The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Welcome to the Retroverse!

An exciting new 5E universe from Lasers & Liches that resides in a place of half faded memories, barely remembered songs, lost childhood friends, outdated styles, abandoned dreams, lost playthings, vapor ware, and time corroded nostalgia. A place both strange and familiar. A place for adventure, friendship, chaos, and the magic of yesteryear. In short, a place that combines your love of the present with your adoration of the past.

Version 3 has added the new Synthetic species, sub-classes for the Glitch Hunter and Apogee, a smattering of bug fixes, and some enhanced/chaged up skills. A few other new surprises are inside. This puts the Player's Mix at just shy of complete, with only 2 classes still missing (to be added soon). 3.2 Minor formatting fixes.

Please Note: This is still in Beta. There are bugs! The current price reflects that and will increase as it grows nearer to completion. Thanks for helping us make this the best game possible! This file will be updated until completed, as we are able.

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by funxboxrox27, 2022-07-14 17:47:28

Lasers & Liches: Players Mix (Beta)

Welcome to the Retroverse!

An exciting new 5E universe from Lasers & Liches that resides in a place of half faded memories, barely remembered songs, lost childhood friends, outdated styles, abandoned dreams, lost playthings, vapor ware, and time corroded nostalgia. A place both strange and familiar. A place for adventure, friendship, chaos, and the magic of yesteryear. In short, a place that combines your love of the present with your adoration of the past.

Version 3 has added the new Synthetic species, sub-classes for the Glitch Hunter and Apogee, a smattering of bug fixes, and some enhanced/chaged up skills. A few other new surprises are inside. This puts the Player's Mix at just shy of complete, with only 2 classes still missing (to be added soon). 3.2 Minor formatting fixes.

Please Note: This is still in Beta. There are bugs! The current price reflects that and will increase as it grows nearer to completion. Thanks for helping us make this the best game possible! This file will be updated until completed, as we are able.

Keywords: Tabletop RPG

1

Colin Prime (Order #35367621)

Credits …………………………………………...2 Muscle Sorcerer……………………………......160
Warlock: Corporate Overlord Patron…..162
Backers………………………………………………..3 Wizard: School of Lasermancy…………...165
Welcome to the Retroverse …………………9
Chapter 3: Backgrounds..168
Chapter 1 Species…………….10
Alien Invader…………………………………….168
Ceran………………………………………………….10 Heel………………………………………….………169
Hiveborn…………………………………….……….14 Mad Scientist…………………………….………..171
Rai……………………………………………………..20 Mercenary………..……………………………….172
Restless……………………………………………..26 Monsterologist………………………………….174
Synthetic…………………………………….………31 Player……………………………………………….176
Trogs…………………………………………………37 Prodigy……………………………………………...177
Wo’nari………………………………………………42 Rebel………………………………………………...179
Dragonborn Variations………………………..47
Cosmic Dwarves…………………………………49 Chapter 4: Equipment……...181
Punk Elves………………………………………….51
Glitchimar…………………………………….…….52 Armor and Shields……………………………..181
Mecha Gnome…………………………………….54 Weapons…………………………………………..182
Action Halflings………………………………….56
Half-Elf Relica…………………………………….58 Chapter 5: Additional Rules
Hack-Orcs…………………………………….…….60
Human Offline……………………………………62 ………………………………………….184
Void Tieflings……………………………………..64
Corruption…………………………….…………..184
Chapter 2: Classes…...……...67 Cliches……………………………………………...187
Shiny Variants…………………………………..189
Apogee………………………………………………67 Criticals and Failures…………………………192
De-fragger……………………………….…………77 Feats………………………………………………...193
Glitch Hunter……………………………………...89
Henshin……………………………………………100 Chapter 6: Spells……………..197
Holo-knight………………………………………..116
Synth Weaver…………………………………...123 Base Class Spells……………………………...200
Sub-Classes………………………………………133
Barbarian Techno Viking…………………….133 Chapter 7: Gods……………...230
Bard: College of Metal………………………..134 Appendix A:
Cleric: Domain of Action…………………….136 Safety………....................................236
Druid: Circle of the Corrupted…………….138 Appendix B Inspiration……237
Fighter: Path of the Wrestler……………..140 Appendix c: OGL
Fury-Fu Monk……………………………………147 Content…………………………….239
Paladin: Oath of Awesome…………………152 Character Sheet……………..241
Ranger: Dream Champion………………….154
Rogue: Ether Vandal………………………….157

1

Colin Prime (Order #35367621)

CREDITS I want to thank everyone who has stopped to give
us a like in social media, those who shared us with
LEAD DESIGNER: CHRIS LOCK their friends, and everyone who backed our
Kickstarter. You are the ones who keep this
LEAD ART: LLUIS ABADIAS project alive and it means the world that you
support this crazy thing called the Retroverse.
ADDITIONAL DESIGN BY: SCOTT
BORLAND, KATRINA BRESNICK, I want to thank Chris for being the most
KEVIN HARRIS amazing person to work with. Whose words keep
inspiring every piece of my art, and whose
Thanks for Playing! friendship is among the most valuable things I
have.
The Retroverse has been an amazing project to
work on. Never in my life would I have imagined I want to thank my family and friends for their
that a fun venture like this would receive so much much-needed unconditional inspiration and
support! I want to extend a thank you to everyone encouragement.
within the tabletop community that has
supported, encouraged, and loved us through this Thank you, and welcome to the Retroverse
journey. We’re only part of the way to where we (beware of the laser dog).
want to be, and we hope you will continue down
this path with us! -Lluis Abadias

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

2

Colin Prime (Order #35367621)

Our Backers

Thank you so much for supporting, testing, playing,
celebrating, and putting your story into our world!

OneCritWonder Caleb Coppola Matthew Kienna Shaw Just_DM_thing Dustin Parks
Firestryfe Jess Washburn Doiron Fish in the Pot s XD Miniatures
Zeroun Blue Michael Morris Ryan North Bernard Eric Renner Kelly Davis
Jesse Smith Scott Bryce Perry Reichertz Tomasz Paintingswow
Gabi Davenport Robert Bass Curt Carbonell Wieczorek Joey
SignatorySea Michael Paul Gorgone Lucas Duff Sean Alchorn "Gnomedic"
Paul Hubbard Blanton Kate Alan Sells Luke Barranco
Brian Bergdall Aras Sivad Matt Corley Jakkaru Chad Trinity Knot
Scott Borland Chris Sies Ji Hee Son Louis DaRos Dominique Studio
james stark Bradley Polk Adam Lyzniak Atira and Dragon Turtle Ala
Kevin Harris Torn Pixie Jonas Parker Games Jennifer
jusmhar Nyarlana Ross Leiser Gaughan Shannan Prickett
Ryan Paul Gibbs Orcansee G_Q Crowe Dan Garcia
Morgenlander Matthew Game Works deleted Krystal Nathan Pallotta
Robert Ojeda Haentschke Anthony Joshua Opper Christensen David
Juan Casillas Hannah Anthony Stefan J. Mara Reynolds Folmsbee
Derek R McBride Jason Mical Carney Nathan Nicolas
Boudreaux Andrew Nome Jiffy Joshua Jacobson Desjardins
Alex Wilson Krystal Riccio Andrew Dao Shanabarger Matthew "J Tyler
Matthew Evans Keith Stanley JRez Joshua Wall" Wallace Tyler Bowman
Chandra Quincy Jackson Sterling Berg Otteredlegos Cristian
Robillard Anna Jeanette Briggs Bytes N' Brews Squeegeelord Dukedrake25
Nathanaël Eric Ramos James John A Walz Miguel Shelby Cobb
Roux Luke Wilson Redmond and Katie Walz Ben Prime Nate Ng
Foster E Jay Tallsquall David Nett Carrie Fowler Gabriel Adam Nelson
Benjamin D Frank Carr SDG Interactive Ryan Hennesy Paduganan Jacky Leung
King Travis Haney Publishers Ralph Levi Zoë Adams Matthew J
Jackson Jelenic Albert Price Alison Moore Clark Jay Man Weidman
chrstphrdoorn David Fry Thomas Roger C. Jones The Creative Jake Friday
bs Sam HOARAU Uzarall Fund by Mark
Logicspren Brockelbank MrProtoman Sunshadeau BackerKit Harrington
Jeffrey Arnold J. J. Sloane Mr.Keltz Arts Vali 3 Theater Marz
Reese Elliott Anjuli Smith Paul Rivera Benjamin Advisory Board Sporelock
Connor Lamb Stefan Persson Johnny Vargas Clarke Renee Hupp WindShadow6
Jacob Shelley KalessinTheFir James Cross Bob Skerry Neal 4
Christopher st Eric Williamson Christopher Thornbloom Nathan Weber
Wynn Chase Churchill Garland Adam Sayre Terran Empire
Adam Masishin J.k. Charm Carlos Gwen Jeremy Welker Publishing
Craig Aldridge Runnings Donald McEntyre Kristy Dalangini Chaoticanarach
explosivedonut Ian Scott Thompson Andrew Stephen Holt y
[email protected] Alex Klemens magnarinfectu Fallows jhobbs Matt Jarman
Joseph Davis Marc Schubert s Caitlin Crowley Eduardo Felicia Sible
BrightPhoenix Matt Hoadley Stefán Þór Cory Smith Ryan M Mythmakers
CDGuano Sarah Brodeur- Reykdal Justin Shiroff Gianforte Designs
Roxanne Campbell Christopher Bayley Gillier Megan Roy Max Funkey
Larson Aya G Mayfield Christopher Rosemary Michael Maris
ColeH Claylex Tom Louis Richardson Tropeano Óskar Örn
Amy Van De Zett The Goddamn Matty Guest Eggertsson
Water Jen Cawley DM Michael Perkins 1825415596 Jose Martin
Leigh Matthew Robert Stoffel Emmo Tim Urdampilleta
Fletcher Abernathy Clive Barker Lütringer Dubbelman Aldama
Sean Cardwell Dark Beast Cooper Vaughn Jared Ryker Seth Johnson Guest
Jeff Blackshear Sarah Owen St.Gelais David Wood Jack Sibley 1835705234
Craig Campbell dearsylvan JEREMY D. NumberTenOx Joshua Graves myshade1973
Wes Darren Cooke KLEINHANS Samantha Aaron Pike Caitlin
Farnsworth Morgan Darcy Stuntman Mike Oliver Rowson

3

Colin Prime (Order #35367621)

Hayley Josh M joshua palmer Grant F Michael Evans Brian
MacDonald Kyle Cress Andrew Jordan Connor Hunter
Guest Collin May Dustin Jon Alan Karas Richardson
292968850 Kyle Riley James Ho Action Jackson Rob Peters Jonathan
Kevin Webber Rory O'Neil James Killen Eric Dziver Harriet Seastedt
Rachel Lian Darion Nutter Guest Jesse David Josh Phillips Kalvin Gearhart
Rae Huffman Laura 450170274 Wan Brian Lynch Larry Dixon
kyle claset Drew morgan Bill Garrett T Dwight Wade Will Kerr
Leland Miller Patrick OShea Rob Lamerton Saege Colin EpsylonRhodes
Benjamin Ray Caffrey Matt Matthew McLaughlin Zach Stevens
Brinkley Connor Alex Schmalzel Devon Trube Zachary Pollak knight artorias
Jason Thompson Philip McRae Josh del Villar Anthony Casey
Gregory Levi Burtner Matthew Jirau Dom Cruz Wallace Kei Imamura
Stangel Mr. Luchador Michael Tree Jordan Running Relentless Rex Wes Klaassen
Jeremy Danger Maeryn Althea John Guyette Matthew Lee Michael Philip Snyder
Tharp Tover Zoulot Myers Eric Evilsizor Anita B
Robert Linford Gary Dowell Brad McAlpine Est Cal Casey Shreve Rrok Anrolle
Chad Jon Schneider Aaron McCall Eli Martin Three-eyed Rat Robert Allin
Reiko A Meyers David King Stuart Ishmael Zarkov Tootsie Walker
Jack Talon Lizzie Mueller Watkinson Jay Bickford KnKplayDnD Jerry2die4
Kieren Pae Tyler Peterson Marz Marziano Gideon L. Reece Catriona E Chad Long
Loic Lawrence Carlos Irizarry GmMxt Wood (Tecrogue)
Foxwood Holbrook Aaron Donahoo Danielle Stull Devon Cox Guest
Games Skye the Nicholas codedude3 Sasha "TK" 41473792
Garrett English Gamer philip treier Daniel Bernath De'ath James Fazardo
Ayleron Andrew Swink Brian Lopez Isaiah Kim Metzger Willborex
Kezreck Brian Fields Warren Nichols Castreek Francisco Zach
Matt Trombley Barfu Chris Pipinou Keith James Ferrer Shallbetter
Courtney Tom Munkres Colleen Dickinson Evan Louks Jordan Crafton
George P. Tyler Swanger AnotherSpectr Eric Lohmeier Tyler John
Seims Vikrant Misra e Richard Paul Christopher
Raymond Kevin Hall Roh Tamalavitch Brendan Dingman
Weishaar Sam Messor JP Malfias Cronan Bryce Hiles
Treble Quin StrayDog Michael Wood Zach Bertram Evil Midnight David Jacobs
AlonsoPratt Chulain Alejandro Logan Worm Lurker Jenny
Logan Sparks Ben Zakes Romero Mathew Tim Garris Andrew Heath
Justin Simek Chance Matthew Garry Breitenbach Cecily Winters Darkulic
Daniel Boonie Clement Cullen killervp Justin Nathan Van
Nathan Miller David Petersen Austin Beatty Alexander Son
Courtney Justin Joye Snarkayde AdrianaWeaver Miguel Warlock Kalen S. Lewis
Custodio Brad Czarnata (Philip) Jason Myers Patreon TJ Martin
Benjamin Kirk Tony K. Aaron Matt Easton Ryan Acheson
AJ Darrow Pete Kauhanen Chleborad Scherbring Lindauer Daniel
Morgan GoldSkulltula Ben Fowler Chris Lamerton Josh Simons Peterson
David Jones Christopher Tim Annan Owain Fandible Ashley
Thomas Stewart Mykal Wane Boardman Rianne Mika
Kienzle David Wilson nanditheg Jorah Kai Goodman Charlebois
stefan Ryan Percy Scott Cosmic Ehrhart Adam Tony Swallow
Hannah Bishop Adam G. Vandervalk Dungeon Edenfield Bran
Cory Brooks Aubrey Massey Momster Chase Hannah
Longenecker Teemu Matthew Glass Eri .. aka j3w3l ABS Steinman
Kevin Lemke Helasharju Debbie Oddtwang DrSbaitso Eric Jaeckel
Corey Tess Devon Mosier Maribelle Christopher Natalie Vincent Thomas
Jordan Saba Michael Michael Tyler Wilkinson Nicholas Rogers
John Cowdery Letterle Kerr Alex Greder Gerard Pernes
Megan S. AJ Freeburg Jessica Salter Stachowski Luna L Vernon Psybernary
Jamieson Richard Luoma Alex Boake Holly PinkZeppelin13 Cameron Lee
Mockel Sean Murphy Cody Blaschke Clint Andrew Irby
Gargoyle Soup Joshua Kerns jack joseph Morise Rachunok Adam Brooks
Jon Howe Greg Doug Nick Whitney Matt Drwenski JB Glendinning
Rob Hobart Leatherman Joshua Ellu Ngoko muttonchop Rodney Leeson

