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from Lasers & Liches that resides in a place of half faded memories, barely remembered songs, lost childhood friends, outdated styles, abandoned dreams, lost playthings, vapor ware, and time corroded nostalgia.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from Lasers & Liches that resides in a place of half faded memories, barely remembered songs, lost childhood friends, outdated styles, abandoned dreams, lost playthings, vapor ware, and time corroded nostalgia.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

TURTLE THE CODE

Stubborn tenacity, protecting the innocent, pizza, Not so much a spirit as much as it is an inevitable
there is little else to the turtle way of being. They truth of the universe. It is most often represented
use their naturally protective bodies to outlast by the ideal version of yourself, guiding with
most opponents. advice that is always true but rarely kind.

Passive Boon: You can use two-weapon fighting Passive Boon: You have found a way to cheat
with a monk weapon, adding the relevant modifier the system, granting you the ability to use two
for damage of both weapons. bonus actions on a single turn. You can use this
cheat once before finishing a short or long rest.
Active Boon: When targeted with a melee or
ranged weapon attack, you can use your reaction Active Boon: When making an attack with your
and ki points to add +1 to your AC per the number monk weapon or an unarmed strike, you can use 1
of ki points used (to a maximum of +3). ki point to shift the way you deal damage. The
target simply loses hit points equal to the
CELESTIAL damage, bypassing all resistances, vulnerabilities,
immunities, boons, spells, and effects that alter
Beings of light that push towards peace and the damage. This move also negates any boons
tranquility, even if it is enforced at the end of a you may have to your damage, reducing it to the
sword. Their holy power is might but that doesn’t base damage of the weapon plus your relevant
make them always right. modifier.

Passive Boon: You are resistant to radiant
damage.

Active Boon: When you are hit with an attack,
you can use your reaction and 2 ki points to call
for angelic retribution. Roll a hit dice, it is
expended as you are healed that amount and the
creature that attacked you is dealt radiant
damage equal to the roll. The distance between
the attacker and you is irrelevant unless they are
on another plane, in which case the damage is
negated.

UNDEAD

The slow, creeping force of death and pestilence
that eventually conquers everything. Undeath is
patient but unyielding, pressing forward with
insatiable, relentless hunger.

Passive Boon: You have +1 on Death Saving
Throws and can change a single failed save into a
success. You must finish a short or long rest
before you can change another save.

Active Boon: When you hit a creature with an
unarmed strike, you can use 2 ki points to recover
hit points equal to half the damage dealt to the
creature (rounded down). Alternatively, when
attacking undead, you can recover a single ki point
for each successful attack you make against
them, to a total number of ki points recovered
equal to your Wisdom modifier (minimum

of one) before finishing a long rest.

150

Colin Prime (Order #35367621)

THE BEAT TANK YOU

Often represented by a faceless minstrel, the Beat By 11th level, you’ve broken past the boundaries of
is not a direct spirit, it is more of a feeling, though what your body if physically capable of. You count
it is much more than that as well. The Beat directs as one size larger when determining the weight
through general vibes, which you are highly tuned you can carry, lift, and move. Additionally, if using
too, instead of discernable directions. a large sized improvised weapon, it gains the
versatile property and deals 1d10 (1d12) damage.
Passive Boon: When making attacks with your The damage type is determined by the type of
monk weapon or unarmed strikes, you can choose object being used as a weapon.
to change the damage type to thunder.
HACKED HEALTH
Active Boon: When you hit a target with an
unarmed strike you can use that percussion to By 11th level, you can shrug off death like it was a
boost your next attack against the same target. If minor nuisance. When you fall to 0 hit points, but
you make another attack against the same target are not killed outright, you can burst back to
immediately on your turn, you can use 1 ki point to action and heal 1 hit dice for every 2 ki points you
increase the attack and damage roll by +1. You can spend on this action, so long as you have hit dice
continue to use this ability to a cumulative to spend. You must finish a long rest before using
maximum of +3 to attack and damage rolls this feature again.
against a single target. This bonus is reset at the
start of your next turn. IMPOSSIBLE RESISTANCE

