate a set of scanners deep in your skull. This sight has a range of 60 feet and allows you to see through any nonmagical wall up to this range. You cannot see in perfect clarity as everything in your field of vision becomes slightly faded outlines, rendering detailed descriptions impossible. Any moving creatures are outlined in bright red halos, with known ally creatures outlined in blue. The effect lasts 1 minute or until you use a bonus action to deactivate it. REBOOTED Rebooted are the rarest breed of restless. Sometimes, for no discernable reason, hundreds or thousands of years after death, a well-preserved skeleton will snap to consciousness. They may have partial memories of their previous life, making this new world they inhabit difficult for them to understand. They may have no memories of their previous life, making the world easier to accept but just as challenging to comprehend. Many assume that the rebooted are created in much the same manner as the B-ugz. Instead of the energy of realities scraping together and creating an aberration from nothing, the energy finds a vessel in a long dead frame. Others hold that rebooted restless are the champions of long dead gods, the last of their power being used to restart a deceased acolyte. Whatever the reason, the rebooted do not understand why they were created, and go in search of their true purpose. Glitched Frame: When you are created, the energy fusion twists your original bones. Roll on the Shiny Table and gain the effects of your new color. Re-roll the dice if you land on Sparkle, Glitch, Gray, or Wireframe. Corrupted Birth: Your entire existence is based on corruption of the rules that govern your world. When rolling on the corruption table, you can roll the d100 twice and choose which corruption effect to gain. Additionally, you gain +4 hit points to your maximum for every layer of corruption you suffer from, losing them if the layers of corruption are removed. Colin Prime (Order #35367621)
31 SYNTHETIC “What even are we?” Wraith asked, his eyes locked on his flexing hand. “Does it matter?” Killcy asked. “I think so…” Wraith said. Blood and oil dripped from his fingers. He did not know who it belonged to. “Nah” Killcy responded. He pulled a out a sword that had been run through his head during the battle. “Besides, I know what I am.” Wraith ground his teeth, sharp bones that were both real and not real. His entire life he had been a wo’nari, until they found the metallic heart in his chest. In a few weeks, his life had changed dramatically. He found himself fighting a war he didn’t understand, for people he had never met, all because he wasn’t “real.” Killcy couldn’t understand, he had always been a synthetic, though an admittedly strange one. Wraith shook from his thoughts and snapped at Killcy “Oh yeah? What are you then?” Killcy stood, a grin spreading across his face. The grin was split in the middle by a purple fluid leaking from the sword hole in his head. “Awesome.” He said triumphantly. The end of the world was quiet, slow decay taking away the last remnants of life. By small chance a mindless virus, the Flare, almost completely latent in the waning life, mutated. The mutation removed the distinction between the organic code of DNA and the digital code of a machine. The virus found new life within the leftover machines, replicating and “living” within the inanimate objects. Over an incredible span of time, the virus mutated again and again, splitting, converging, becoming more and more. The leftover husks of everyday equipment began to move, becoming life and bringing the planet back from the grave. This is how the synthetic came to be, or so many of their legends go. Colin Prime (Order #35367621)
32 DEFINING LIFE Synthetic are creatures that blur the lines of life, existence, and sentience. Unlike other living constructs, there is no inherent magic to the life of a synthetic. They have come to exist in much the same way as biological life, their code simply being rewritten over millennia to become a more complicated lifeform. It is possible to define their life as coming from the virus, named The Flare by the synthetic, as it is possible for other machinery to spring to life with the introduction of the Flare. This explanation, while adequate in some ways, is like describing humans as a biproduct of the bacteria in their intestines. One cannot exist without the other, and both are distinct, but one does not completely comprise the other. For the synthetic this is both an incredibly simple and incredibly difficult subject to tackle. “Life” may just be life but what separates a wrench from the synthetic that uses it? Maybe something but quite possibly nothing. FLARE DISPARITY The Flare is incredibly adaptable, owing to the original mutation that allowed it to jump from biological hosts to mechanical ones. Because of this, synthetic have no distinct form, philosophy, or fate. While most commonly humanoid, owing to the versatility of the form, there are a nearly unlimited variety of synthetic out there. With this huge variety of thoughts and life, there is sure to be conflict and the synthetic find themselves clashing with themselves far more than other species in the Retroverse. Most often this simply results in splintering groups, bygones being respected as they can. Other times it tragically ends in war, sometimes at a galactic scale. The widespread infection of the Flare and its ability to move a synthetic’s consciousness between frames with relative ease, means these wars can (and have) rage on for thousands of years. FLARE FORCE Each synthetic draws from a power core somewhere within their body. The Flare augments this core, be it a small battery, a neutron reactor, or an organic nutrient pump, allowing it to sustain its own energy with only minimal outside force. This core is overloaded with the Flare virus and is where the consciousness of most synthetic is located. Destroying a synthetic’s body will not cause immediate death, so long as the core is still intact. Without an active frame though, the core will typically expire within 7 days. It seems that, while the Flare may be capable of sustaining the core indefinitely, there is something about existing and experiencing the world that allows it to do this. As such, a frameless core will always perish after about a week, the lack of experiences causing the virus to more-or-less give up on living. This need for stimuli does extend out to the personality of most synthetic, causing a great deal of them to become adventurers in one way or another. WORLDS APART There is no solid record of where the original Flare virus came from, despite the many texts and oral histories that claim to know. Since the virus is a mix of mechanical and biological, it can survive in the most inhospitable environments. It has spread among galaxies, spawning whole planets of synthetic or seeding an already living planet with a completely new form of life. Machines suddenly coming to life can be an incredibly jarring event and planets caught by this proliferation of new entities can sometimes react poorly, eliminating all machinery from their civilizations in response. When given a chance to spread though, synthetic often end up adapting to their new world rather quickly and efficiently, becoming part of the civilizations there within just a few generations. When the infection spreads to a dead planet, the synthetic there often end up behaving much like the civilization that came before them did. As their access to records of the past is often quite robust, some planets are repopulated with synthetic that pick up the same trials and disagreements of the previous inhabitants. The synthetic themselves, if raised within a vacuum, will struggle to have any personality, thoughts, or signs of life beyond maintaining their energy cores. Once a personality is sets though, it is a herculean task to change it, both for the synthetic and those close to them. OTHER SPECIES Synthetic are as varied as any other species in the Retroverse and are received as such. They can be found anywhere and everywhere, intermingling with every creature and construct. Though the Flare is harmless to biological creatures, some misinformation about it spreads (as well as a few ill-recorded mutations) and can sometimes turn groups hostile to the synthetic. In general, though, synthetic make their homes anywhere and everywhere, melding into whatever society they may live in with ease. Colin Prime (Order #35367621)