Colin Prime (Order #35367621) 4

Kyle Lawrence Chris Tardie Stephen Calamity's Purps Alexander
Zachary Dennis Eichenberger Child Spencer Foust Burks
Hoagland Adishwara Ian Stoneking Andrew Artúr Németh Nelson
Patrick Krogh Johnny philip hindley Stauffer Bobrith Glasford
Jensen Guereque Aaron Ingles Todd A. Peter Clark James
Buck Max Adam Crandall Lieron Brent Floyd Cameron
Christopher Susan James Dickson Chris Marten Cory Law Mccloy
Brown Thompson Michael Kaleb Oswin Lee Yeong Riley Crowder
Nick Garcia Lauren Eames Guerette Scara Chee Jason
Nicolò Lardelli Robert Max Kalanyr Devlin Logan Hennigan
brandon Freeman Emily Jason Wassenaar Edward
reynolds Audryana Micah R. Salomone Xandar Miller Kuruliouk
Cerxi Knippert Maloney Steven Barnes Erin Hansen Callie
Ryan Gooley Kieran Bohu Jack Isaiah Fabio Endrizzi
Tyler Mclaughlin John-Morgan Karina Reitz Cainsf Thibault
Cranium Michael Clarke Rodgers Ben Richardson Mike Hourigan Martin-
Squirrel jacobingalls Myerff1 Michael Bunicci Jeff Mach Lagardette
Hawk Johenson Craig Lily Podolskaya Jar Anthony Aaron
James Wiken Mistlebauer KevinRanch Alexandre "LibrariaNPC" Bobby Seppi
Nathaniel Tristan T. Alexander Perras DeMinico Dumat
Brown Andersen Wilfinger Brian Zuber Elvenstreak Mike Shema
Zachary Monea Nick Jamey Belin jdubiel Elysium Ervin Scott
logan dake Hamelburg chris johnson Parker Sikkema Rich Horner Sydney Blood
Andrew Carson Sean O'Dell Jess V. Stephanie Andrew Cubes Trenton
Kyle Bebarce El- Christian Silva McNamara Corey Greg C-M
Talyen Tayib Mike Wieczorek Nick GIlder Dalton Andreas
Danielle Berry- Sebastian Hans PerrosCabra Sally Pritchard Paul Benson Walters
Massey Wilhelm Cleigh Richard Cole Cody Steven Setzer
Bill Wantuck Hamke Nicolò J.P. Starsey Ryan Reed Jurnee Jakes
Michael Jere Manninen Antonucci jtc1975 Kaj Sjostrand Ian Lee
Branham Nick Anne Trinket Jesse Anderson Preston Parker Trevor
Eve Seitchik Kristopher R Neil Jensen Jared Cram Robert Nolan Skagragler
Bradford T Janelle Cooper Erin Fiser Phoebe Zeitler Bridger Burt Tyler Mascia
Duncan Faith Tyler Etter Anna Morgan Corey Kaldgord
Kylee Wilson Ryan Bader David Walton Goldberg Rautenberg Syd O.
Arkanjil ryan treangen Dinosaur Chris Zito Aric Traiss
Brett Gordon Dreamin McDowall Marc robert kim Legendary
akimika Askew Hannah Silver Citadel Justin Vona Pants
RIdley Litton Stephen M Pentreath Jon Hygom Alex phelps Gary Blunt
VaultsOfExtoth Toothman Travis Odin Gislason Peter Roads Matthew
Nathaniel Matt Frazita Mattingly Jace Josh K Highsmith
Terhune Red Scare Erik Ottosen Josh Jasper charles Lucas
Guest Kenneth Miller Kevin Smith Dan Beining coalson Henderson
137979570 Alex Ryan Harris Pizzademon Elisabeth Spartyblb
Shawn Jacen Quinn Tyler Brisbin Eric Pinero Sandoval Alex Iptok
Robert Grice Tyler Lee Ben Krebs Jason Bean Robert Melluso
Banks Mathew Calder Noah Sklar Cimarron Wills Vitamancer Corey McAtee
Riley Fraser AntiSqueaker Pascal Englund Alec Payne Ian SerVaas Chris Neves
Andrew Jed Locquiao DG Quentin Acord Nick pater Jared Edens
Stephane Gage Blidy Crasius Herkules Joshua Ian Prado
Gelgoot Kyle The Pike Ali Roberts Ehrhardt Charlie Kendall Chewanko
novaraiser GTaichou Brian James Justin Wrenn Anna Stinnett
Halcyon Bryce Lavoie Goubeaux PotatoHollow T Andrew
Scott J. Dana Boychuk Eric Ramirez Ian Shaw Justin Gillman Arneson
Dahlgren Brennan Mitzel Gaëtan Voyer- Rudolph Jason Breth Natalie Wallace
Nicholas apisano Perrault Clay Hodges Claude Weaver Jessica Lyn
Reeves Alic Szecsei Joseph Le May Rae III Randell
Nina Dyer derekticon Spencer Wyrdrune sofie franks Nicholas
Francois Noah BroPhones Tommy Larry Hetrick O'Bryan
Poudrier Waterman Mike William Crowe Erik Nell Adan Yanez
Darian Billowitz zerokiba Bot_Jake Robin Gonzales Kenneth JoeyR

Colin Prime (Order #35367621) 5

Nayomie Jade January_Silenc Leonard Wing marcus Ben Hamilton Joseph Rhodes
Kevin M Kelley e Bartenstein DamagedDice Thanodin Old Gods
Emily Escovar Nick Megan Violett Duarte Cruz Wade Cottell Gaming, LLC
Matthew Stacey Carl Camp Britton Combs Quinn Andael
Goranson Noxi Tim Hall The Bearded Anonymous Sprague
Eric Pickney Paul McHugh Edgardo Cruz Vegan Jake Mattinson Minger
Timothy Joe Sean Forrest Garner Sean Connolly Stephanie
Egelston Lucas Raines Christopher Michæl S Reese John Murphy Wong
nora Shawn Charles Richer Paul Ryan Haynes SeanPNG
Rick van der Fennessey Rob Olsen Lurker Bees Noah Chock Okra
Meiden Nasty Sauce Richard Lee Tradoseo Andrew Bobby Skelton
FractalCola Boy Hurst Rubahhitam Noah Storz Connor Jackson
Frosty1723 Dallas Hetrick Thoams Princess Callum Tyler Loring
Michael Taylor Harvell Alan Cohen Ballantyne Raven
Tremarche Goehring MrFlame Matt Cook Vlad Giulvezan Brian
Steven Aiello Crouza Diffraktor Andrew Lumina MeleeMagthere
The Miniboss Zachary Wease BasedWeebus Schwerdtfeger Gregg Barlow Anderson
Amanda Anastasia Doug Fuscia Sam Diamond C. Wheatley
Jackson Valerie Zachary RadiantPython Moebus Zackery
Syrus Turner Nom Brian Cowan Beau Crabtree Thomas Freed Cantrell
Dorian Smith Qimzanzxqnr Joe Cherney Kevin Scott Lawrence Jason Miller
Morgan Fiona Nathan Lynner McClurkin Stephanie
Williams Astrid Grainger Ryan Glasgow Zack G Michael
Josh Waddell Kevin Myers DrunkenGeebe Will Wright Sean Duffy Jacobson
Ben Warkentin Julian Stanley / e Comrade_Silve Jacob Mason
Lisa Nunez Ebon Gryphon Marcus r Peter Kieran Mitchell
Brent Cain Games Vanderloop deleted Beau Parsons williamsjakeb@
Callie Ashimal Matt Krieg Chase Novak Mike Bertrand gmail.com
Celina Pfarr Matthew Chris Chaney Shiotoma Maddi Muddogg
Sean Kelleher WIlkins Chomas Ten Riccardo Lukasz Liam Boone
Alfie Justin Barnett Joseph Whitley Rumor Furmaniak Hunter
Rebeka Piccolo Blake Monway Joshua M K-Yote Mugianesi Houston
James micmacp@gma Knutson BogWitchMain Anthony toomuchlettuc
Amundsen il.com Bartimaeus Samitefan1 Eury e
Mark Eberhardt Peter Inman Shojahon Eddie Carlos Mads Rune Benjamin
Anna Kopinska Sean Batter Shatursun Fiona Redmond Haugstad Weaver
Jordon Daniel Jason Gettel Joe Robert Brunck Conor VerdeD4
Ross Cyaneus Ensis Ian Boyte Dan Cox Max Miller Michael Creel
Kevin Dave Burak BardicJester Nick koolfy Giancarlo
Tim Gonzalez Tao Sam de Jong Jacob Ryan Aversa
Cody Warren Neuendorffer Jorge Rivera Carruthers Christopher Raiden
Brendan Brown Flaherty MichaelComea Phenix Cavner Escarsa Gavitt Reid Barker
Alyssa Audet Zachary u Josh Raymond Roger Lafave Alexander
Patrick Antonio Sergio McCook Aeryk Eric Iavarone
Stockinger Vasquez Tyler Neice Lindsey Matt Belford Brayden
Sylva Dan Murray rob Mark Molea FrozenThrog Tiberius Scobie
Victoria H Charles Matthew Matthew S. Benjamin Rees Ryan Curran
Megan Brown Lucian Kahn Puusalu Dentino Susan Marie Nick
Brian A Alison Madden Matthew Matthew Richfield Zachariasen
Johnson Gemini Duality Chissell Marchitto Samuel Brenden
bob Serpent Sea CthulhusDrea Meriore Evan Zrinsky Roidon
Joanna Games m Peter JD Colby Elliott Samuel
Marcinkowska KaCee Bunn- James Colleran Mcintosh lonelydistance Levesque
Fynikz Smith Christopher Will Michael Barry Daniel Hudson
Sam Roache Josiah Gabe Miller Jason Denver Harold Bosstick Daniel
Eric Hellickson Corey Tindall Nick Bender Hall Trevor Lamoureux
astera Alexandra Steven Andrew Barron Steven Vocke Veronica
James Ladd Wilson Stanislav Jessica Nicholas Hamilton
Rabtar Jamie Ivanov Nathan Houle Darling AndrewFarmer
Jack Coleman Daniel Iglesias Tyler Elliot Brandon M. 09
Case Pendleton Ryan Robbins Gabriel Wagner Merlannin Mike Lindsey

Colin Prime (Order #35367621) 6

LaserFowl Rhys Cottle- Mary Bennett Anthony Mark Sherman Jonathan
Arthur Vinson Gregory Morris Kirkpatrick Izaak Spiers Baldwin
Zach Amarant Deanna Taylre Griffin Nolan Thomas Jeremy Jack Cross
Robert Bushman Spike Edmond Nicholas Jaross Handler Jeff Bauersfeld
Stephen Grote Daniel kaitokaito Oliver Slater Quinn Crandall Matthew
RobbieEsson Hojnowski E. S. Dickenson Noah Aaron Vanderweel
Marcus N. Daniel Jesse Bruemmer Sam Costidell Nanci
Wiles Adam David Nick Michael New Adam Jones Patterson
Sean Ringrose Dunlop Dakota Russell TJ Tompkins Michael Popp Brandon J
IllustriousIllusi Tj Dozier TDog60 Abby Wentzel Post Petrie
onist Mike Minich Nicholas Gary Oak Apocalyptic Sean Riedinger
Ari Weaver josh nelson Kandas Courtney Gamer Abigail Rogers
Joseph Stecher JESUS BARRON Hannah Kimble William (Maxadon96) Eric Bajus
Jacob Berman Thomas Alex Kobs Phoenix Arkhane Robbie
Wesley Allen Anderson Phillip Ada Moncus Asylum Alberto
Taylor Forrest Perrin German Daniel Will Helsing Publishing Gonzalez
Fitzgerald de Graaff Boso Kevin Cherry Jacob Kelsey DeVries
Wilson Zen Bottles Charles Jacob Crowley Montgomery Dean Piechalski
Benjamin Frazer Gault Mayfield Bryan English Stefan M. Ethan Slack
Greene Kyrre Havik Christian Holcy Furlong Feltmann Tyler Gerber
Chris Morgan Jonathan Scharkus Tori Carissa Black Rosemary
Matyas Matlo Matthew Markus james klein Benjamin Harris
Jon Roth Simpson Olofsson Duncan Lint Francis Daly JonahLore
Dylan Stup Nnpatel87 Jared Pyron Jd Crouch Preston Poland Drew Alderson
Brendan Serpa Kevin Adams Benjamin DMDoom Sam Parsons rathiri
Bryan Taylor Andrew Skarda Smith Steven Jeremy Quinn
Arielle Moyer ORC DAD John P. McSeveney Sterling Armstrong
Tiberia John Cleary Michael Martin Kestner Adam Royster GlitchedInGrey
Alan Elliman Aaron Craig Kaleton Joshdk Gale Fierre Verdestrom
Noah Morris- Kyle Challen Martinson Paul Chance Chris Gwinn
Fry Ali Abdullah Christopher BeadsJr Phil Kenyon Montana
Erica Wallin BusinessOtter Banks Jack Joel Bobinski
Carl Brost David Syrakkis Elphinstone Jonathan Trent Leclair
jayoungr Kenny Zachery Warren Andrew Lesher Second Class
john Chris S Gaskins Melvin Prehistoric Elitist
HardwarJo Ryan Fowler Falon Deimler Hannah House Duck Ryan Kent
Christopher Rina Aster Draugdae Lamp Erin
Arce luca andres sosa Shelby Besse Bailey Martin Russell
Brian Mochrie John Crowley Drake Booth John J. Berting Andrea Rose Ventimeglia
Justin Forkner Irving Thadeus Frank Doherty psudonym55 Ann Veenstra Joshua
Ryan Royale Rurun Petelo4f Colin Wilson Herrington
Adrian Arcoleo Thomas Chris Alex Jackiw Thedrawingpon dudeman
Matheus ReyLang Alex Shrew Lopez y mcfex
Borges Ziderich Vaughn Mayer Herrington orcrist86 Sybil Jeffrey Morgan
Doug Atkinson Bai Ley Holly Dingwall Derrick Zero Caige BobGoblin
Adam Poisal Matt Soucy peter bouldry Brunette Alain Win
penn poutanen Jillian Z RoboGerbil James Knevitt Bourgeois Brandon Benes
Joshua Frazer Tracy Vierra Red Tyler Matthews Dell Shelby Davis
Mark A. Wilson Andrew John Adrian Tanner Banks Spellhawks Tyler Hulsey
Ash Christians Devin Hero Basilio Craig Cormier Press Greg Barnsdale
Ryan Junior Thomas Kristine Jacques Sky Poole
Eric Feay Santiago-Jack Watchorn MacLeod Menasche Eric Szypulski
Taylor Bleir Derrian Greer MarioGMan25 P Aguilera Jarrett Martin Brandon
Nicholas King Ty Vivas Kaul Sean Waffles Jared Silfies Thornton
Krisal Gile Leon Pena Michael Schoen McAuliffe Tony McDowell Dillon
Dan Hernandez Zach Rotz michael Christopher Charles VanBuskirk
Jeremy Auer Austin armstrong Stoner Koeppel Alex D.
Oni Garlicki Ryan McCoy Jeremy Jamie parsons Endless Mike James Yardley
Charles Prause Jeff Jorgensen Johnson Daniel Wismer Casey Shougo
Luke Renz Serasi Christian Elizabeth Ellis ConorJ Amakusa
Ian Rugg Gardiner Leslie Porter Jesse Ingram
Colin Prime (Order #35367621)
7