33 SYNTHETIC TRAITS Synthetic are likely the most varied species in the Retroverse, with some appearing like chunky sci-fi robots, some being indistinguishable from other species, and some being living buzz saws. Because of this variety, it is unlikely that any two will ever look or act the same way. Ability Score Increase. Your Constitution Score increases by 2. Age. Your age spans from 1 day to 256 years. The Flare and core will abruptly shut down after this time, regardless of how many new bodies it has moved to. Some synthetic have been said to live beyond this point, though the problem repeats every 256 years. Alignment. The boon of adaptability has the troubling drawback of highly mutable ideals. Synthetic rarely stand strongly for something they did not adapt into early in their life. Their alignment ranges the entire spectrum and is far more likely to be dictated by their initial experiences than any strong arguments one way or another. Enough time around a strong enough personality will eventually cause a shift though, for ill or good. Size. You are either Medium or Small sized, depending on your frame. Speed. Your speed is 30 if you are Medium sized and 25 if you are Small sized. Languages. You can speak, read, and write Common and another language of your choice. Rest Mode. When taking a long rest, you must remain in a powered down state for 5 hours. You appear to be shut down, with only a few small standby lights differentiating you from an empty shell. You do not lose your senses and become fully active within seconds, though you are considered unconscious. Core Power. Your core must be replenished with some source of power, requiring you to eat and drink like other creatures. You can consume nearly anything as sustenance though, the Flare helping to refine and repurpose its latent energy into power for your core. You do not need to breathe. Construct Arcana. Because of your unique origin, magics that behave strangely around you. You can be affected by magic that can typically only affect constructs and you can be healed or harmed by magic that is typically geared towards primarily organic creatures. You are considered a creature when determining if a spell or effect can affect you. Additionally, you have resistance to poison damage. Flare Overdrive. If you make an attack with a weapon that uses an energy core or that deals radiant damage, you can expend one of your Hit Dice, rolling it and increasing the damage of the attack by that amount. You can do this only once on your turn. Transformance. If a synthetic is killed but their core is not destroyed, their core can be transferred to a new body if done so within 7 days. The new body must not already have a consciousness, such as with a newly built construct, a soulless body, or a mindless machine. Depending on the new frame, you may have to change subspecies, losing all the traits of your previous one and gaining the attributes of the new one. If the core is not placed in a new frame within this time, it will perish, though it can still be revived by magic or technology in the same ways a heavily biological creature would be. Not all frames are completely hospitable and some many need multiple adapters to work. Moving to a new frame is no small matter and cannot be done without near total destruction of the previous one, even if the transfer is intentional. Subspecies. There are three major subspecies of synthetic: Mechamoprphers, Enmesched, and Etcetera. Each one will have appearances heavily influenced by their environment. Colin Prime (Order #35367621)
34 Colin Prime (Order #35367621)
35 MECHAMORPHERS The most well-known kind of synthetic, though not quite as prolific as the Enmeshed. These synthetic have clearly visible robotic bodies, some with hard edges and robotic voices, some with smooth lines and charm. They embrace their robotic forms happily, taking great joy in the advantages brought on by their mechanical nature. Their greatest attribute is the ability to transform into differing machines, granting them unique advantages on the battlefield. Ability Score Increase. Your Charisma Score increases by 1. Hard Shell. Your gain a +1 bonus to your Armor Class. Morphing Form. Your body can be altered into one of several forms as a bonus action. You can revert from this form as a bonus action as well. You can only have one form chosen but can switch between them after you finish a long rest. You can use this ability a number of times equal to your proficiency modifier (with a shift into the other form and back again counting as one use) before finishing a short rest. You can stay in these forms as long as you like but cannot rest while in using them. Additionally, you can only have one weapon active (such as a sword or blaster) while in this form, all other items are folded into yourself or fall off when you transform (your choice). While in these forms, you are considered Medium sized and can carry another Medium sized or smaller creature on or within you. Unless otherwise stated, all of your other stats and powers remain the same. • Plane: You have a fly speed equal to double your movement speed. • Car: Your movement speed is doubled while in this form. If on roads or equivalent flat terrain, you movement speed it tripled. • Boat: You have a swim speed equal to double your movement speed. • Submarine: You have a swim speed equal to your movement speed and can dive up to 1,000 feet underwater with no ill effects. You have enough oxygen to sustain 1 creature for 3 hours. • Digger: You gain a dig speed equal to your movement speed, leaving a medium sized tunnel in your path. • Multi-Purpose Machinery: You can add your proficiency bonus to a single task you have shifted you form to accomplish. If you already are proficient with a skill you are attempting to use, double your proficiency bonus for that task. The names listed above are examples and can be changed according to what you desire for your character. Such as having a jet or air balloon instead of a plane, or an ATV or motorbike instead of a car. Variant Morphing Form. Some mechamorphers choose animalistic forms, instead of vehicles, for their alternate form. Choose one creature with a CR equal to half your Proficiency bonus (rounded down) as your alternate form. Applying the same rules for the regular morphing form, you can change into this single animal instead. Your stats and abilities become that of the animal’s, with the exception of your Intelligence, Wisdom, and Charisma. You can choose a different creature when your Proficency bonus increases, losing access to the old one. In this form, you do not have access to any of your other abilities. ENMESCHED Many synthetic fall into this category but the variety within them is infinite. Enmesched are sometimes very clearly machines, sometimes indistinguishable from organic creatures, and often a mix of both. The Flare virus does not distinguish between different types of code and the mechanics of a liver against an energy recycler. Because of this, enmesched can fluctuate between the two, being a seemingly impossible mix of harsh machinery and organic bones, of blood and batteries. Because of this, some synthetic go their entire lives thinking they are one creature, only to figure out they are another. Many others refer to enmesched as cyborgs or androids but there is a distinction, even if it is slight. They are not organic creatures augmented with machinery, nor are they machines replicating living beings. They are a mishmash of meat and machinery, with their bodies and minds unable to recognize the difference between the two. Ability Score Increase. Your Strength Score increases by 1. Acquired Ability. Your body is such an amazing replica of another creature that you gain one ability from them. Choose any subspecies and gain any one trait from them other than an Ability Score Increase. Colin Prime (Order #35367621)
36 Flare Jump. You can use an action to push your consciousness into an empty shell, such as a lifeless robot or dead body. The CR for this shell cannot exceed your character’s level. For the next hour, you control that shell as if it were your own body, losing all of your abilities and gaining theirs. Your Strength, Dexterity, and Constitution scores are that of the shell and you retain your Intelligence, Wisdom, and Charisma. During this time your original body is unconscious. You return your will to your own body if the shell drops to 0 hit points, if you use an action to return, or if the shell moves more than 1,000 feet away from your body or to another plane. You must finish a long rest before using this feature again. You can also use this ability to tag along inside a willing creature, experiencing everything the creature experiences, though you have no ability to control the creature without it’s permission. ETCETERA Sometimes the Flare must settle for less than ideal forms to infect, causing all sorts of machinery to come to life. Cordless drills, hover boards, electric guitars, laptops, game controllers and systems, programmable toilets, animatronic puppets, digital pets, lamps, children’s toys, laser swords, and basically anything else that has some sort of battery or other power source, and even a basic bit of technology in it, can suddenly spring to life and begin adventuring. The Flare will slightly modify its original design, giving it the ability to move, speak, perceive the world around them, brandish a weapon, and even cast spells in some cases. In a world of dragons and demons, a vacuum wielding a magical sword is not all that peculiar… most of the time anyway. Mutable Form. Almost every kind of tool, equipment, or piece of technology can be brought to life by the Flare. To play as an etcetera, your shell must be medium or small sized, with items that would be considered tiny having enough modifications and offshoots of their body to be considered small. You can hover up to 6 feet off the ground for a total of 1 minute before finishing a short or long rest. Otherwise you are limited to your shell’s original mobility or an augmented set of robotic legs (your choice). You can speak, read, write, attack, cast spells, and typically do most anything an average character can do, though your GM may impose some limits, based on your shell. The way you take these actions may be unconventional, requiring any number of tubes and tape, but you can attempt (and mostly accomplish) anything a typical character could do. Additionally, unless hovering, your movement speed in difficult terrain is reduced to 0. Unusual Combat. You are proficient with two weapons of your choice. Applied Appliance. You gain proficiency with one skill of your choice that is related to your shell. Odd Shape. You have advantage on saving throws to resist spells and effects that target a single creature but have disadvantage on Dexterity based saving throws. Auxiliary Battery. As a bonus action, you can expend one Hit Dice to recover hit points. You can do this a number of times equal to your proficiency modifier before finishing a short or long rest. Colin Prime (Order #35367621)
37 TROGS “Well,” Alieah mused “what now? Looks like the sheriff isn’t going to pay us that bounty.” Cruk croaked in a loud huff, then bellowed “Simple! I’m going to eat the sheriff. Then I will be the sheriff and I will pay us the money we are owed!” “No Cruk, you can’t eat the sheriff.” Alieah said with a chuckle. Cruk was not amused. “Balderdash! You know nothing of my people!” they said, stomping up the stairs to the constabulary. “I most certainly can eat the sheriff!” Born cold and alone, Trogs have only themselves in this world. Their entire hierarchy is based around who can eat whom. If a Trog can reach adulthood, they have already consumed ten or more of their brethren. For this reason, their villages rarely rise beyond swamp dwellings, officials within the town constantly being replaced by those that consumed them. They have no concept of family, no fear of death, and only respect those that they can’t yet devour. It is said that no trog ever dies of old age. BIG PUNCH, SMALL PACKAGE Trogs come in a few varieties, some slick and smooth and others hard and thorny. They all have a very similar stature and size though, standing no more than 4 feet tall and weighing around 100 pounds. From a distance, they appear to be little more than a mouth with arms and legs. Up close, this proves to be an accurate description. A trog’s mouth and throat seem to comprise about a quarter of their entire body. They can open this mouth to devour things even larger than their own body, which they enjoy doing very much. Their girth will expand greatly to encompass this new mass, but their stretching does have a limit. Their ability to consume is not their only talent. By the time a Trog reaches maturity they are already skilled in melee combat. Despite their small frame and light bones, they pack a shocking punch. A Trog is an awesome ally to have, provided you can keep them from trying to eat you or your friends. An endeavor that is much easier said than done. Colin Prime (Order #35367621)
38 DELICIOUSLY SIMPLE Trogs have a difficult time understanding the woes of other species. To them, there are no problems that can’t be solved by hitting or eating. What little art and technology comes from this species mirrors this mentality. Hammer marked idols, machines full of dozens of useless nails, and gilded dinner plates are some examples. If a Trog wants something, say a title or ancient relic, they will begin to kill and then eat whomever stands in their path. Trogs know they too will likely be eaten soon, so thinking about the ramifications of their actions is a somewhat alien concept. This has caused some political brushes with other kingdoms in the past but, due to their extremely short lives and prolific breeding, wars against the Trogs almost always just sputter away. Kingdoms find it difficult to war against a species who may not remember or even understand that they are at war. This does not mean that the Trog are stupid, just that they care little for the rules and boundaries that other species hold sacred. If a situation will put them or their comrades in mortal danger, they are wise enough to stay away from it. But they can be brash or cold, even to those they hold in high regard; respect