Greg Katopody Rory Noah Sterrett Carnes Wendlowsky Brett Matschke
Parker Brantley William Koebke Stern Buckaroo Leif Isaacson Gabrielle
Fleo Chris Savoie Darren Chris Durst Margaret A. Seaborn
Dakota Dohr Rudy Jahchan Thompson Nash Michaud Toby Jennifer
John Highwind Eric Daugherty Pokeroots Morgan Gate- Justin Tecca Gavin Boutdy
Tayot84 Dan Bacon Adam Souza Leven Demu Lucia Gaudenzi
Coty Seth bejan paknia Remy Coupe Philip Ethan Karene
John Joshua Wright Gareth Maranda Robert Conor Toleson
Templeton Ryan A Christian Williams Darklight Austin
Michael Craig Duchene Vinetas Art H Interactive Woodward
Adams Otherjoe Rob Miller Mike Wisnefsky Jacqueline Chip Warden
Candice Nathan Gross adam jacobsen Cody Lily Niehaus Kyrra
Devon Santos Tam Elliott Sheldon Colin Lemen Britt M Derrick Davis
Alex Ellis Pablo KooeyHundred xXDarkHour96 Jernigan Max F.
Karl Slagle Adam Harju s Xx Guest Mike Elston
Adam Zellmer Graham S. Katz Graham Norton 2041889705 Robert West
Rebecca Russell Marcus Deziree Larson Jayden Masato Edward
Lawrence RedMageGizmo timothy timepatches Lewis Fadigan
Eduardo Andy Lau Joe Sturwold John Jim Ryan Todd Biggs
Caimares Shauna Alec Hunter Bookwalter Jr. Henry Perez Ryan Sundberg
Matthew Michael Ryan Austin Steve Caitlin Williams Stephen
Boone McGowan Bo Linrandir Gabriel Gray Hallowich
Steven Jordan Kearns Stephanie Samuel West Josh Evans Mark
Derek Phaneuf Nicolas DiFurio Turner josiah Joanna Michelle Katz
TheLetterB Richard VonEther Jonathan Wanfried Conner
Jeremy Kear Erickson Erik Heathcote Perosa limitless Todd Richards
Forrest G. Joe Meyer Daniel Jacob Kemp Kristopher Jaime Colon
Emerson Grant Vargas Thor Holmquist Kotaabear Pring Mechanomaly
Lucky Dice Christopher Jacob Nick Roth Matthew Roy old beetle
Matt Skinner Grey Nicolas Pirot Jordan Bajzert Tom Burdak Sebastian
David Sweeney Stefan Buiter Samuel Shaun M. Orion Burke Müller
david milka Brett Creelman Quaintance- Wayne Liberty Troy
Kim Detro Buterbaugh Jeff Joecken Edwards Dylan Haskins James Briggs
Kristen Chris Philip Boyle Eric Enloe cliff Eric Semrow
Winslow Ian Firbaelvan Stephen Krzysztof Hannah Carlan
Thomas Genevieve Gushue Domański Ted Rouse
Cody Swatek Ian Wallis Karina Reitz J Silverstein
Steven Lord Aaron Krazie Zach crystaliswave
Stephen K Daniel Bertrand Mujestica
Sandy Ruiz Beeching Keenan Sawyer Phyllis Ashley
David Stanley Keith Hershey Joseph Oleson Jack Plant
Amber Jr Brad Yan
Adam Alessandro Guillemette
Maggi Sean Hunt
Jonathan Green Benjamin
Matthew Keck Olschewski
Jamie Flood Justin Carter
Abel LEFEL ayellowbirds
FERNANDEZ Joseph Wood
James Stephen Durell
Woodman Luke Biskup
Harry Jamal L Wilkins

8

Colin Prime (Order #35367621)

PLAYER’S MIX Additionally, this game is built to be a safe and
fun experience for everyone, regardless of race,
Within these pages is one of many dives into the religion, gender identity and expression, nationality,
world of the Retroverse. It is intended to be sexuality, or otherwise. It is up to all of us to build a
bombastic, humorous, and more than a little silly. welcoming place for our fellow players and game
The Retroverse is a universe inspired greatly by masters. When planning the story, discuss some of
music, games, books, movies, and fashion of the the possible tropes or difficult subjects that may
80's, 90's and early 2000's. It resides in a place of come up by playing this game and work towards
half faded memories, barely remembered songs, group consent when dealing with harsh real-world
lost childhood friends, outdated styles, and time issues. Likewise, if you find something in our game
corroded files. This world does not follow the that you feel is problematic, please let us know and
traditional rules for fantasy settings but is mired in we will do our best to remedy it.
them all the same. The Rule of Cool is written into
the spirit of this game and is the only one that Thank you so much for helping us test Lasers &
should be adhered to strictly. As with all things, Liches. We hope you have as much fun playing our
your Game Master (GM) has the final say in how game as much as we did making it. If you have any
their world operates. comments or concerns, you can contact Chris on
Twitter @Snickelsox or Lluis on Twitter
The Retroverse was built around 5E. There @LluisAbadias. Stay safe in the Vector Wilds!
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.

9

Colin Prime (Order #35367621)

The creatures of the Retroverse are wild and LUMBERING LEGENDS
varied. Alongside elves and humans, creatures of
fitful imagination make this place their home. Cities Cerans are a hearty breed of creature, living at
are built by the Wo’nari. Trogs dwell in deep swaps least 300 years and rumored to be able to live
or deserts. Cerans hide away in remote plateaus. double that. There are three major bloodlines, Tri-
Even Restless, though extremely rare, have been Ceran, Sty-Ceran, and Pa-Ceran; though most of the
known to be heroes. world has trouble understanding anything beyond
the physical differences. All of them stand a
Keep in mind that the descriptions here are minimum of 6 feet tall with some of the largest
generalities of the species as a whole and are not measuring nearly 8 feet high. Their massive forms
indicative of the behaviors and personalities of are matched by their massive frame. They can
each individual. No species, culture, or peoples are easily weigh 300 pounds, making life among more
a monolith. delicate species difficult. This hulking size does not
always translate into raw strength, in cerans it
CERANS most often manifests as stubbornness in the face
of death. Children's stories are rife with tales of
“Deysea stood before the council, resolute in her ceran warriors refusing to stay down, despite
belief. They would not meet the world because of overwhelming injury.
their ancient fear. She would not be the same.
Deysea would break the cycle of seclusion and Their scaly skin ranges the entire color
bring her family into the new world, regardless of spectrum but is rarely ever bright. They have
their desires. She waited, as they bore down on her several horns on their head that vary in size and
with judgmental stares. She would not bend, she placement based on their bloodline.
would not break.
VOLUNTARY OUTCASTS
“Go then.” the eldest said. The others turning to
her, surprised at her decision. As long as cerans have been known, they have
possessed an inset aversion to heavily populated
“I-wh-,” was all she stammered before the elder areas. They lived in their own villages and towns,
cut in again” made of strong woods and stone to withstand
everyday ceran life. When other species interacted
“The world is waiting, we are too old for it, but with the cerans, they found their terse attitude and
not you. Just take some of my wisdom, do not strange spiritualism perplexing, making relations
forget your past, for I will be watching. Do good, somewhat difficult. Their distance from “civilized”
always.” life allowed rumors and large misunderstandings
to build around them for
She stood, shocked by the councilor’s candor. centuries. In truth they are a
She got what she wanted. She would explore the kind and
world, see its people, marvel at wonders. This could wise species,
not have gone any better for her. But why did she giving their all to
suddenly feel so alone?” those in need.
They have little
The most common reactions to a ceran are that of sense of
unease and fear. Hulking reptilian humanoids, they self and see
have a tough time adapting to the fragility of the themselves as
realms outside of their own. The many gods and simply one part in a
evils of the world seem convoluted and gross to larger whole
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.

10

Colin Prime (Order #35367621)

They have an unparalleled sense of honor. A HARSH LESSONS
driving need to live up to the name of their
ancestors focuses their actions and behavior. Some A ceran's life is filled with the experience that a
more jovial species feel as though cerans never let stubborn nature brings, combined with the lessons
their guard down, and they would be correct. of their ancestors. Wise beyond their years, cerans
Cerans believe their ancestors are always watching will gladly share their wisdom with anyone who
over them and have no desire to shame has the patience to listen. They are fond of long
themselves in front of their grandparents. Those stories, weaving dense meaning into every line. The
that stray away from this code of honor, and seek a few ceran texts that exist are so filled with double
life of selfish avarice, are known as “Rontar” to their meaning and subtext that other species can spend
kin. In most cases they are left to their own devices, years studying a single chapter. Despite this
though they are coerced, by many undesirable inherent wisdom, cerans are hopelessly
methods, into abandoning their family name. Those bullheaded. Their desire to impress their family
that take a blatantly evil approach to life are pushes them to continue a given assignment, even
hunted by the family, their transgressions too after repeated failures. A hopeless quest to others
severe for the ancestors to overlook. The ire of a is considered a worthwhile challenge to the cerans.
ceran family is a rare and deadly curse to have
upon you. PURPOSEFUL ADVENTURERS

To a ceran, there is nothing more important Cerans are the epitome of homebodies, rarely
than family. Be it by birth, found family, or those venturing out without a good reason. Often, cerans
that came before them. 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.

11

Colin Prime (Order #35367621)

Family Names: Throndaxi, Reavenden, Holistanden, CERAN TRAITS
Roseguns, Stallonus, Vandammed, Locbadias,
Lundgryen. Cerans all share a similar obtuse build and attitude.
Ability Score Increase. Your Constitution score
Personal Names: Fighter, Spear, Big, Horn, Wise,
Barrel, Foolhardy, Savage, Indomitable, Wit, Shield, increases by 2.
Mage. Age. A Ceran reaches adulthood at age 20 but

OTHER SPECIES may spend many years learning from their elders
before they are ready to venture out on their own.
Many species have incorrect preconceptions when They usually live around 300 years.
it comes to cerans. They believe them to be slow,
large brutes, only capable of limited speech and Alignment. Most Cerans are good natured,
destruction. The ceran lack of enthusiasm for tending towards lawful alignments. They are
integrating into other societies makes the fight willing to sacrifice great time, effort, and coin to
against these misunderstandings an arduous one. help those around them. Those that lean towards
Cerans however, do not give into preconceptions chaos are often ousted from the family. The very
about any species or individual, trusting only their few evil Cerans ever recorded are treated like
own experiences on an individual level. Merit and taboo history, their tales told only in whispers.
honor are what matter most cerans, not the places
or stories that surround them. 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.

12

Colin Prime (Order #35367621)

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 affair may be the fall and rise of entire nations. If
an event does not directly affect their family, it is
These Ceran are rarer and more reclusive than the likely not worth worrying about. This does not
other bloodlines. They have not adapted well to the mean they cannot be amazing allies; they just need
outside world, keeping their young away from the the right incentive. Their very direct nature means
dangers this new influence might bring. They are they need to know exactly how any quest might
deeply spiritual, spending hours in communion benefit their family before they consider it. Gaining
daily with their ancestors. Their resolute adherence their assistance is typically easy as they are quick
to tradition has made change slow in their to trust others; making them prime targets for the
bloodline. They are seen as primitive by other wrong person with the right enticement.
species and even other cerans can view them as Their dull scales are accented with tufts of fur that
less advanced. Despite this, they are amazingly stick out around their neck and spine. The horns
gifted with insight. They have an unnatural ability are small, almost decorative, and serve little
to peer into one's soul and discern their desires and purpose. The large nose however, is coated in a
intentions. The few that leave their family are thick bone that spreads to a great deal of their
wonderful negotiators, minstrels, or leaders. face.
Sty-Cerans have a flurry of smaller horns that
adorn their head plate, with a small singular one on Ability Score Improvement. Your Strength score
their nose. They often have a primary scale color increases by 1
that is contrasted highly by splashes of bright
colors. Sometimes they accentuate these flashy Nosebutt. You can use an action to try to make
colors with tattoos or markings. an unarmed attack against an enemy with within 5
feet with your nose plate. On a hit, the target takes
Ability Score Improvement. Your Charisma score 1d8 + your Strength modifier bludgeoning damage.
increases by 1.
Ancestor's Spirit. Your ancestors were great
Not Your Time. Due to your deep link with your warriors, standing nearly unchallenged for
ancestors, they can help you to avoid an early generations. As a bonus action, you can choose to
death. When you are reduced to 0 hit points, but gain +1 to either your AC, attack rolls, saving
not killed outright, you automatically succeed on throws, or damage rolls for 1 minute. Additionally, if
your first death saving throw. Once you use this you are healed while using this feature, add +2 to
ability you must finish a short or long rest before the total healing you received.
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, Pa-
Cerans 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”

13

Colin Prime (Order #35367621)