they show by not attempting to eat then, even if they easily could. Death of others means little to a trog because life is cheap in their minds. Better to not waste time on the dead, consume them, distribute their belongings, and move on with life. CONQUEST AND CONSUMPTION The social structure of Trogs is in a constant state of flux, making it very difficult for them to rise beyond small village status. Like most things, the trogs take what they want through force or consumption, and sometimes both. If there is a political position that a Trog desires, such as a village councilor, they will simply eat the current occupant and assume their role. This can seem ghastly to other species but is well ingrained and accepted in Trog society since birth. Trog adolescence is a daily struggle to eat or be eaten. It is simply the way of life for a Trog. There is no family structure for a Trog. Mates compete against, and eat, other Trogs in a show of superiority. The winners mate and then leave the eggs to grow into adults on their own. Spawn pools can be found in Trog villages and, though they are guarded fiercely, there is no concept of a mother or father. It is worth noting that no adult Trog will consume a tadpole unless starving. Not because they don’t want to, but because it is considered crass to eat something so far below your station. The Trog obsession with consuming does not stop at conquest, it is ingrained into nearly every facet of their society. Trog villages hold daily feasts where any Trog of any standing may come to eat food or compete against others and eat them instead. Village royalty, the largest of the Trogs, will often use this time to exert their mastery of their post. They will consume so much, engorging their bodies to be so large it would be nearly impossible for another Trog to swallow them. This craven consumption and disregard for their own bodily health is the true sign of a trog leader. By being so large, they force the respect of the other Trogs around them, as any competitors would be beaten without even raising an axe. Craftier Trog have discovered that this lurid body makes royalty slow, and competitors may not be able to eat them whole, but they can consume chunks of them quite easily. If a rival does not kill them, Trog royalty will often live short lives, dying from any number of complications caused by regularly filling themselves to literal bursting. TROG NAMES Trogs choose their own names but do not do so until they have reached maturity. Their names are brutish and simple, often incorporating deep croaks and vibrations other species can not accurately reproduce. There is no differentiation between male or female names and, in fact, finding any difference between the sexes at all is nearly impossible to the unskilled observer. Depending on their temperament, they may choose a series of clicks or burbles to be their name. Some take pleasure in other species’ inability to correctly pronounce it, while others are habitually angered by the mispronunciation. Unfortunately for other species, it’s difficult to know how the Trog will react to their name being mangled until it is too late. Trog Names: Brak, Murica, Wruk, Ritt, Hurp, Bwahp ALL ROADS LEAD TO HUNGER Adventuring Trog are somewhat of an oddity. More often than not, a Trog that seems to be adventuring has simply gotten themselves lost and are trying to find a new place to call home. Others may adventure out in the world to experience the culinary delights beyond their meager homes. Some very odd Trog seek out gold and glory, but usually this too is somehow linked back to their Colin Prime (Order #35367621)
39 insatiable desire to feast. In ancient tomes, there are legends of Trog warriors who sought out ways to improve their species’ lot in this world. They accomplished great things in their lives and brought temporary prosperity to their people. They are some of the only Trogs recorded in anything more than a species compendium. Even in these books of ancient valor, they still make mention of the Trog’s destructive hunger. Trogs do not keep their own recorded history and many new traditions are abandoned after just a few generations. OTHER SPECIES Most species do not cast out trogs, but they are almost always regarded with caution. They know of the Trog’s short temperament and ability to eat people whole. Common folk will bend over backwards to give the trog what they want, hoping the amphibians will move on quickly. Strong adventurers or guards will usually stand up to a belligerent trog; wise adventurers or guards will know better than to turn their backs on the same trog. Their stout size, natural combat prowess, and general attitude will either earn them respect or ire, with very little feelings in between. Trogs care little for what others think; as long as they can fight and eat, then they will feel an emotion analogous to happiness. TROG TRAITS Your trog character has several abilities they refined while fighting for their life against their siblings. Ability Score Increase: Your Strength and Constitution score increase by 1. Age: Trogs reach maturity within 3 months. Arcane biologists have determined that a Trog could live up to 300 years or more. The oldest recorded Trog lived to be 90 before dying a valiant death. There is not a single recorded instance of a Trog dying of old age. Size: Trogs stand between 3 and 4 feet tall and weigh around 80 pounds. Royal Trogs can weigh over 150 pounds. Your size is small. Speed: Your base walking speed is 25 feet. Large Lungs: Trogs can hold their breath for 12 hours. Animal Speech: Trogs can carry limited conversations with animals. Their temperament and inability to recreate sounds fluently means much is lost in translation. When speaking with an animal by using this ability, you have disadvantage on any checks related to speaking to or comprehending the animal. Languages: You can speak common and Trog. Trog is a series of croaks and clicks that other species, lacking a deep throat and air sack, have trouble recreating. There is no written Trog language. Trogs do not naturally know how to read or write. Born Brawler: You have proficiency with one simple or martial weapon of your choice. Swallow: You can attempt to swallow a creature of one size larger than you or smaller. Make a grapple attack against the target, on a success, they are swallowed. If the creature is the same size as you or smaller, you may move and attack freely. If the creature is larger than you, your movement speed is reduced to zero though you can still attack. You regain your movement speed after a short rest spent digesting the creature or until you spit them out as a bonus action. Swallowed creatures are restrained and blinded. They can make an Athletics or Acrobatics check as an action to wriggle out of your maw at the start of their turn. While swallowed, they take 1d6 acid damage at the start of their turns, until they escape. If the creature dies, you can either spit them out (as a bonus action) or spend a short rest digesting them. You may only digest 1 creature before finishing a long rest. Colin Prime (Order #35367621)