MAGNA-CERAN HIVEBORN

A species unique to the Retroverse, Magna-Cerans “The queen turned her huge frame to stare at the
embrace a deeper connection to the world they live trio. There was malice in the queen’s mandibles
on than to their own ancestors. To them, all life and anger in her antenna. There was no longer a
ebbs and flows with the planet itself and so the need for words, the queen had long since lost her
remembrance of singular people is less important usefulness and it was time for another. Regretfully
than synching with the origins of their energy. This it came down to the three of them, her Jelly Guard,
philosophy is cemented in their minds in part by to end this. They lunged forward and began their
the magnetic bone plate in their skulls. They can assault, each knowing this was only half the battle.
quite literally feel the earth around them, Only one of the Jelly Guard could be queen, only
becoming attuned to the rhythmic pulse of energy the strongest who was able to kill their sisters.
that flows through all things. Aged Magna-Cerans Each one secretly hoped it wouldn’t be
often become seers or councilors, using their themselves.”
ability to detect small changes in a person’s energy
field, giving them the ability to provide more Hiveborn are a highly structed group of humanoid
insightful advice. insects, each sharing enough traits to be
Magna-Cerans are most often pastel colors, with categorized together but so varied that no two
some reflective metals that collect in their hides. groups are exactly alike. Most commonly they live
They have no traditional horns but use the in communal hives with their kin being nearly (but
magnetic bone plate to create artificial horns from not completely) identical to each other. They rarely
metals and arrange them in decorative or weapon- need to cooperate with other world powers as they
like patterns. form their own powerful states if able to remain in
an area for long enough, their hives eventually
Ability Score Improvement. Your Wisdom score becoming like a metropolis in size. While not
increases by 1. openly hostile towards other species, the survival
of their hive takes priority over all other matters,
Magnetic Skull. You can create a crude weapon even if it puts them at odds with forces greater
on your head as a bonus action. Once there, you than their own.
can use an attack action to strike at an enemy. On a
hit, the attack deal 1d6 + your Strength modifier FILLED NICHES
bludgeoning, piercing, or slashing damage (chosen
when creating the weapon) and the weapon is The hiveborn are a species of exceptions, with
broken. You can use this trait to create weapons a every attempt to accurately catalog them falling
number of times equal to your Constitution just short of reality. For the most part, hiveborn fall
modifier (minimum of once) before finishing a into three major subspecies: Bee, Wasp, and Ant,
short or long rest. based primarily on which of their insect ancestors
their appearance and societies they most closely
Magnetic Pulse. As a reaction to a melee attack resemble. Though even this simple subdivision
against you, you can cause an oscillation of the does not accurately depict the species as a whole,
magnetic fields around you. Any metals on the as there are rarer sub-subspecies within each
attacker’s body quickly push and pull, throwing the category that will often blur the lines between
attack off balance and imposing disadvantage on each. Most collectives will choose the category
the attack. You can use this trait once before they feel best suits them, as a helpful means for
finishing a short or long rest. more easily communicating with others outside
their hives.
Ancestor’s Spirit. Magna-cerans are in tune with
the energy of the world and others around them. HIVE MINDED
You can use your action to make an Insight check
on any creature within 15 feet. If your roll is a 20 or A common trait among Hiveborn (though not
higher the target creature cannot surprise you, you always a hard rule) is their hives. They are born
can tell if they are lying, you know their alignment, into a massive society with thousands of family
you have advantage on saving throws against members all working towards the continued
them, and they have disadvantage on attack rolls survival of their individual hive. Work towards this
against you. The effect is lost after 1 minute. You goal begins immediately after the hiveborn come
must finish a long rest after using the ability
successfully before you can use it again.

14

Colin Prime (Order #35367621)

of age, with their place in the societal structure FLUID CAST
being innately known. A queen presides over the
hive but does not directly control it and is typically The cast system of a hive is at once extremely rigid
just a means to an end for keeping the hive and bafflingly fluid. Each member of the hive is
populated. Many once believed the hiveborn were expected to fulfil some sort of purpose and they do
mentally linked and directed by the whims of the it to the best of their ability, even sometimes
queen but the hiveborn refute this, explaining they working themselves to death. While in a certain
simply understand instinctively what must be done position, it is expected the hiveborn will stay in that
to protect their hive. position without complaint or aspirations of
changing their post. A worker does not always stay
Their mindset is one of directness and they can a worker though. Depending on the needs of the
often be paralyzed if given conflicting orders. They hive they may become a soldier for a time, they
are usually more concerned about the life of the may grow and lose wings, they may tend to the
hive, considering their own lives worth little when young, or even eventually become queen. If there is
compared to the survival of their sisters. When a need to be filled, it is done so seamlessly, with
speaking with other hiveborn they can new hiveborn always ready to fill a new role. This is
communicate complex ideas or grand sagas in a usually done with very little communication
matter of seconds but the thoughts and ideas of needed and no challenges to the changes. There
the hiveborn are difficult to translate, following are records of hostile displacements of royal
lines of reasoning that are foreign to many other hiveborn or even queens, though this is extremely
species. Emotions are something they understand rare.
as an innate quality of most creatures but have
trouble feeling and expressing the nuances of This filling of needs also extends to
emotions themselves. Jealousy, resentment, reproductive habits. The queen is rarely the only
elation, and even love are things they understand hiveborn who can have children, though their
on an intellectual level but need years of offspring comprise most of the hive population. All
development to “feel” themselves. 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.

15

Colin Prime (Order #35367621)

With such a short lifespan most Hiveborn SONG AND DANCE
consider their lives immaterial. Their contribution
to the hive is all that matters to them. There is no The language of hiveborn is beautiful and complex,
desire for eternal legacy, no myths of boundless with each hive having its own dialects. While
youth, and no records of individuals beyond the hiveborn have learned to speak common when
queen. When one dies, there is no sadness or interacting outside their hive, it is unnatural to
ceremony, their bodies are either removed from them. Their actual language is expressed through a
the hive or recycled as food for the next mix of pheromones, touch, dance, and fashion.
generation. The only thing of permanence is the Their language is the greatest form of art hiveborn
hive and hiveborn will give everything to keep it have, all other forms being too immaterial to
alive. 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.

16

Colin Prime (Order #35367621)

17

Colin Prime (Order #35367621)

ROGUE ONES one week.
Age. Most hiveborn come of age within 6 weeks
Not every Hiveborn belong to a large colony. Some
collectives more closely resemble villages or of being laid. It is extremely rare for one to live
nomadic tribes. These groups steer clear of larger beyond 30 years.
hives and rarely reach large numbers, doing just
enough to maintain themselves. Even further Alignment. Good and evil are things hiveborn
removed are solitary hiveborn, an oxymoron and struggle to understand and they can cycle between
proof of the inability to succinctly categorize this them depending on the needs of their hive. Always
species. These lone creatures speak and think in they lean heavily into order and thrive in highly
ways similar to other hiveborn but have no structured environments.
understanding or desire to be part of a hive
collective. They are often limited in their scope, Size. Hiveborn can vary in size heavily but most
thinking only of what comes next. The live of these stand hunched at 5 to 6 feet tall and can usually
individuals is typically short, even when compared extend their height by nearly a foot by standing
to the already rapid lifecycle of other hiveborn. straight. Despite their size, they are remarkably
lightweight; most weigh between 60 and 80
NAMES pounds. Your size is medium.

Hiveborn do not have names as they are typically Speed. Your base walking speed is 30 feet.
understood, if they have one at all. Their names are Performative Language. You gain proficiency in
a complex dance and signals that only other Performance. You can also speak hiveborn and
hiveborn can truly replicate. When dealing with another language of your choice.
species outside the hive they take the name of their More Arms. Your two midsection arms, barely
position and see no reason to try and establish an noticeable appendages, are not equipped for
individual name beyond that. The three most standard battle; but can be used to interact with
common are: Royal, Soldier, and Worker, though other objects. If an object would take a full action
some other more specialized roles have been used to use you can instead use it with a bonus action,
as names. so long as you can effectively use the item without
devoting your full concentration to it. For example,
OTHER SPECIES you could open and administer a potion or retrieve
an item from a bag but could not use an item that
Hiveborn have a contentious relationship with most requires you to issue commands and/or
other species. As individuals, they are amenable concentrate on it like a spell.
and generous, understanding that cooperation with
others is beneficial to the survival of their species. BEE
The hive, however, is a force of destruction even
powerful civilizations struggle to combat. Hives will Those of the bee subspecies are considered the
not go on an offensive without cause, but the cause most amenable of the hiveborn. Large hives will
is just as likely to be defense of their territory as it often maintain vast fields of crops, using the food
is an offensive strike for badly needed resources. and honey produced from them in trade with other
They are not bloodthirsty or greedy though, taking civilizations. While it may be uncommon to see an
only exactly what they need to survive, so many adventuring bee, they are fairly regular sights at
species have developed alliances with the hiveborn trading posts, always on the lookout for things that
where resources are traded for protection. could increase the prosperity of their hives.

HIVEBORN TRAITS They come in myriad colorations and forms,
with the most distinctive being yellow and black
Though hiveborn have nearly limitless variations, stripes. Their bodies vary from plump and fuzzy to
there are a few traits that most share. sleek and hard.

Ability Score Improvement. Your Dexterity score Flight. You have a flying speed equal to your
increases by 2 and another score increases by 1 movement speed. You cannot fly while wearing
based on your job. A worker increases their medium or heavy armor or while carrying more
Constitution, a soldier increases their Strength, and than half your body weight.
royalty increases their Charisma score. If your
status changes, your body adapts rapidly, losing Sting. You can use your action to make an
the previous bonus and gaining the new one after 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

18

Colin Prime (Order #35367621)

you, causing you to lose 1d8 hit points. The poison ANT
damage increases to 3d6 at 6th level, 4d6 at 11th
level, and 5d6 at 16th level. You must finish a long The ant type is the most rugged of the subspecies.
rest before you can use this trait again, the stinger They can be found in nearly any climate and can
being replaced during your sleep. make their homes in places that are extremely
hostile to life. There are nearly no types of ants
Forager. If there is any plant life around, you can that do not belong to a hive, making their mindset
spend 1 hour harvesting food and pollen to create the most orderly of all subspecies. They are not
enough food to feed 1d4 people for 1 day. usually aggressive to other civilizations but see
little reason for trade when they could simply
Pollen Burst. You can use your action to shake overwhelm a foe.
free stored pollen on your body, spreading it in a
blinding cloud 10-feet around you. Each creature in Ants rarely have any distinctive appearances,
the cloud must succeed on a Constitution saving typically coming in a single solid color. They
throw or be blinded until the end of their next turn. embrace this as a painter would a freshly primed
The DC for this saving throw equals 8 + your canvas. Their art extends far beyond fashionable
Dexterity modifier + your proficiency bonus. You clothing and into beautiful designs carved into their
must finish a long rest and use the Forager trait very exoskeleton. The longer lived one is, the more
once before using this trait again. amazing stories their bodies can tell.

WASP Bite. You can use your action to bite a target
with your powerful mandibles. On a hit, the attack
Wasp subspecies are highly predatory and the deals 1d6 + your Strength modifier piercing
most likely to live in small groups or completely damage. If your attack roll is equal to or higher
isolated. They think very little of other life and than 20, you can attempt to grapple the target as
some even have reproductive cycles that involve part of this attack.
live hosts. Their ruthless pragmaticism often give
them a bad reputation among other species but a Exoskeleton. Your exterior is covered in hard
wasp cares little for the opinions of others. plates. When not wearing armor, your AC is 10 +
your Constitution modifier + your Dexterity
Wasps resemble weapons incarnate. Their modifier.
forms may twist in different shapes, but they
always feature an air of danger. They are often a Navigator. You gain proficiency in Survival and
solid color, a shiny black or dull red, but can also have advantage on Survival checks when
mimic other species’ colorations or come in navigating through wilderness.
beautiful pearlescent glory.
Powerful Build. When determining your carrying
Flight. You have a flying speed equal to your capacity or items you can move, you are
movement speed. You cannot fly while wearing considered one size larger.
medium or heavy armor or while carrying more
than half your body weight. Flight Variance. Some of this subspecies have
wings. If this is the case for your character,
Sting. You can use your stinger to make an substitute the Powerful Build feature for the Flight
unarmed attack for each use of the attack action feature from the
you have, dealing 2d4 piercing damage on a other subspecies.
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.

19

Colin Prime (Order #35367621)

RAI IDENTITY OCEAN

“The wheel continued spinning, its unnatural Personal and communal identity is something that
rotations sending shivers into her spines. She had the Rai often struggle with. Their ability to live
found it, the Wheel in the Sky that had started anywhere means they never truly feel they belong
everything. It was within her grasp, but she knew in any one place. Their adaptability also keeps
now, it could not reverse the effects of her them from having a single contiguous personal
transformation. When she began her search, she identity. This comes in direct conflict to one of the
was beautiful and blue, a perfect Aqua in every few facets of the elven ancestry they have not
way. Now she was a monster, shriveled and long, completely lost; a strong sense of superiority. They
black diamonds covering her once silky skin. “Why have largely adapted to this part of their lives, but
did I bother?” She mused. “The hands of fate some can become enraged or depressed when
brought me to this relic, and so maybe it was their bodies begin to adapt to a new environment
destined to be this way.” But that’s not a thought and change in ways they don’t want. Rai often have
she would have had before. She frowned, sending a deep subconscious belief that they are the
wrinkles down her elongated face. “Have I grown, pinnacle of evolution for their species and any
or is this transformation overtaking my mind?” The changes to that can be deeply unsettling. The
wheel continued to spin.” flawed belief that they can “trick” their bodies into
evolving perfect mutations, or that such a thing
Long ago, there was an anomaly. A sect of elves even exists, is a thing rai philosophers have
came into contact with a rift in the Vector Wilds debated for centuries
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.

20

Colin Prime (Order #35367621)

Rai travel together in small tribes, setting Regardless of the species involved, offspring of
themselves up wherever they please. Cities, rai mating will always be rai. Rai are never born
deserts, remote islands, it does not matter to a alone, being born as twins or part of a litter,
tribe of rai. Any member of the species is allowed depending on the parent species involved. Given
to integrate into another tribe, though many enough time, rai can adapt to mate with nearly any
require the new member to prove themselves a species or sex, their bodies changing over several
valuable addition. As Rai spend years around one years to adapt to the mating requirements. Some
another, their physical traits become homogenized, have even been known to reproduce asexually,
reducing or enhancing other traits. Rai that have though this is extremely rare.
spent several decades together may be
indistinguishable to the casual observer and even RAI NAMES
sometimes to the rai themselves.
Rai take pride in their ancestry, with their names
Rai come in a plethora of sizes, easily ranging being a reflection of the past. When Rai are born
from 5 feet to 9 feet tall. Shorter rai tend to be they are given a complicated full name, the first
stockier while the tallest look almost wraithlike in part of which is the name they are most commonly
their gaunt features. Their outward appearance can referred to as. Groups of rai children are given a
also range wildly depending on what environment similar first name that only deviates by one or two
they have adapted to. It is not uncommon to see letters among the whole group. For example, a
gills, augmented eyes, tails of several types, and group of 6 rai siblings may have the first name
any hue of skin coloring. The most common form Derrik, Dyrrik, Derrak, Durrik, Darrik, and Dorrik.
of rai is 6 feet tall with a dark yellow skin tone and
slightly webbed fingers. The full name is a convoluted process that
seems to make sense to the rai but can confound
ADAPTATION VIA ADVENTURE other species tremendously. Their full name
includes a first, middle, and last name. Each group
Rai may have many personal reasons for has its own set of rules and an additional set of
adventuring out on their own but underneath all of unwritten rules that seem to vary between rai
that is a latent desire to improve themselves; tribes. Typically, this is the standard: The first name
though what improvement means varies on a rai to is given to them at birth and is used for most
rai basis. It can take a decade or more for circumstances. The middle name is both of their
noticeable evolution to occur within them and so parent’s first (or only in some cases) names, with
they may spend years searching for the perfect the maternal coming first. Their last name is the
environment. They may search for a place of combination of their parent’s last names, the
learning that enhances their mind, a place of maternal coming first again, with no discernable
hardship that improves their bodies, or some place limit. If you know a rai’s full name you know who
that may result in a desired special ability being their siblings are, who their parents are, and every
formed. Some find adventuring with others to be branch of their family tree for several generations.
simply a means to an end, while others see the act For this reason, rai typically keep their true names
of questing itself to be an excellent way to ensure hidden unless absolutely necessary. An example of
the mutations they desire. In a twist of irony, a full rai name would be: Derrik Ara-Matthias
adventuring often disrupts this mentality, their cold Hallow-Juniper-Grack-Fulton-Adamantit-Markins-
logic and obsession with genetic “improvement” Thallow-Hister-Swallow-Watt. Some rai drop the
coming against the sheer vastness of the lives and legacy last names down to a manageable limit
ideals that surround them. while others insist that children learn a list of
names hundreds of generations long.
Early in rai history, they sought out mates
purely for the traits that could be passed onto their Because of the influence of other species and
offspring. While this logic seemed reasonable at the disparity of tribes, there is no type of first
the time, it fell to the wayside after a few name that sticks out more than any other among
generations. Though a few clans still hold onto the the rai. If mating within their own species, they will
past, it is well known among rai that any traits typically adopt names from the surrounding
passed onto a child are rapidly overwritten simply culture. If mating with an elf, orc, human, or
by a change in environment. For this reason, while otherwise, they will choose first names usually
they are highly concerned with their own bodies, rai associated with those species.
are rarely concerned with the genetic lineage of
their mates or children.

21

Colin Prime (Order #35367621)

OTHER SPECIES work with your GM if there is a different type of rai
you would like to create. All rai have some limited
Rai come in such a huge variety that other species control over elements, the exact power being
are forced to regard each one as a new encounter. influenced by their environment. A rai can change
It can be assumed that most rai have a neutral their abilities by spending a minimum of 20 years
temperament but beyond that it is hard to know evolving their bodies through purposeful action or
how they will react or be reacted to. Some rarer living in a particular environment. Doing so will
breeds of rai, such as the Void Rai and Razor Rai, almost always override their previous abilities.
are typically avoided because of their fearsome
frames and disposition. While Angel and Beat Rai Elemental Specialty: Each variant has a type of
are often welcomed into villages and cities, based element they have minor control over. They can
on their appearance alone. use this ability to cause harmless and minor
effects with that element or damage type. The
RAI TRAITS effect cannot be used to create detailed objects,
attack directly, or stop an effect or attack. Once per
Like everything else, rai very wildly. day, they can focus and overcharge this energy,
Ability Score Increase: Your Dexterity, creating one of two effects. This changes to twice
per day, once the rai reaches 12th level.
Constitution, and Intelligence score increase by 1.
Age: Although they have a very distant elven • Effect Attack: When you make a melee or
ranged attack, you can use a bonus action
heritage, rai lives move at a faster clip. Typically to channel the element or damage type
reaching maturity at 30 and living 400 or so years. into your weapon, augmenting its damage.
Though some sects have focused their genes on The attack does an additional 1d10 damage,
creating longer lived subspecies, with rumors of the type of damage is determined by your
their ages exceeding well past 1,000 years. Elemental Specialty.

Alignment: Their nomadic lifestyles instill a • Rai Shield: You can use a bonus action to
sense of balance within most rai. They tend cover yourself in an offensive barrier that
towards true neutrality, seeking to find harmony lasts until the start of your next turn. When
within their existence. Though, like most things you are hit by a melee attack, the creature
within the rai species, there are less common tribes that attacked you takes 1d10 damage, the
that spread along the entire alignment spectrum. type of damage is determined by your
Elemental Specialty.
Size: Your size is either small or medium,
depending upon your ancestry. Choose whichever Additionally, your rai has resistance to the damage
suits you. type you are specialized with.

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,

22

Colin Prime (Order #35367621)

RAI VARIANTS your spellcasting ability for this cantrip.
Holy Mutation: Once per day, you can
AQUA
temporarily mutate another willing creature’s body.
Aqua Rai have adapted to the water and enjoy The effect lasts 1 minute and can be any one of the
swimming more than walking. They have webbed following:
fingers and toes and a set of gills. Their skin is
generally a deep blue with hints of green • The creature grows gills, allowing the
throughout. creature to breathe underwater.

Waterborn: Aqua Rai have a set of gills that • Toughen a creature’s flesh and mind,
allows them to breath underwater. They have a adding +1 to all their saving throws
swim speed of 30.
• Boost a creature’s natural healing ability.
Elemental Specialty: Aqua Rai have minor As long as that creature has at least 1 hit
control over water. Their damage type is cold. point, they regain 1 additional hit point at
the start of their turn.
VOID
• Increase a creature’s movement speed by
Some Rai has spent far too long in the Vector +5.
Wilds, their bodies becoming twisted and
grotesque. They are tall and gaunt, with • Add +2 to any healing the creature
appendages that seem eerily long. Their skin is receives for the duration.
often a wild mixture of black and white fractal
patterns or spirals. • The creature gains Darkvision up to 30
feet.
Corrupted Absorption: Due to your constant
exposure to corruption, your body has adapted to Elemental Specialty: Celestial Rai have a holy
its influence. Once per day, you can spend 1 hour inner light. Their damage type is radiant.
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

23

Colin Prime (Order #35367621)

EMBER than them. When you roll initiative, if you tie with a
creature, you can add +1 to your initiative. If this
Ember Rai have acclimated to intense heat and results in another tie, then you take your turn
flames. They often resemble walking lava, their before the creature you tied with.
skin pulsing a dull red with large dark patches
spotted over them. Their flesh is hot to the touch Elemental Specialty: Storm Rai can channel
and most of their clothing is singed. electricity through their bodies. They can send
small currents through metal and give harmless
Fire Blood: Once per day, if hit with a fire-based static shocks. Their damage type is electric.
attack, you can use your reaction to absorb the fire
and are healed a number of hit points equal to the RAZOR
fire damage you would have received. When using
this move, you immediately lose your resistance to Razor Rai stand as a testament to the strangeness
fire damage until the start of your next turn. This of evolutionary mutation. Their bones have become
means that you absorb the full fire damage from an organic metal that is constantly growing.
the initial attack. Because of this, they are covered in splinters and
spikes that sprout from underneath their skin. They
Elemental Specialty: Ember Rai burn with an claim to suffer no pain from this condition.
inner passion. You have minor control over fire and
can touch an object to start or snuff small fires at Natural Weapon: Your unarmed strikes do 1d4 +
will. If using this minor fire against an enemy, they your Strength or Dexterity modifier piercing
will not take more than 1 fire damage from the damage.
attack. Their damage type is fire.
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.

STORM 24

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

Colin Prime (Order #35367621)

STONE RHYTHM

A Stone Rai is close to the dirt and the rocks of the Rhythm Rai spend their entire lives creating
earth. They are typically short with deep browns beautiful music. As such, they have become
and greens on their skin. They are found in attuned to the Beat of the World and can exert
mountainous regions or desert plains. some control over it. Their skin is typically hot pink
or green with splotches of neon coloring all over.
Ability Score Improvement: Your Constitution
score increases by +1. Crank it Up: Twice per day, you can harmonize
the Beat within yourself or others. Using your
Sand Armor: Once per day, you can use your reaction, you can increase you or an ally’s attack
action to coat yourself in an almost imperceptible roll by +1. You can do this before or after the attack
layer of sand or dirt. It is nearly invisible to the roll, but before you know the outcome of the roll.
naked eye but can protect you from some harm.
This effect increases your AC by +1 but is shattered Elemental Specialty: Rhythm Rai are in love with
immediately upon being hit with any attack. This beautiful music and are often moving to an unseen
shield lasts until it is destroyed or until you use this beat. Your damage type is thunder.
ability again.
SPECTRAL
Elemental Specialty: Stone Rai can control small
amounts of sand, dirt, and rocks around them. Spectral rai walk the line between realities, slipping
They can fling stones as if they were using a sling. through dimensional barriers by will or accident.
Your damage type is bludgeoning. 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.

25

Colin Prime (Order #35367621)

TOXIC RESTLESS

Toxic Rai drip with poisonous fluids, the “And there he was, party of powerful heroes at his
composition of which can be used against any feet. He spread his eyes around the room, taking in
manner of species, except themselves. They are the hundreds of undead creatures forming a ring
often a deep purple, sweating brightly colored around them. He had no idea how he got here, no
poisons that differ depending on their diet. idea why he was holding a warhammer, no idea
why his body was nothing but bones.
Poison Creation: As a Toxic Rai, you can spend
one day collecting your own fluids to create a “Do it!” screamed a black robed figure behind
harmful but not deadly poison. The type of poison him. The figure sat atop a throne made of flesh and
depends on the food you have eaten, changing to steel. He felt like he should obey this figure, but
harm creatures or plants similar to those you also felt like he shouldn’t.
consume. You can create an intentionally deadly
poison from your excretions, but this is very “No.” his boney maw said to the robe.
harmful to you. Doing so subjects you to a level of “What!?” the robe screamed. “Obey! Kill them!”
exhaustion that can only be removed by magical He thought for a long moment, regarding the
means and a week of time. During this time, you bloody and broken heroes. “No, I don’t think so.” He
must concentrate wholly on filtering and dropped the hammer, stepped past the heroes, and
condensing the poisons in your body and as such, casually strolled towards the door. Behind him, the
may not engage in any strenuous activity. robe screamed and shouted, but there was no
control left in the old magician.”
Elemental Specialty: Toxic Rai are not well
accepted in society, due to the danger of their mere The Restless are literal living skeletons and very
poisonous presence. Your damage type is Poison 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.

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.

26

Colin Prime (Order #35367621)

WALKING DEATH endured without the understanding of why they
must be endured. They lack mental anchors and
Restless are humanoid skeletons that have been come without context. In time, these memories
reanimated by some dark magic or technological fade into wistful daydreams as the restless accept
horrors. Smaller skeletons are less effective to their new lives.
skelemancers and so it is rare to see a restless
halfling or dwarf, though not unheard of. Typically, Because the past holds no permanent place in
they stand around 6 feet tall and are augmented in their mind, the restless search for a purpose within
some distinct way. Inlaid with magical jewels, non- this new life. Some follow the commands of their
humanoid skeletal splicing, high technology, steam creator, knowing full well they do not have to obey,
powered; Restless come in a variety of forms based but seeing no reason not to. Others spread out,
on how they were brought back. searching for a way to regain their past lives, or to
stave off the memory loss. Some become blights
Since they are animated by peculiar means, they upon the world, living without care or consequence.
do not require sleep. This does not mean they are
immune to degradation though. They must spend REAPER’S ORPHANS
six hours daily maintaining their bodies, this being
equivalent to a long rest. For some this is repairing The restless have no true place in the world. They
machinery, for others this is recharging the magic are shut out of villages and cities, driven away
that keeps them animate; either way they are from any remote settlement. They make their
unable to act more than a normal sleeping or homes in abandoned temples and caves. Even well
deeply meditating creature. If they choose not to disguised restless are eventually found out; driving
do this, they will not die in the traditional sense. them to preplanned hiding spaces. There is no
Their exhaustion will grow to a point where they society that openly accepts them, even those who
simply fall apart where they stand, remaining have built their cities on ruin. The restless of
conscious in their immobile bodies. Eons may pass royalty often resent this, subconsciously desiring a
before their consciousness finally slips away into finer life than a dungeon can provide.
the unknown. For all restless, this is a fate far
worse than their reanimation. The restless know their only chance at
companionship is through individuals, as an
Regardless of their origins, restless are often a individual creature can be shown there is nothing
fearsome sight. They are almost always considered to fear, that the restless is not a mindless killing
abominations and pushed away from civilization. machine. Eventually a small group may accept a
Some try to cover up their terrifying form with restless into their ranks, if they have proven
clothing and masks. Others enjoy their horrific themselves trustworthy. But regardless of that
visage and use it to their every advantage. group’s influence, nothing can change the masses’
minds on reanimated skeletons.
CONSTRUCTS WITH CONSCIENCE
Because of this, some restless decide not to
For all intents, restless are alive. They have the even try. They strike out on their own, searching for
spark of consciousness that most reanimated a purpose all alone. This keeps them out of the
undead do not possess. They make decisions on path of dangerous mobs but often puts them in the
their own, fight to preserve things they care about, path of more dangerous adventurers.
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

27

Colin Prime (Order #35367621)

LIFE IN UNDEATH SEARCHING FOR MEANING

The restless are not immortal, they just do not age The restless are flukes of reality. They should not
like living beings. They have an expiration date, a be able to think or act beyond their designs, yet
day their machinery or magic will no longer sustain they do. Most restless understand that simply by
their consciousness and they will simply cease being conscious, they have negated the purpose for
existing. Most restless know exactly how long they their own existence. This is why they wander the
have but few will share that information. world looking for, or creating, their own purpose.
For some, this is to erase mistakes of their past
They do not require sustenance in the same lives. For others, it is to become as powerful as
way living things do. They must only repair or possible, possibly finding a way to reverse their
replenish their life support daily. They do not unliving status. Still others seek a noble cause, to
require air as part of their cursed existence, though end that which created them in an effort to keep
they must continue to eat. Eating for a restless is this from happening to anyone else.
not the same as it is for a living creature. Their
arcane lifeline or cybernetics require energy to NAMES
burn and food provides that energy. When they eat,
the food passes through their maw, slopping down The restless, due to their very nature, have no
onto their ribs as a slimy ash, the essential energy consistent means of naming. Typically, they take
of the food completely drained. whatever name they had in their past life. When
this is impossible or unwise, they use a common
Much like food, the restless can find no other name to the region or their previous species.
pleasures of the living. A family is a distant desire,
love an unfulfilled craving, and even dreams elude OTHER SPECIES
them. Even when a restless somehow obtains any
of these things, they are left unfulfilled. So, they The restless are openly feared and exiled, even by
often start out again, leaving their impossible most “evil” species. There are legends of amazing
prizes behind them in search of something to restless heroes but many regard those as simply
satisfy their unending desire. 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.