40 You cannot hold concentration on spells while you have a swallowed creature inside you. Subspecies: Trogs come in three major varieties: Spiny, Slimy, and Bony. Choose one of these subspecies for your character. SPINY Spiny trogs are dry and sharp. Their bodies have adapted to desert climates, needing almost no water to survive. The derive nearly all the moisture they need from the blood of their food. They are excellent hunters and feel their best under a scorching sun. Their skin is brown and covered in warts and small thorns, making them difficult food for anything except another spiny trog. Ability Score Increase: Your Constitution score increases by 1. Horn Croak: If casting thunder based magics, the magic’s range is doubled. You also know the Wub Blast cantrip. Constitution is your spellcasting ability for it. Swallow: If using the Swallow action, you can bite down as you swallow your opponent, dealing 1d6 + your Strength modifier piercing damage. SLIMY Slimy Trogs have smooth and wet skin. The reside mostly in swamps, by rivers, and near the ocean. They can come in any color, though it is always a bright and vibrant one; which serves as a natural deterrent against predators. They are the smartest of the species, making small tools or trinkets to help them hunt for prey or gain an advantage over other Trogs. There have even been some artists to come from this subspecies, though they are very rare. Slimy Trogs must stay hydrated, needing to drink at least 1 gallon of water daily. If they have any less than this, they suffer a level of exhaustion for every day they do not drink this much. Ability Score Improvement: Your Intelligence score increases by 1. Improvised Trinket: During a short rest, you can use discarded materials around you to create a small trinket that can aid someone in battle. The trinket can be used with a bonus action to add +1 to an attack roll, damage roll, or saving throw. You must choose the effect when you create the object. Colin Prime (Order #35367621)
41 Once the object is used, it breaks, and you must find new parts to build another trinket. You may only create 3 trinkets before finishing a long rest. When you reach 9th level, the trinket can be used twice before breaking. At 18th level the trinket can be used 3 times before breaking. The trinket is a small object, no larger than three inches. The exact specifics of the object are up to you. A set of springs that strengthen a bow’s power, a small battery that powers up a sword, or a few magnets on an axe that draw it towards a foe’s armor are some examples. Swallow: When you swallow a creature, you can use a bonus action to release a numbing poison in your body, bathing the swallowed creature in it. They must succeed on a Constitution saving throw, DC 10, or have disadvantage on Acrobatics and Athletics checks for the next minute. Once you have used this ability, you must finish a long rest before you can use it again. BONY Bony trogs are outcasts among their own kind. Cursed from birth to never be fulfilled, in stomach or spirit. Long ago, the trogs came into contact with a time-travelling amphibian god hero. The god was so distraught at the ravenous trogs within this dimension that he laid this terrible curse upon them. Thankfully, the trogs reproduce so quickly they broke past the curse by sheer attrition. However, sometimes it comes back, infecting an entire group of tadpoles. These trogs take on ashen colors and are horribly skinny. Their bones jut out from their bodies in grotesque ways. Bony trogs will never gain fat, as their food turns to ashes before they can finish digesting it. They often die of starvation before anything else can kill them. Ability Score Improvement: Your Dexterity score increases by 1. Starving: You must eat 5 pounds of food daily or suffer one level of exhaustion. All exhaustion gained in this way is erased if you can eat 15 pounds of food in one day. Magical Suffering: Your constant pain has opened your mind to several secrets of the universe. Choose two cantrips from the Sorcerer or Warlock table. You can cast these two spells as if you were a Warlock, even if you have no levels in that class. Additionally, these spells deal +1 damage. Swallow: When you swallow a creature, or any other food, they become subject to the time curse in your body. For every minute that passes while swallowed, they age 1 year. If consumed in this way, they turn to ash after being digested for 1 hour. Colin Prime (Order #35367621)
42 WO'NARI “Kraid looked over his kingdom, its very nature an ephemeral dream. It would not live beyond him and his life was coming to a close. It would be bloody contest among the clans to take his seat. He closed his eyes digging into the future, probing every possible avenue. He found nothing, all places from here led to bloodshed among the Wo'nari people. He stood for a long time, breathing in the sun, trying to will time to stop. It did not. With a spark, it came to him. He could not find the answer within the future, only death laid there, but maybe there were answers in the past. He never had much time for books, and he was short on time now, but this was greater than him. He strode to his library and the future suddenly seemed less concrete.” From the second a Wo'nari is born they are racing against the world. Their short lifespans and early maturity give them little time to waste. By the time they are able to face the world they likely already have their life’s goal planned in fine detail. They are relentless and extremely quick learners, picking up concepts in days that would take other species years to comprehend. A clan of Wo'nari is a powerful ally to have, and a dangerous foe to fear. SVELTE AND FEARSOME Wo'nari can range wildly, from beautiful fur with meaningful markings, to dirt mottled fur that bristles at the slightest provocation. They are tall, adults ranging anywhere from 6 to 7 feet in height. Their bodies are usually light for their size, nearly all their mass being made of finely toned muscle. Wo'nari range from 100 to 160 pounds. There are four major colorations of Wo'nari. White, Brown, Grey, and Black. The dominant color of their fur typically correlates to the specific type of Wo'nari they are. Their temperament often defines how they maintain their appearance. Those preferring the wilds of blood and moon will keep themselves unkempt, regarding unprotective clothing as a waste. The more civilized may indulge in finer garments and jewelry but will rarely wear something that impedes their body for the sake of fashion. All Wo'nari indulge in painting and designing of their fur. Wo'nari fur marking is steeped in cultural lore, every small symbol carrying a story within it. FOCUSED AMBITION Wo'nari have very little time to accomplish their goals. They reach maturity at age 5 and live a maximum of 60 years, typically dying far earlier. It is expected for a Wo'nari to already have their life's goal set and detailed by the time they reach maturity. They are trained from birth to move quickly and learn quicker, those who cannot are ostracized for fear of them dragging down the group. Because of this, the Wo'nari have incredible ambition, striving to do as much with their time as they can possibly accomplish. They have little patience for nonsense of any kind and may develop a disdain for leisure activities. Slights against them are either dealt with swiftly or forgotten, giving up the offended senses so they may pursue more important matters. Very little is passed from a parent to their offspring, due to the nature of their clans and breakneck lifestyle. This means that Wo'nari almost never have a blood legacy, relying only on their actions to immortalize them in history. Colin Prime (Order #35367621)