28

Colin Prime (Order #35367621)

Alignment: Though they often have evil origins, DEFILED
restless are not inherently evil. Even their past
lives are not a definite indicator of their current Defiled restless are traditionally summoned by
alignment. Some restless choose to use this new powerful mages or liches. In a desire to create a
life to make up for evil, while some see it as an more powerful being, they inlay the skeleton with
opportunity to exact vengeance. Choose whichever gems, precious metals, and terrible runes, all
alignment you think best suits your character. designed to trap the soul of someone within the
celestial or infernal plane. Bringing such a soul into
Size: Typically, restless are between 5 and 6 feet the world, often against their will, is no easy feat.
tall. Your size is medium. If you choose to play a Often it fails, rarely is it successful, and even more
restless of small size, adjust your speed rarely, the soul refuses to cooperate. They leave
accordingly. their creators and strike out on their own.
Choose whether your soul was on the celestial
Speed: Medium sized restless have a base plane or the infernal plane. Celestial souls often
walking speed of 30 feet. Small sized restless have have golden or silver tinted bones and a faint halo
a base walking speed of 25. of energy can be seen atop their head. Infernal
souls have a dull red or black color and have
Darkvision: You have Darkvision up to 60 feet. shards of bones that jut out from their skull.
Poison Resistance: Unlike your undead brethren,
who simply shrug off the damage poison causes Magic in your Bones: You can channel some of
their bones, you still feel it, albeit lessened. You are the energy that created you into your attacks.
resistant to poison damage. When using a spell attack, you may add +1 to the
No Lungs: You do not require air and are attack roll or spell save DC and +1 to the damage.
immune to effects that would require you to When using a magical weapon, you may add +1 to
breathe. the attack and damage rolls made with that
Languages: You can speak, read, and write weapon.
common and one additional language of your You can use this feature a number of times equal
choice. to your proficiency modifier before finishing a long
Necromantic Sustenance: While you naturally rest.
heal over time like other species, you cannot Additionally, you gain proficiency in Arcana.
receive healing from healing magic or magic like
effects, including potions or blessed herbs. They do Soul Energy: Once per day, you can change the
not damage you; they are simply useless. This is nature of a magical attack to match your origins. If
because your healing comes from whatever force making a magical attack with an elemental
keeps you alive. You are healed only by necrotic damage type, you can change the damage type to
magic, recovering hit points equal to the necrotic Necrotic for Infernal origins or Radiant for Celestial
damage you would have received. Because of your origins.
unique life force, any necrotic damage from
cantrips simply fizzles away and is useless for or CYBERNETIC
against you. If a spell would require you to fail a
saving throw to be healed by the necrotic damage, Augmented with one of a kind technologies created
you can willingly choose to fail that roll. If hit with by brilliant scientists, these restless are fearsome
an attack or spell that deals necrotic damage to to behold. Usually, half their body is comprised by
you and heals the attacker some or all of that machinery that is unlike anything available to the
damage, you are healed with the necrotic energy, public. With an AI installed in the empty skull, they
but the attacker receives no healing. You are were built to serve the purpose of their masters.
vulnerable to radiant damage. However, sometimes this AI breaks beyond the
Unlife: You are not cut from the same cloth as bounds of its design, spontaneously becoming
creatures of your ilk. Abilities and magic that effect aware. Rejecting their creator’s influence, they go in
undead, such as Turn Undead, do not affect you search of understanding their new thoughts that
any more than they would a living creature. have somehow become mixed with fragments of
Subspecies: There are three basic types of memory left in the bones of the body.
Restless: The Defiled, Cybernetic, and Rebooted.
The differences between them being their origin Artificial Intelligence: You have advantage on all
and mode of continued existence. Intelligence checks and saving throws.

29

Colin Prime (Order #35367621)

Hard Drive: You can recall, with perfect clarity, REBOOTED
any event you have witnessed within the past year.
Rebooted are the rarest breed of restless.
Any events beyond this begin to slightly Sometimes, for no discernable reason, hundreds or
degrade and are no more reliable than an average thousands of years after death, a well-preserved
creature’s memories. skeleton will snap to consciousness. They may
have partial memories of their previous life,
Back Up AI: When you reach 0 hit points your making this new world they inhabit difficult for
defensive AI takes over your body. You continue to them to understand. They may have no memories
make death saving throws, falling dead and ending of their previous life, making the world easier to
this effect if you die. However, your body does not accept but just as challenging to comprehend.
stop moving until you are dead. Instead it will do Many assume that the rebooted are created in
one of two things: It will use all of its action to try much the same manner as the B-ugz. Instead of
and reach a safe spot and/or it will try to seek the energy of realities scraping together and
assistance from an ally. It will only attack if there is creating an aberration from nothing, the energy
no other option. It makes all rolls, except death finds a vessel in a long dead frame. Others hold
saving throws, with disadvantage. that rebooted restless are the champions of long
Once you have been stabilized or have 1 hit point, dead gods, the last of their power being used to
the backup AI deactivates. You must finish restart a deceased acolyte. Whatever the reason,
a long rest before using this feature again. the rebooted do not understand why they were
created, and go in search of their true purpose.
Scanning Sight: You can use a bonus action to
override your normal vision and activate a set of Glitched Frame: When you are created, the
scanners deep in your skull. This sight has a range energy fusion twists your original bones. Roll on
of 60 feet and allows you to see through any non- the Shiny Table and gain the effects of your new
magical wall up to this range. You cannot see in color. Re-roll the dice if you land on Sparkle, Glitch,
perfect clarity as everything in your field of vision Gray, or Wireframe.
becomes slightly faded outlines, rendering detailed
descriptions impossible. Any moving creatures are Corrupted Birth: Your entire existence is based
outlined in bright red halos, with known ally on corruption of the rules that govern your world.
creatures outlined in blue. The effect lasts 1 minute When rolling on the corruption table, you can roll
or until you use a bonus action to deactivate it. 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.

30

Colin Prime (Order #35367621)

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.

31

Colin Prime (Order #35367621)

DEFINING LIFE typically expire within 7 days. It seems that, while
the Flare may be capable of sustaining the core
Synthetic are creatures that blur the lines of life, indefinitely, there is something about existing and
existence, and sentience. Unlike other living experiencing the world that allows it to do this. As
constructs, there is no inherent magic to the life of such, a frameless core will always perish after
a synthetic. They have come to exist in much the about a week, the lack of experiences causing the
same way as biological life, their code simply being virus to more-or-less give up on living. This need
rewritten over millennia to become a more for stimuli does extend out to the personality of
complicated lifeform. It is possible to define their most synthetic, causing a great deal of them to
life as coming from the virus, named The Flare by become adventurers in one way or another.
the synthetic, as it is possible for other machinery
to spring to life with the introduction of the Flare. WORLDS APART
This explanation, while adequate in some ways, is
like describing humans as a biproduct of the There is no solid record of where the original Flare
bacteria in their intestines. One cannot exist virus came from, despite the many texts and oral
without the other, and both are distinct, but one histories that claim to know. Since the virus is a mix
does not completely comprise the other. For the of mechanical and biological, it can survive in the
synthetic this is both an incredibly simple and most inhospitable environments. It has spread
incredibly difficult subject to tackle. “Life” may just among galaxies, spawning whole planets of
be life but what separates a wrench from the synthetic or seeding an already living planet with a
synthetic that uses it? Maybe something but quite completely new form of life. Machines suddenly
possibly nothing. coming to life can be an incredibly jarring event
and planets caught by this proliferation of new
FLARE DISPARITY entities can sometimes react poorly, eliminating all
machinery from their civilizations in response.
The Flare is incredibly adaptable, owing to the When given a chance to spread though, synthetic
original mutation that allowed it to jump from often end up adapting to their new world rather
biological hosts to mechanical ones. Because of quickly and efficiently, becoming part of the
this, synthetic have no distinct form, philosophy, or civilizations there within just a few generations.
fate. While most commonly humanoid, owing to When the infection spreads to a dead planet, the
the versatility of the form, there are a nearly synthetic there often end up behaving much like
unlimited variety of synthetic out there. With this the civilization that came before them did. As their
huge variety of thoughts and life, there is sure to access to records of the past is often quite robust,
be conflict and the synthetic find themselves some planets are repopulated with synthetic that
clashing with themselves far more than other pick up the same trials and disagreements of the
species in the Retroverse. Most often this simply previous inhabitants. The synthetic themselves, if
results in splintering groups, bygones being raised within a vacuum, will struggle to have any
respected as they can. Other times it tragically personality, thoughts, or signs of life beyond
ends in war, sometimes at a galactic scale. The maintaining their energy cores. Once a personality
widespread infection of the Flare and its ability to is sets though, it is a herculean task to change it,
move a synthetic’s consciousness between frames both for the synthetic and those close to them.
with relative ease, means these wars can (and
have) rage on for thousands of years. OTHER SPECIES

FLARE FORCE Synthetic are as varied as any other species in the
Retroverse and are received as such. They can be
Each synthetic draws from a power core found anywhere and everywhere, intermingling
somewhere within their body. The Flare augments with every creature and construct. Though the
this core, be it a small battery, a neutron reactor, or Flare is harmless to biological creatures, some
an organic nutrient pump, allowing it to sustain its misinformation about it spreads (as well as a few
own energy with only minimal outside force. This ill-recorded mutations) and can sometimes turn
core is overloaded with the Flare virus and is where groups hostile to the synthetic. In general, though,
the consciousness of most synthetic is located. synthetic make their homes anywhere and
Destroying a synthetic’s body will not cause everywhere, melding into whatever society they
immediate death, so long as the core is still intact. may live in with ease.
Without an active frame though, the core will

32

Colin Prime (Order #35367621)

SYNTHETIC TRAITS Flare Overdrive. If you make an attack with a
weapon that uses an energy core or that deals
Synthetic are likely the most varied species in the radiant damage, you can expend one of your Hit
Retroverse, with some appearing like chunky sci-fi Dice, rolling it and increasing the damage of the
robots, some being indistinguishable from other attack by that amount. You can do this only once
species, and some being living buzz saws. Because on your turn.
of this variety, it is unlikely that any two will ever
look or act the same way. Transformance. If a synthetic is killed but their
core is not destroyed, their core can be transferred
Ability Score Increase. Your Constitution Score to a new body if done so within 7 days. The new
increases by 2. body must not already have a consciousness, such
as with a newly built construct, a soulless body, or
Age. Your age spans from 1 day to 256 years. a mindless machine. Depending on the new frame,
The Flare and core will abruptly shut down after you may have to change subspecies, losing all the
this time, regardless of how many new bodies it traits of your previous one and gaining the
has moved to. Some synthetic have been said to attributes of the new one. If the core is not placed
live beyond this point, though the problem repeats in a new frame within this time, it will perish,
every 256 years. though it can still be revived by magic or
technology in the same ways a heavily biological
Alignment. The boon of adaptability has the creature would be. Not all frames are completely
troubling drawback of highly mutable ideals. hospitable and some many need multiple adapters
Synthetic rarely stand strongly for something they to work. Moving to a new frame is no small matter
did not adapt into early in their life. Their alignment and cannot be done without near total destruction
ranges the entire spectrum and is far more likely of the previous one, even if the transfer is
to be dictated by their initial experiences than any intentional.
strong arguments one way or another. Enough
time around a strong enough personality will Subspecies. There are three major subspecies of
eventually cause a shift though, for ill or good. synthetic: Mechamoprphers,
Enmesched, and Etcetera.
Size. You are either Medium or Small sized, Each one will have
depending on your frame. appearances heavily
influenced by their
Speed. Your speed is 30 if you are Medium environment.
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.

33

Colin Prime (Order #35367621)

34

Colin Prime (Order #35367621)

MECHAMORPHERS • Multi-Purpose Machinery: You can add your
proficiency bonus to a single task you have
The most well-known kind of synthetic, though not shifted you form to accomplish. If you
quite as prolific as the Enmeshed. These synthetic already are proficient with a skill you are
have clearly visible robotic bodies, some with hard attempting to use, double your proficiency
edges and robotic voices, some with smooth lines bonus for that task.
and charm. They embrace their robotic forms
happily, taking great joy in the advantages brought The names listed above are examples and can
on by their mechanical nature. Their greatest be changed according to what you desire for your
attribute is the ability to transform into differing character. Such as having a jet or air balloon
machines, granting them unique advantages on the instead of a plane, or an ATV or motorbike instead
battlefield. of a car.

Ability Score Increase. Your Charisma Score Variant Morphing Form. Some mechamorphers
increases by 1. choose animalistic forms, instead of vehicles, for
their alternate form. Choose one creature with a CR
Hard Shell. Your gain a +1 bonus to your Armor equal to half your Proficiency bonus (rounded
Class. down) as your alternate form. Applying the same
rules for the regular morphing form, you can
Morphing Form. Your body can be altered into change into this single animal instead. Your stats
one of several forms as a bonus action. You can and abilities become that of the animal’s, with the
revert from this form as a bonus action as well. exception of your Intelligence, Wisdom, and
You can only have one form chosen but can switch Charisma. You can choose a different creature
between them after you finish a long rest. You can when your Proficency bonus increases, losing
use this ability a number of times equal to your access to the old one. In this form, you do not have
proficiency modifier (with a shift into the other access to any of your other abilities.
form and back again counting as one use) before
finishing a short rest. You can stay in these forms ENMESCHED
as long as you like but cannot rest while in using
them. Additionally, you can only have one weapon Many synthetic fall into this category but the
active (such as a sword or blaster) while in this variety within them is infinite. Enmesched are
form, all other items are folded into yourself or fall sometimes very clearly machines, sometimes
off when you transform (your choice). While in indistinguishable from organic creatures, and often
these forms, you are considered Medium sized and a mix of both. The Flare virus does not distinguish
can carry another Medium sized or smaller between different types of code and the mechanics
creature on or within you. Unless otherwise stated, of a liver against an energy recycler. Because of
all of your other stats and powers remain the this, enmesched can fluctuate between the two,
same. being a seemingly impossible mix of harsh
machinery and organic bones, of blood and
• Plane: You have a fly speed equal to double batteries. Because of this, some synthetic go their
your movement speed. entire lives thinking they are one creature, only to
figure out they are another.
• Car: Your movement speed is doubled while
in this form. If on roads or equivalent flat Many others refer to enmesched as cyborgs or
terrain, you movement speed it tripled. androids but there is a distinction, even if it is
slight. They are not organic creatures augmented
• Boat: You have a swim speed equal to with machinery, nor are they machines replicating
double your movement speed. living beings. They are a mishmash of meat and
machinery, with their bodies and minds unable to
• Submarine: You have a swim speed equal recognize the difference between the two.
to your movement speed and can dive up
to 1,000 feet underwater with no ill effects. Ability Score Increase. Your Strength Score
You have enough oxygen to sustain 1 increases by 1.
creature for 3 hours.
Acquired Ability. Your body is such an amazing
• Digger: You gain a dig speed equal to your replica of another creature that you gain one ability
movement speed, leaving a medium sized from them. Choose any subspecies and gain any
tunnel in your path. one trait from them other than an Ability Score
Increase.