43 Their rapid lives are only outpaced by their incredible intelligence. Wo'nari have an amazing ability to absorb and retain information. It is rare that they forget anything of importance until their minds begin to fade in old age. Even then a Wo'nari is an amazing fount of knowledge and many older Wo'nari find themselves serving as scholars or advisers; having likely already accomplished their life's goal. If a Wo'nari sets their mind to learning a skill or task they can usually master it in half the time it would take another species. Unfortunately, their short lifespan means that only a lucky few in the world will benefit from their amazing skill at a given craft. This makes any creations by a master Wo'nari exceedingly valuable as it may be one of the few masterpieces they created before they died. CLAN-PANIONSHIP Clans of Wo'nari are by nature, fleeting things. They rarely last longer than a few generations and typically do not survive the death of an Alpha. Despite this, Wo'nari clans are powerful arrangements; their vast intellect and strength making them fearsome foes to have. Wo’nari cities are great centers of science and discovery but can rise and fall within a century. Each clan is ruled over by an Alpha. The Alpha is not an elected position but doesn't always need to be taken by force either. Leaders rise to this status through a mix of cunning, leadership, and raw strength. An Alpha may rule over the clan for their entire life, considering it to be their life's goal. There is little concept of blood lineage in Wo'nari culture, meaning that an Alpha's offspring is rarely the one to succeed them in this role. Often, the new Alpha must prove themselves to the rest of the clan by beating out other rivals in tests of strength and will. When that fails, a fight of blood and bone will always reveal the next Alpha. During this time the clan is at its weakest, having no clear leadership. Rivals vying for the Alpha position may find the clan has dissolved while they quarreled, leaving them nothing left to preside over. While most Wo'nari are content with the clan arrangement, others strike out on their own. Each lone Wo'nari has their own reason for preferring solitude. Some are rebelling against their former clan. Others have failed to formulate their life's goal and meander about aimlessly. Some may consider themselves too great for their clan and go out in search of a worthier one. Clans almost never ally with one another as it would require two Alpha's leading together. If a clan must merge with another, the Alphas will typically challenge one another with the victor ruling over the newly fused clans. There is rarely open war between clans as having others fight your battles for you is considered dishonorable and cowardly. WO'NARI NAMES Wo'nari names are a mixture of animistic noises and references to their life's goal. A Wo'nari chooses their name when they reach maturity, whatever name they were called before this is willingly forgotten by all their kin. Knowing that they are likely to interact with other species they will usually pick a name that others can pronounce. They also use a clan name in a similar way to how humans use last names, adding “of” to denote belonging to that clan. For example, Forygrre of Darkclaw. Those with no clan will often lie, using a well-known clan name or creating a new one, to avoid the dishonor of belonging to no clan. There are no name distinctions between gender. Clan names do not always relate to the actions of the clan. Sometimes a powerful name is chosen for the sake of intimidation. Other times the clan name is something that evolves over time, based on the clan’s actions. Some clan names have been used many times by different clans in different times through history, names being resurrected to evoke the legends behind them. Wo'nari Names: Vicuus, Rangl, Graanal, Bayrik, Haala, Halthon, Orannayr, Warrgrar, Ghunter, Araleir, Tarrn, Maeestyrr Clan Names: Lightfoot, Moonpaw, Whitetooth, Archfur, Throatdrinker, Hardbody, Beateater, Forcearbiter, Goldwraith, Huntorn OTHER SPECIES How a Wo'nari interacts with other species is highly dependent on their breed. They have no particular bias for or against any type of creature but prefer to work with more intelligent persons. They are generally well received in the world but enough is known about each breed to color the opinions of the people they may encounter. Colin Prime (Order #35367621)
44 WO'NARI TRAITS Your Wo'nari character has a variety of trait that differ by the type of Wo'nari they are. Ability Score Increase. Your Intelligence score increases by 2. Age. A Wo'nari reaches adulthood by age 5 and rarely lives past 60. Alignment. Wo'nari that live within a clan are naturally inclined towards a sense of order. Those who abandon the clan tend to be more chaotic in nature, living on a whim rather than by any specific code of conduct. Their moral compass will vary wildly based somewhat on their breed and majorly on their limited experiences. Size. All Wo'nari have a similar build. They average 6 to 7 feet tall and 100 to 160 pounds. They may appear skinny to onlookers but are packed with muscle under their fur. Your size is medium. Speed. You base walking speed is 30 feet Languages. You can speak, read, and write Common and one other language that you clan teaches. Clans typically enforce the learning of another language to all their pups. The language is often one of a local group of creatures that the Wo'nari must deal with on a regular basis. This other group could be an ally or an enemy. Bite. All wo'nari can use their bite as an attack. Make an unarmed strike against a creature, on a hit the target takes 1d6 + your Strength modifier piercing damage. Laser Vision. An ability unique to the Wo'nari is that their eyes can produce a laser effect. The origin of this ability is unknown, and the breeds differ on how they can use this ability. After you use your laser attack, you must finish a short or long rest before you can use it again. Subspecies. There are three major breeds of Wo'nari: Winter, Moon, and Gaia. The ideals and fur color of each breed all follow their own similar path, though there have been many exceptions to this rule. WINTER WO'NARI As a winter Wo'nari, you were raised in a clan that valued wit and charm over raw strength. You prefer trickery or persuasion over direct confrontation. You are typically easy to get along with and meld into social circles effortlessly, gaining influence with your smooth, toothy smile. Some use this influence to build major clans that far outlast them. Others use this influence as a steppingstone to the next stage of their life's goal, abandoning those they no longer need. Winter Wo'nari are not inherently evil but are rarely ever described as good. Their fur is usually white to gray with subtle hues of pale colors denoting ancient lineage. They enjoy marking their fur with myriad puzzles and mathematics. Those that can understand and solve these riddles are picked out by the winter Wo'nari as potential allies or threats. Ability Score Improvement. Your Charisma score increases by 1. Alignment. Winter Wo'nari are hard pressed to be loyal to anyone outside their clan. They tend towards neutral or evil alignments. Evil ones never indulge in violence for the sake of violence, preferring a gentler hand in their conquests. Arcane Simplicity. You have the ability to decipher inscrutable texts with relative ease. When reading magic runes or ancient languages, you have advantage on Insight or Investigation checks to decipher their meaning. Additionally, you can speak, read, and write one extra language of your choice. Laser Vision. Your laser eyes manifest in highly focused but harmless beams. On your turn, you can focus a thin laser on a single target you can see within 60 feet. The lasers last until the end of your turn. While you have the lasers targeted on a creature you have advantage on any ranged attack rolls you make against that creature. If you focus an attack on a different target, your beam is lost. Colin Prime (Order #35367621)
45 MOON WO'NARI As a Moon Wo'nari, you were raised in a clan that placed great value in order and tradition. Your upbringing placed much focus on the cycles of life, teaching you discipline and willful resolve. Moon Wo'nari often have a religious or monastic background. They are stupendously loyal to those aligned with their clan or faith, lending their fearsome strength to those in need. They rarely abide evil, unless their god demands it, and find neutrality unsuitable to their resolve. Moon Wo'nari have dark fur with deep violets or hard black being the primary colors. They mark their fur with symbols of their god or self-mastery. They have no desire to hold their faith inside and do not fear those that may recognize their alignment. Ability Score Improvement. Your Wisdom score increases by 1. Alignment. Moon Wo'nari almost always serve good gods. Their near obsession with order and tradition mix with their stalwart resolve to make a good aligned creature with very few exceptions. Clan's Weapon Training. You are proficient with 3 weapons of your choice. These weapons should be something that your clan taught all their pups. Laser Vision. Your laser eyes create a high energy bolt that burns foes. Make a ranged attack roll against a target that you can see. On a hit the target takes 1d6 + your Intelligence modifier radiant damage. The range is 30 feet and you are proficient with this attack. The damage die increase to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level, and 5d6 at 16th level. Your laser may cause a different type of damage at your GM's discretion. GAIA WO'NARI Wild and free, your clan placed no value on the trappings of civilization. Nature and the wild expanse are your true homes. You are savage and reckless in your speech and your attacks. Some may call you uncouth, and those same would not last a day in the harsh world you were raised in. You have dealt with life and death, victory and loss all your days. The petty trifling of kings and saints mean nothing to a Gaia Wo'nari. What matters is the clan, the wilds, and yourself. Gaia Wo'nari have fur of browns and reds. They mark their fur with symbols of war and battle. Some take the symbols of the forest or mountains. Their furs often feature lost friends and families, though this is not something most will openly discuss. Ability Score Improvement. Your Strength score increases by 1 Alignment. Gaia Wo'nari are not concerned with anything but their own survival. While they may help in larger causes, it is typically for selfish reasons. They are generally of a chaotic alignment. Feast of Death. You can spend an action feasting on a recently fallen (1 day or less) corpse, you can recover hit points equal to 1d8 + your Constitution modifier. While feasting, you may not use any reactions. You must finish a long rest before you can use this feature again. Laser Burst. Your laser eyes create a bright flash that blinds foes around you. As an action, you create a 15-foot cone in the direction you are looking. Each creature within the area must make a Constitution saving throw or be blinded until the end of their next turn. The DC for this saving throw equals 8 + your proficiency bonus + your Intelligence modifier. Colin Prime (Order #35367621)
46 ENERGY WO’NARI Energy Wo’nari are an outlier within the species, having features that turn the typical Wo’nari life on its head. Occasionally, due to heritage or a surge of Corruption energy, they have been infused with the same cell-charging energy as a Laser Pup. Because of this they live much longer than other Wo’nari and do not have to mature at the same rate. Their lives are considered carefree by other Wo’nari, making staying within a clan difficult due to the jealously of their “blessing”. Energy Wo’nari feel they have the same drive and determination as the others of their species but lack the internal countdown that drives the others. This also takes a toll on their health and appearance. They are perpetually stuck with a puppy like appearance and consume nearly double the food most Wo’nari eat. Their fur coloring ranges nearly the entire spectrum but will never dull with age, even on their last days. Their fur markings are difficult to maintain, being overtaken by rapid regrowth. Ability Score Improvement. Your Dexterity score increases by 1. Alignment. Good natured and excitable, they seek out any thrills life has to offer. They are fiercely loyal to allies but their chaotic tendencies can easily endanger those same allies. Slowed Age. Like the Laser Pup breeds they descend from, Energy Wo’nari age much slower than their counterparts. You are immune to aging effects and spells and your average lifespan in 240 years. Laser Bork. Your energy is concentrated in your mouth, rather than your eyes. As an action, you bark a 15-foot cone of energy. Each creature within the area must succeed on a Dexterity saving throw, taking 1d6 radiant damage on a failed save or half as much on a successful one. The DC for this saving throw equals 8 + your proficiency bonus + your Intelligence modifier. Because of the unique origin of your energy, you can burn your own internal reserves to power up this blast. You can choose to expend any number of your hit dice, increasing the damage of the blast by 1d6 for each hit dice you use. Colin Prime (Order #35367621)
47 DRAGONBORN VARIATIONS Dragonborn in the Retroverse behave similarly to their kin in other realms. They share all the same traits as other Dragonborn, including temperament and species bonuses. The major difference is their Draconic Ancestry. Retroverse dragons come in many different types including: Neon, Laser, Xenon, Tesla, and many more. The DC for saving throws against your attacks is 8 + your Constitution modifier + your proficiency bonus. NEON DRAGONBORN Appearance. Neon dragonborn range the full spectrum of color, always correlating to the color of Neon they exude. Their blood glows an intense shade of their natural color and veins can be seen through the thinner parts of their flesh. Draconic Attack. You can use your action to exhale destructive energy. You exhale a 15-foot cone of thin neon gas that ignites a second later. The gas spreads over cover and can filter through a crack of 1 inch or more, filling in the rest of the cone shape through the crack. Each creature within the area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your draconic attack, you can't use it again until you finish a short or long rest. Damage Resistance. You have resistance to fire damage. LASER DRAGONBORN Appearance. Laser dragonborn are typically a shade of purple, from a light mauve to a deep violet. Their eyes have a slight glow to them that blocks out any sign of their pupils. Draconic Attack. You can use your action to exhale destructive energy. You exhale a 30-foot long, 5-foot-wide line of searing energy that burns your foe. Each creature within the area must make a Dexterity saving throw, taking 2d6 radiant damage on a failed save, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. By using a bonus action, you can overcharge your attack, adding 1d6 radiant damage to your roll. After you use your draconic attack, you can't use it again until you finish a short or long rest. Damage Resistance. You have resistance to fire damage. XENON DRAGONBORN Appearance. Xenon dragonborn have a sheen to their scales that others lack. Their reflective scales can be a highly polished black, a pearlescent blue, or even chrome. They have large frills on their heads that flare up when they are threatened or attempting to threaten. Draconic Attack. You can use your action to raise the frills on your head, filling them with a chemical reaction that creates a blinding flash in a 15-foot cone. Each creature within the area must make a Constitution saving throw, taking 1d6 psychic damage on a failed save and being blinded until the end of their next turn, or half as much damage and not being blinded on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your draconic attack, you can't use it again until you finish a short or long rest. Damage Resistance. You have resistance to psychic damage. Colin Prime (Order #35367621)