35

Colin Prime (Order #35367621)

Flare Jump. You can use an action to push your tape, but you can attempt (and mostly accomplish)
consciousness into an empty shell, such as a anything a typical character could do. Additionally,
lifeless robot or dead body. The CR for this shell unless hovering, your movement speed in difficult
cannot exceed your character’s level. For the next terrain is reduced to 0.
hour, you control that shell as if it were your own
body, losing all of your abilities and gaining theirs. Unusual Combat. You are proficient with two
Your Strength, Dexterity, and Constitution scores weapons of your choice.
are that of the shell and you retain your
Intelligence, Wisdom, and Charisma. During this Applied Appliance. You gain proficiency with one
time your original body is unconscious. You return skill of your choice that is related to your shell.
your will to your own body if the shell drops to 0
hit points, if you use an action to return, or if the Odd Shape. You have advantage on saving
shell moves more than 1,000 feet away from your throws to resist spells and effects that target a
body or to another plane. You must finish a long single creature but have disadvantage on Dexterity
rest before using this feature again. You can also based saving throws.
use this ability to tag along inside a willing
creature, experiencing everything the creature Auxiliary Battery. As a bonus action, you can
experiences, though you have no ability to control expend one Hit Dice to recover hit points. You can
the creature without it’s permission. do this a number of times equal to your proficiency
modifier before finishing a short or long rest.

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

36

Colin Prime (Order #35367621)

TROGS BIG PUNCH, SMALL PACKAGE

“Well,” Alieah mused “what now? Looks like the Trogs come in a few varieties, some slick and
sheriff isn’t going to pay us that bounty.” smooth and others hard and thorny. They all have
a very similar stature and size though, standing no
Cruk croaked in a loud huff, then bellowed more than 4 feet tall and weighing around 100
“Simple! I’m going to eat the sheriff. Then I will be pounds. From a distance, they appear to be little
the sheriff and I will pay us the money we are more than a mouth with arms and legs. Up close,
owed!” this proves to be an accurate description. A trog’s
mouth and throat seem to comprise about a
“No Cruk, you can’t eat the sheriff.” Alieah said quarter of their entire body. They can open this
with a chuckle. mouth to devour things even larger than their own
body, which they enjoy doing very much. Their girth
Cruk was not amused. “Balderdash! You know will expand greatly to encompass this new mass,
nothing of my people!” they said, stomping up the but their stretching does have a limit.
stairs to the constabulary. “I most certainly can eat
the sheriff!” Their ability to consume is not their only talent.
By the time a Trog reaches maturity they are
Born cold and alone, Trogs have only themselves in already skilled in melee combat. Despite their
this world. Their entire hierarchy is based around small frame and light bones, they pack a shocking
who can eat whom. If a Trog can reach adulthood, punch. A Trog is an awesome ally to have, provided
they have already consumed ten or more of their you can keep them from trying to eat you or your
brethren. For this reason, their villages rarely rise friends. An endeavor that is much easier said than
beyond swamp dwellings, officials within the town done.
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.

37

Colin Prime (Order #35367621)

DELICIOUSLY SIMPLE they don’t want to, but because it is considered
crass to eat something so far below your station.
Trogs have a difficult time understanding the woes
of other species. To them, there are no problems The Trog obsession with consuming does not
that can’t be solved by hitting or eating. What little stop at conquest, it is ingrained into nearly every
art and technology comes from this species facet of their society. Trog villages hold daily feasts
mirrors this mentality. Hammer marked idols, where any Trog of any standing may come to eat
machines full of dozens of useless nails, and gilded food or compete against others and eat them
dinner plates are some examples. If a Trog wants instead. Village royalty, the largest of the Trogs,
something, say a title or ancient relic, they will will often use this time to exert their mastery of
begin to kill and then eat whomever stands in their their post. They will consume so much, engorging
path. Trogs know they too will likely be eaten soon, their bodies to be so large it would be nearly
so thinking about the ramifications of their actions impossible for another Trog to swallow them. This
is a somewhat alien concept. This has caused some craven consumption and disregard for their own
political brushes with other kingdoms in the past bodily health is the true sign of a trog leader. By
but, due to their extremely short lives and prolific being so large, they force the respect of the other
breeding, wars against the Trogs almost always Trogs around them, as any competitors would be
just sputter away. Kingdoms find it difficult to war beaten without even raising an axe. Craftier Trog
against a species who may not remember or even have discovered that this lurid body makes royalty
understand that they are at war. slow, and competitors may not be able to eat them
whole, but they can consume chunks of them quite
This does not mean that the Trog are stupid, easily. If a rival does not kill them, Trog royalty will
just that they care little for the rules and often live short lives, dying from any number of
boundaries that other species hold sacred. If a complications caused by regularly filling
situation will put them or their comrades in mortal themselves to literal bursting.
danger, they are wise enough to stay away from it.
But they can be brash or cold, even to those they TROG NAMES
hold in high regard; respect they show by not
attempting to eat then, even if they easily could. Trogs choose their own names but do not do so
Death of others means little to a trog because life until they have reached maturity. Their names are
is cheap in their minds. Better to not waste time on brutish and simple, often incorporating deep croaks
the dead, consume them, distribute their and vibrations other species can not accurately
belongings, and move on with life. reproduce. There is no differentiation between
male or female names and, in fact, finding any
CONQUEST AND CONSUMPTION difference between the sexes at all is nearly
impossible to the unskilled observer.
The social structure of Trogs is in a constant state
of flux, making it very difficult for them to rise Depending on their temperament, they may
beyond small village status. Like most things, the choose a series of clicks or burbles to be their
trogs take what they want through force or name. Some take pleasure in other species’
consumption, and sometimes both. If there is a inability to correctly pronounce it, while others are
political position that a Trog desires, such as a habitually angered by the mispronunciation.
village councilor, they will simply eat the current Unfortunately for other species, it’s difficult to
occupant and assume their role. This can seem know how the Trog will react to their name being
ghastly to other species but is well ingrained and mangled until it is too late.
accepted in Trog society since birth. Trog
adolescence is a daily struggle to eat or be eaten. It Trog Names: Brak, Murica, Wruk, Ritt, Hurp, Bwahp
is simply the way of life for a Trog.
ALL ROADS LEAD TO HUNGER
There is no family structure for a Trog. Mates
compete against, and eat, other Trogs in a show of Adventuring Trog are somewhat of an oddity. More
superiority. The winners mate and then leave the often than not, a Trog that seems to be
eggs to grow into adults on their own. Spawn pools adventuring has simply gotten themselves lost and
can be found in Trog villages and, though they are are trying to find a new place to call home. Others
guarded fiercely, there is no concept of a mother or may adventure out in the world to experience the
father. It is worth noting that no adult Trog will culinary delights beyond their meager homes.
consume a tadpole unless starving. Not because Some very odd Trog seek out gold and glory, but
usually this too is somehow linked back to their

38

Colin Prime (Order #35367621)

insatiable desire to feast. In ancient tomes, there TROG TRAITS
are legends of Trog warriors who sought out ways
to improve their species’ lot in this world. They Your trog character has several abilities they
accomplished great things in their lives and refined while fighting for their life against their
brought temporary prosperity to their people. They siblings.
are some of the only Trogs recorded in anything
more than a species compendium. Even in these Ability Score Increase: Your Strength and
books of ancient valor, they still make mention of Constitution score increase by 1.
the Trog’s destructive hunger. Trogs do not keep
their own recorded history and many new Age: Trogs reach maturity within 3 months.
traditions are abandoned after just a few Arcane biologists have determined that a Trog
generations. could live up to 300 years or more. The oldest
recorded Trog lived to be 90 before dying a valiant
OTHER SPECIES death. There is not a single recorded instance of a
Trog dying of old age.
Most species do not cast out trogs, but they are
almost always regarded with caution. They know of Size: Trogs stand between 3 and 4 feet tall and
the Trog’s short temperament and ability to eat weigh around 80 pounds. Royal Trogs can weigh
people whole. Common folk will bend over over 150 pounds. Your size is small.
backwards to give the trog what they want, hoping
the amphibians will move on quickly. Strong Speed: Your base walking speed is 25 feet.
adventurers or guards will usually stand up to a Large Lungs: Trogs can hold their breath for 12
belligerent trog; wise adventurers or guards will hours.
know better than to turn their backs on the same Animal Speech: Trogs can carry limited
trog. conversations with animals. Their temperament
and inability to recreate sounds fluently means
Their stout size, natural combat prowess, and much is lost in translation. When speaking with an
general attitude will either earn them respect or animal by using this ability, you have disadvantage
ire, with very little feelings in between. Trogs care on any checks related to speaking to or
little for what others think; as long as they can comprehending the animal.
fight and eat, then they will feel an emotion Languages: You can speak common and Trog.
analogous to happiness. 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.

39

Colin Prime (Order #35367621)

You cannot hold concentration on spells while SLIMY
you have a swallowed creature inside you.
Slimy Trogs have smooth and wet skin. The reside
Subspecies: Trogs come in three major varieties: mostly in swamps, by rivers, and near the ocean.
Spiny, Slimy, and Bony. Choose one of these They can come in any color, though it is always a
subspecies for your character. bright and vibrant one; which serves as a natural
deterrent against predators. They are the smartest
SPINY of the species, making small tools or trinkets to
help them hunt for prey or gain an advantage over
Spiny trogs are dry and sharp. Their bodies have other Trogs. There have even been some artists to
adapted to desert climates, needing almost no come from this subspecies, though they are very
water to survive. The derive nearly all the moisture rare.
they need from the blood of their food. They are
excellent hunters and feel their best under a Slimy Trogs must stay hydrated, needing to
scorching sun. Their skin is brown and covered in drink at least 1 gallon of water daily. If they have
warts and small thorns, making them difficult food any less than this, they suffer a level of exhaustion
for anything except another spiny trog. for every day they do not drink this much.

Ability Score Increase: Your Constitution score Ability Score Improvement: Your Intelligence
increases by 1. score increases by 1.

Horn Croak: If casting thunder based magics, the Improvised Trinket: During a short rest, you can
magic’s range is doubled. You also know the Wub use discarded materials around you to create a
Blast cantrip. Constitution is your spellcasting small trinket that can aid someone in battle. The
ability for it. trinket can be used with a bonus action to add +1 to
Swallow: If using the Swallow action, you can bite an attack roll, damage roll, or saving throw. You
down as you swallow your opponent, dealing 1d6 + must choose the effect when you create the object.
your Strength modifier piercing damage.

40

Colin Prime (Order #35367621)

Once the object is used, it breaks, and you must BONY
find new parts to build another trinket. You may
only create 3 trinkets before finishing a long rest. Bony trogs are outcasts among their own kind.
When you reach 9th level, the trinket can be used Cursed from birth to never be fulfilled, in stomach
twice before breaking. At 18th level the trinket can or spirit. Long ago, the trogs came into contact with
be used 3 times before breaking. a time-travelling amphibian god hero. The god was
The trinket is a small object, no larger than three so distraught at the ravenous trogs within this
inches. The exact specifics of the object are up to dimension that he laid this terrible curse upon
you. A set of springs that strengthen a bow’s them. Thankfully, the trogs reproduce so quickly
power, a small battery that powers up a sword, or a they broke past the curse by sheer attrition.
few magnets on an axe that draw it towards a foe’s However, sometimes it comes back, infecting an
armor are some examples. entire group of tadpoles.

Swallow: When you swallow a creature, you can These trogs take on ashen colors and are
use a bonus action to release a numbing poison in horribly skinny. Their bones jut out from their
your body, bathing the swallowed creature in it. bodies in grotesque ways. Bony trogs will never
They must succeed on a Constitution saving throw, gain fat, as their food turns to ashes before they
DC 10, or have disadvantage on Acrobatics and can finish digesting it. They often die of starvation
Athletics checks for the next minute. Once you before anything else can kill them.
have used this ability, you must finish a long rest
before you can use it again. 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.

41

Colin Prime (Order #35367621)

WO'NARI fashion. All Wo'nari indulge in painting and
designing of their fur. Wo'nari fur marking is
“Kraid looked over his kingdom, its very nature an steeped in cultural lore, every small symbol
ephemeral dream. It would not live beyond him and carrying a story within it.
his life was coming to a close. It would be bloody
contest among the clans to take his seat. He closed FOCUSED AMBITION
his eyes digging into the future, probing every
possible avenue. He found nothing, all places from Wo'nari have very little time to accomplish their
here led to bloodshed among the Wo'nari people. goals. They reach maturity at age 5 and live a
He stood for a long time, breathing in the sun, maximum of 60 years, typically dying far earlier. It
trying to will time to stop. It did not. With a spark, it is expected for a Wo'nari to already have their life's
came to him. He could not find the answer within goal set and detailed by the time they reach
the future, only death laid there, but maybe there maturity. They are trained from birth to move
were answers in the past. He never had much time quickly and learn quicker, those who cannot are
for books, and he was short on time now, but this ostracized for fear of them dragging down the
was greater than him. He strode to his library and group. Because of this, the Wo'nari have incredible
the future suddenly seemed less concrete.” ambition, striving to do as much with their time as
they can possibly accomplish. They have little
From the second a Wo'nari is born they are racing patience for nonsense of any kind and may develop
against the world. Their short lifespans and early a disdain for leisure activities. Slights against them
maturity give them little time to waste. By the time are either dealt with swiftly or forgotten, giving up
they are able to face the world they likely already the offended senses so they may pursue more
have their life’s goal planned in fine detail. They are important matters. Very little is passed from a
relentless and extremely quick learners, picking up parent to their offspring, due to the nature of their
concepts in days that would take other species clans and breakneck lifestyle. This means that
years to comprehend. A clan of Wo'nari is a Wo'nari almost never have a blood legacy, relying
powerful ally to have, and a dangerous foe to fear. only on their actions to immortalize them in
history.