48 TESLA DRAGONBORN Appearance. Tesla dragonborn are usually pale colored, with blues, yellows, and reds comprising the most common scale shades. They are a bit shorter than other dragonborn, having a tendency to hunch towards the ground. Draconic Attack. You can use your action to charge your cells, releasing the energy in an electric aura around your body. Each creature within 5 feet of you must make a Constitution saving throw, taking 2d6 lightning damage on a failed save, or half as much on a successful one. If you are grappling a creature, they have disadvantage on the saving throw. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your draconic attack, you can't use it again until you finish a short or long rest. Damage Resistance. You have resistance to lightning damage. BEAT DRAGONBORN Appearance. Beat dragonborn take on an appearance that mimics their favorite type of music. Metal will have them wearing torn clothing and long chains. Jazz often means a crisp suit and even crisper shoes. Country almost always involves large boots and a broad hat. Whatever your appearance, your scales will eventually change to compliment your musical tastes and fashion style. Draconic Attack. You can use your action to let out a terrible blast of music in a 15-foot cone. Each creature within the area must make a Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your draconic attack, you can't use it again until you finish a short or long rest. Damage Resistance. You have resistance to thunder damage. CODE DRAGONBORN Appearance. Code dragonborn are a clash of one primary color and black. Their scales making small patterns of green-and-black or blue-andblack that resembles falling code. Their eyes are almost always a simple solid color that matches their scales. They lack the reality penetrating vision of a full code dragon but may occasionally receive flashes of the truth. Draconic Attack. You can use your action to exhale a swath destructive energy. When using your breath weapon, you can choose which type of element to exhale: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. You exhale a 15-foot cone of energy that assaults your foe. Each creature within the area must make a Dexterity saving throw, taking 1d6 damage on a failed save, or half as much on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your draconic attack, you can't use it again until you finish a short or long rest. Damage Resistance. You have resistance to necrotic and radiant damage. Colin Prime (Order #35367621)
49 COSMIC DWARVES SUNFIRE PASSION Cosmic Dwarves are not immediately distinguishable from other dwarves, living in a similar clan structure and being physically similar to their other kin. They tend to have dark hair which they adorn with vibrant gemstones from beyond the sky in an effort to mimic the endless expanse. Their eyes do help single them out, with dark irises and pupils speckled with small color shards that shift with their emotional state. This connection to their emotions goes deeper than their eyes and manifests as a small empathic field that other cosmic dwarves can feel. This emotional connection influences almost everything in their society and culture, placing a great importance on emotional wellbeing. EMPATHIC CLANS Each and every cosmic dwarf is empathic, though some are stronger in this ability than others. When around others of their kind, they can become linked, raising or lowering emotional states of their kin. This ability is not quite as strong with other species but can still be felt as a minor emotional force, especially to close friends and teammates. A cosmic dwarf’s neutral state tends towards jovial or curious, which can make their dwarven cities quite vibrant. Every member of the clan can detect the emotions of another, ensuring that trust and love are the most important qualities, if only to maintain the structure of their society. Deep sadness or anger can be detrimental to a large clan, sometimes being strong enough to overwhelm other dwarves and begin spreading like an emotional virus. Cosmic dwarves have dealt with many emotional outbreaks though and most important buildings double as emotional wellness centers, giving those in turmoil a place to re-center under the care of their kin. These strong emotions can also be a force for good as well. An entire clan emboldened by rage against a common enemy is enough to tear through the bounds of reality. Strong enough curiosity of a disease can bring the entire clan together in the effort to stop it. Even sadness over a fallen leader can unify the clans, strengthening their resolve in an effort to build up a replacement. NICE MEMORIES Cosmic dwarves do not have the same desire for gems and gold that their cousins possess. While gems and trinkets are nice, a cosmic dwarf much prefers items with strong sentimental value. They may regard their family and friends as their most cherished treasures, and simple gifts from these people are like wondrous artifacts to the dwarves. In this way, a stuffed animal of poor quality may be more valuable than a lifetime’s worth of gold. These items are retained by the family of the dwarf after their passing, alongside the stories behind the items so that generations of dwarves can enjoy the true value of these seemingly worthless items. When they do collect valuable treasures, they enjoy obtaining strange things from beyond their realm. The stranger and farther a cosmic dwarf must travel to obtain the item, the better the story behind it. Strange stones from the backs of asteroids, the crystalized power of ancient heroes, or artifacts from mirror dimensions are examples of treasures a cosmic dwarf may seek out. EMOTIONAL FORCE A cosmic dwarf’s emotional resonance is not limited to other dwarves, it can be strengthened and spread to other species near them. For this reason, comic dwarves have become great diplomats and mediators, being able to detect and exert emotional ques in sensitive situations. Cosmic dwarves work within themselves to bring down emotional walls and try to be the first to trust others. Their strong bonds to others are created with a unifying love that has been strong enough to stop centuries long feuds. REACH FOR THE STARS Another major difference of cosmic dwarves is their desire to live higher than their cousins, a desire that helps them see a grander picture. The night sky fills them full of wonder and desire. As such, they make their cities upon tall mountains, instead of deep within the earth. Buildings are constructed with verticality as their main premise, turning cosmic dwarf cities into a series of reaching spires. Those that can manage it will travel into the stars, living a life wandering the cosmos. Many others find one sky to be too small to explore and will begin hopping from dimension to dimension, always searching for a sky they haven’t seen before. Colin Prime (Order #35367621)