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

42

Colin Prime (Order #35367621)

Their rapid lives are only outpaced by their clan must merge with another, the Alphas will
incredible intelligence. Wo'nari have an amazing typically challenge one another with the victor
ability to absorb and retain information. It is rare ruling over the newly fused clans. There is rarely
that they forget anything of importance until their open war between clans as having others fight
minds begin to fade in old age. Even then a Wo'nari your battles for you is considered dishonorable and
is an amazing fount of knowledge and many older cowardly.
Wo'nari find themselves serving as scholars or
advisers; having likely already accomplished their WO'NARI NAMES
life's goal. If a Wo'nari sets their mind to learning a
skill or task they can usually master it in half the Wo'nari names are a mixture of animistic noises
time it would take another species. Unfortunately, and references to their life's goal. A Wo'nari
their short lifespan means that only a lucky few in chooses their name when they reach maturity,
the world will benefit from their amazing skill at a whatever name they were called before this is
given craft. This makes any creations by a master willingly forgotten by all their kin. Knowing that
Wo'nari exceedingly valuable as it may be one of they are likely to interact with other species they
the few masterpieces they created before they will usually pick a name that others can pronounce.
died. They also use a clan name in a similar way to how
humans use last names, adding “of” to denote
CLAN-PANIONSHIP belonging to that clan. For example, Forygrre of
Darkclaw. Those with no clan will often lie, using a
Clans of Wo'nari are by nature, fleeting things. They well-known clan name or creating a new one, to
rarely last longer than a few generations and avoid the dishonor of belonging to no clan. There
typically do not survive the death of an Alpha. are no name distinctions between gender.
Despite this, Wo'nari clans are powerful
arrangements; their vast intellect and strength Clan names do not always relate to the actions
making them fearsome foes to have. Wo’nari cities of the clan. Sometimes a powerful name is chosen
are great centers of science and discovery but can for the sake of intimidation. Other times the clan
rise and fall within a century. name is something that evolves over time, based
on the clan’s actions. Some clan names have been
Each clan is ruled over by an Alpha. The Alpha is used many times by different clans in different
not an elected position but doesn't always need to times through history, names being resurrected to
be taken by force either. Leaders rise to this status evoke the legends behind them.
through a mix of cunning, leadership, and raw
strength. An Alpha may rule over the clan for their Wo'nari Names: Vicuus, Rangl, Graanal, Bayrik,
entire life, considering it to be their life's goal. There Haala, Halthon, Orannayr, Warrgrar, Ghunter,
is little concept of blood lineage in Wo'nari culture, Araleir, Tarrn, Maeestyrr
meaning that an Alpha's offspring is rarely the one
to succeed them in this role. Often, the new Alpha Clan Names: Lightfoot, Moonpaw, Whitetooth,
must prove themselves to the rest of the clan by Archfur, Throatdrinker, Hardbody, Beateater,
beating out other rivals in tests of strength and Forcearbiter, Goldwraith, Huntorn
will. When that fails, a fight of blood and bone will
always reveal the next Alpha. During this time the OTHER SPECIES
clan is at its weakest, having no clear leadership.
Rivals vying for the Alpha position may find the How a Wo'nari interacts with other species is highly
clan has dissolved while they quarreled, leaving dependent on their breed. They have no particular
them nothing left to preside over. bias for or against any type of creature but prefer
to work with more intelligent persons. They are
While most Wo'nari are content with the clan generally well received in the world but enough is
arrangement, others strike out on their own. Each known about each breed to color the opinions of
lone Wo'nari has their own reason for preferring the people they may encounter.
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

43

Colin Prime (Order #35367621)

WO'NARI TRAITS abandoning those they no longer need. Winter
Wo'nari are not inherently evil but are rarely ever
Your Wo'nari character has a variety of trait that described as good.
differ by the type of Wo'nari they are.
Their fur is usually white to gray with subtle
Ability Score Increase. Your Intelligence score hues of pale colors denoting ancient lineage. They
increases by 2. enjoy marking their fur with myriad puzzles and
mathematics. Those that can understand and solve
Age. A Wo'nari reaches adulthood by age 5 and these riddles are picked out by the winter Wo'nari
rarely lives past 60. as potential allies or threats.

Alignment. Wo'nari that live within a clan are Ability Score Improvement. Your Charisma score
naturally inclined towards a sense of order. Those increases by 1.
who abandon the clan tend to be more chaotic in
nature, living on a whim rather than by any specific Alignment. Winter Wo'nari are hard pressed to
code of conduct. Their moral compass will vary be loyal to anyone outside their clan. They tend
wildly based somewhat on their breed and majorly towards neutral or evil alignments. Evil ones never
on their limited experiences. indulge in violence for the sake of violence,
preferring a gentler hand in their conquests.
Size. All Wo'nari have a similar build. They
average 6 to 7 feet tall and 100 to 160 pounds. Arcane Simplicity. You have the ability to
They may appear skinny to onlookers but are decipher inscrutable texts with relative ease. When
packed with muscle under their fur. Your size is reading magic runes or ancient languages, you
medium. have advantage on Insight or Investigation checks
to decipher their meaning. Additionally, you can
Speed. You base walking speed is 30 feet speak, read, and write one extra language of your
Languages. You can speak, read, and write choice.
Common and one other language that you clan
teaches. Clans typically enforce the learning of Laser Vision. Your laser eyes manifest in highly
another language to all their pups. The language is focused but harmless beams. On your turn, you
often one of a local group of creatures that the can focus a thin laser on a single target you can
Wo'nari must deal with on a regular basis. This see within 60 feet. The lasers last until the end of
other group could be an ally or an enemy. your turn. While you have the lasers targeted on a
Bite. All wo'nari can use their bite as an attack. creature you have advantage on any ranged attack
Make an unarmed strike against a creature, on a hit rolls you make against that creature. If you focus
the target takes 1d6 + your Strength modifier an attack on a different target, your beam is lost.
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 44

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,

Colin Prime (Order #35367621)

MOON WO'NARI Ability Score Improvement. Your Strength score
increases by 1
As a Moon Wo'nari, you were raised in a clan that
placed great value in order and tradition. Your Alignment. Gaia Wo'nari are not concerned with
upbringing placed much focus on the cycles of life, anything but their own survival. While they may
teaching you discipline and willful resolve. Moon help in larger causes, it is typically for selfish
Wo'nari often have a religious or monastic reasons. They are generally of a chaotic alignment.
background. They are stupendously loyal to those
aligned with their clan or faith, lending their Feast of Death. You can spend an action feasting
fearsome strength to those in need. They rarely on a recently fallen (1 day or less) corpse, you can
abide evil, unless their god demands it, and find recover hit points equal to 1d8 + your Constitution
neutrality unsuitable to their resolve. modifier. While feasting, you may not use any
reactions. You must finish a long rest before you
Moon Wo'nari have dark fur with deep violets or can use this feature again.
hard black being the primary colors. They mark
their fur with symbols of their god or self-mastery. Laser Burst. Your laser eyes create a bright
They have no desire to hold their faith inside and flash that blinds foes around you. As an action, you
do not fear those that may recognize their create a 15-foot cone in the direction you are
alignment. looking. Each creature within the area must make a
Constitution saving throw or be blinded until the
Ability Score Improvement. Your Wisdom score end of their next turn. The DC for this saving throw
increases by 1. equals 8 + your proficiency bonus + your
Intelligence modifier.
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.

45

Colin Prime (Order #35367621)

ENERGY WO’NARI Ability Score Improvement. Your Dexterity score
increases by 1.
Energy Wo’nari are an outlier within the species,
having features that turn the typical Wo’nari life on Alignment. Good natured and excitable, they
its head. Occasionally, due to heritage or a surge of seek out any thrills life has to offer. They are
Corruption energy, they have been infused with the fiercely loyal to allies but their chaotic tendencies
same cell-charging energy as a Laser Pup. Because can easily endanger those same allies.
of this they live much longer than other Wo’nari
and do not have to mature at the same rate. Their Slowed Age. Like the Laser Pup breeds they
lives are considered carefree by other Wo’nari, descend from, Energy Wo’nari age much slower
making staying within a clan difficult due to the than their counterparts. You are immune to aging
jealously of their “blessing”. Energy Wo’nari feel effects and spells and your average lifespan in 240
they have the same drive and determination as the years.
others of their species but lack the internal
countdown that drives the others. Laser Bork. Your energy is concentrated in your
mouth, rather than your eyes. As an action, you
This also takes a toll on their health and bark a 15-foot cone of energy. Each creature within
appearance. They are perpetually stuck with a the area must succeed on a Dexterity saving throw,
puppy like appearance and consume nearly double taking 1d6 radiant damage on a failed save or half
the food most Wo’nari eat. Their fur coloring as much on a successful one. The DC for this
ranges nearly the entire spectrum but will never saving throw equals 8 + your proficiency bonus +
dull with age, even on their last days. Their fur your Intelligence modifier. Because of the unique
markings are difficult to maintain, being overtaken origin of your energy, you can burn your own
by rapid regrowth. 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.

46

Colin Prime (Order #35367621)

DRAGONBORN VARIATIONS LASER DRAGONBORN

Dragonborn in the Retroverse behave similarly to Appearance. Laser dragonborn are typically a
their kin in other realms. They share all the same shade of purple, from a light mauve to a deep
traits as other Dragonborn, including temperament violet. Their eyes have a slight glow to them that
and species bonuses. The major difference is their blocks out any sign of their pupils.
Draconic Ancestry. Retroverse dragons come in
many different types including: Neon, Laser, Xenon, Draconic Attack. You can use your action to
Tesla, and many more. exhale destructive energy. You exhale a 30-foot
long, 5-foot-wide line of searing energy that burns
The DC for saving throws against your attacks is your foe. Each creature within the area must make
8 + your Constitution modifier + your proficiency a Dexterity saving throw, taking 2d6 radiant
bonus. damage on a failed save, or half as much on a
successful one. The damage increases to 3d6 at 6th
NEON DRAGONBORN level, 4d6 at 11th level, and 5d6 at 16th level. By using
a bonus action, you can overcharge your attack,
Appearance. Neon dragonborn range the full adding 1d6 radiant damage to your roll. After you
spectrum of color, always correlating to the color use your draconic attack, you can't use it again until
of Neon they exude. Their blood glows an intense you finish a short or long rest.
shade of their natural color and veins can be seen
through the thinner parts of their flesh. Damage Resistance. You have resistance to fire
damage.
Draconic Attack. You can use your action to
exhale destructive energy. You exhale a 15-foot XENON DRAGONBORN
cone of thin neon gas that ignites a second later.
The gas spreads over cover and can filter through a Appearance. Xenon dragonborn have a sheen to
crack of 1 inch or more, filling in the rest of the their scales that others lack. Their reflective scales
cone shape through the crack. Each creature within can be a highly polished black, a pearlescent blue,
the area must make a Dexterity saving throw, or even chrome. They have large frills on their
taking 2d6 fire damage on a failed save, or half as heads that flare up when they are threatened or
much on a successful one. The damage increases attempting to threaten.
to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th
level. After you use your draconic attack, you can't Draconic Attack. You can use your action to
use it again until you finish a short or long rest. raise the frills on your head, filling them with a
chemical reaction that creates a blinding flash in a
Damage Resistance. You have resistance to fire 15-foot cone. Each creature within the area must
damage. 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.

47

Colin Prime (Order #35367621)

TESLA DRAGONBORN BEAT DRAGONBORN

Appearance. Tesla dragonborn are usually pale Appearance. Beat dragonborn take on an
colored, with blues, yellows, and reds comprising appearance that mimics their favorite type of
the most common scale shades. They are a bit music. Metal will have them wearing torn clothing
shorter than other dragonborn, having a tendency and long chains. Jazz often means a crisp suit and
to hunch towards the ground. even crisper shoes. Country almost always involves
large boots and a broad hat. Whatever your
Draconic Attack. You can use your action to appearance, your scales will eventually change to
charge your cells, releasing the energy in an compliment your musical tastes and fashion style.
electric aura around your body. Each creature
within 5 feet of you must make a Constitution Draconic Attack. You can use your action to let
saving throw, taking 2d6 lightning damage on a out a terrible blast of music in a 15-foot cone. Each
failed save, or half as much on a successful one. If creature within the area must make a Constitution
you are grappling a creature, they have saving throw, taking 2d6 thunder damage on a
disadvantage on the saving throw. The damage failed save, or half as much on a successful one.
increases to 3d6 at 6th level, 4d6 at 11th level, and The damage increases to 3d6 at 6th level, 4d6 at 11th
5d6 at 16th level. After you use your draconic level, and 5d6 at 16th level. After you use your
attack, you can't use it again until you finish a short draconic attack, you can't use it again until you
or long rest. finish a short or long rest.

Damage Resistance. You Damage Resistance. You have resistance to
have resistance to thunder damage.
lightning 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-and-
black 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.

48

Colin Prime (Order #35367621)

COSMIC DWARVES NICE MEMORIES

SUNFIRE PASSION Cosmic dwarves do not have the same desire for
gems and gold that their cousins possess. While
Cosmic Dwarves are not immediately gems and trinkets are nice, a cosmic dwarf much
distinguishable from other dwarves, living in a prefers items with strong sentimental value. They
similar clan structure and being physically similar may regard their family and friends as their most
to their other kin. They tend to have dark hair which cherished treasures, and simple gifts from these
they adorn with vibrant gemstones from beyond people are like wondrous artifacts to the dwarves.
the sky in an effort to mimic the endless expanse. In this way, a stuffed animal of poor quality may be
Their eyes do help single them out, with dark irises more valuable than a lifetime’s worth of gold.
and pupils speckled with small color shards that These items are retained by the family of the dwarf
shift with their emotional state. This connection to after their passing, alongside the stories behind the
their emotions goes deeper than their eyes and items so that generations of dwarves can enjoy the
manifests as a small empathic field that other true value of these seemingly worthless items.
cosmic dwarves can feel. This emotional
connection influences almost everything in their When they do collect valuable treasures, they
society and culture, placing a great importance on enjoy obtaining strange things from beyond their
emotional wellbeing. realm. The stranger and farther a cosmic dwarf
must travel to obtain the item, the better the story
EMPATHIC CLANS behind it. Strange stones from the backs of
asteroids, the crystalized power of ancient heroes,
Each and every cosmic dwarf is empathic, though or artifacts from mirror dimensions are examples
some are stronger in this ability than others. When of treasures a cosmic dwarf may seek out.
around others of their kind, they can become
linked, raising or lowering emotional states of their EMOTIONAL FORCE
kin. This ability is not quite as strong with other
species but can still be felt as a minor emotional A cosmic dwarf’s emotional resonance is not
force, especially to close friends and teammates. limited to other dwarves, it can be strengthened
and spread to other species near them. For this
A cosmic dwarf’s neutral state tends towards reason, comic dwarves have become great
jovial or curious, which can make their dwarven diplomats and mediators, being able to detect and
cities quite vibrant. Every member of the clan can exert emotional ques in sensitive situations. Cosmic
detect the emotions of another, ensuring that trust dwarves work within themselves to bring down
and love are the most important qualities, if only to emotional walls and try to be the first to trust
maintain the structure of their society. Deep others. Their strong bonds to others are created
sadness or anger can be detrimental to a large with a unifying love that has been strong enough to
clan, sometimes being strong enough to stop centuries long feuds.
overwhelm other dwarves and begin spreading like
an emotional virus. Cosmic dwarves have dealt REACH FOR THE STARS
with many emotional outbreaks though and most
important buildings double as emotional wellness Another major difference of cosmic dwarves is
centers, giving those in turmoil a place to re-center their desire to live higher than their cousins, a
under the care of their kin. desire that helps them see a grander picture. The
night sky fills them full of wonder and desire. As
These strong emotions can also be a force for such, they make their cities upon tall mountains,
good as well. An entire clan emboldened by rage instead of deep within the earth. Buildings are
against a common enemy is enough to tear constructed with verticality as their main premise,
through the bounds of reality. Strong enough turning cosmic dwarf cities into a series of reaching
curiosity of a disease can bring the entire clan spires. Those that can manage it will travel into the
together in the effort to stop it. Even sadness over stars, living a life wandering the cosmos. Many
a fallen leader can unify the clans, strengthening others find one sky to be too small to explore and
their resolve in an effort to build up a replacement. will begin hopping from dimension to dimension,
always searching for a sky they haven’t seen
before.

49

Colin Prime (Order #35367621)


Click to View FlipBook Version