HOLD YOUR GROUND At 17th level your body has adjusted to the
extreme environments you often find yourself in.
By 6th level you have become used so used to By using a bonus action and 12 ki points, you can
fighting multiple opponents at once that you deflect all harm, becoming invincible and
prefer it that way. If there are 2 or more enemies indestructible until the start of your next turn. You
(or a single swarm) within 5 feet of you, you can can use this feature twice before finishing a long
choose to gain advantage on a melee attack rest.
against those targets. You can use this feature a In addition, when you reach this level, you no
number of times equal to your Wisdom modifier longer need to breathe air.
(minimum of once) before finishing a long rest.
BLINDING FURY
CELLULINESIS
By 17th level, you’ve become a master of combat
At 6th level, you’ve magically adapted some ideas and can put yourself in a trancelike pose, allowing
from the advanced technology around you. By you to attack faster than the eye can see. When
touching and concentrating on a willing creature you take the attack action, you can spend 3 ki
for 1 minute, you can memorize their brainwave points and a bonus action to activate this ability
pattern and create a telekinetic link between both and make a hyper speed melee attack against a
your minds. You can then spend 2 ki points to target within 15 feet of you. You can then spend
speak telepathically with them for up to 1 minute. another 3 ki points to make an additional melee
If they are on another plane of existence or in attack against a different target within the same
another time, the cost is an additional 2 ki points. range. You can continue to make these attacks as
If they cannot be reached, by too few ki points long as you have the required ki points and do not
being spent or otherwise, you simply hear a dull attack the same target twice on your turn. The
tone for 3 seconds. You can have up to 5 creature targets all must be within 15 feet of the location
imprints memorized at a time. Multiple creatures you were when you started this ability. There is no
can be in a single telepathic conversation this way, limit to the number of attacks you can make in a
so long as you have used the required ki for turn using this feature, so long as each attack
connecting each one. follows the other rules for this ability, but once
the feature ends, you can make no more attacks
on that turn, even as a reaction. Once you use this
feature, you must finish a short or long rest
before you can use it again.

151

Colin Prime (Order #35367621)

PALADIN: OATH OF AWESOME Tolerate no Slander. Everyone is jealous of
those at the top but a smear on your name is a
Boring years of devotion, pointless quests of slight that cannot go unpunished. A fall from grace
vengeance, conforming to the ideals of an out of could leave you just as powerless as the common
touch ancient; why should a paladin’s path be so folk.
stuffy?! It shouldn’t and you’re going to make sure
of that. Fame, fortune, and fantastic beasts, that’s SWEET STREAKS
where you draw your power from. The more
admired you are, the higher your winning streak, By taking the Oath of Awesome, you are pledging
the stronger your powers become! Can you draw to be the coolest person you can possibly be. Your
the raw powers of a paladin with only ego and success is built upon smaller successes and your
avarice? You bet you can! Just be careful, because power comes from your seeming inability to fail.
once you reach the top, it’s a long way to the Each time you roll a successful ability check, attack
bottom. roll, or saving throw, you move up one rank on the
Sweet Streak table. As you gain levels in this class,
TENETS OF AWESOME you unlock higher possibilities on the table. Each
action must be unique, meaning you cannot collect
Savor the Limelight. Many look up to you (or will a high streak by successfully dancing in place over
eventually). The example you set will far outlive and over (though you can attempt to start your
you, make sure you leave a lasting impression. day and streak with a joyful jig). If you fail any of
these rolls, your streak is reset to bumped back
Welcome Challenge. You don’t become the best down one tier and you lose any extra abilities you
by having others fight your battles. If you want gained from the last tier you were at. The streak is
fame, you’re going to have to wrangle it yourself. reset after a long rest or if you use a hit dice during
a short rest.
Entertain the Masses. This world is full of too
many harsh realities. It’s your job to give the people Bonuses that effect the same thing are not
stories and celebrations they will talk about for cumulative. For example, have a streak of 8 will not
years. grant you +4 to all damage rolls, only +3.

Embrace your Ego. Critics, monsters, and self-
doubt may try to tear down your emotional worth.
Show them how powerful your inner flame is.

Streak Sweet Streak Bonus

0-

1 You gain +1 to Charisma based ability checks

2 You gain +1 on all saving throws for the duration of your streak.

3 You regain hit points equal to your Charisma modifier.

4 You have +1 to attack and damage rolls for the duration of your streak.

Unlocked at 7th level

5 You can change the next failed ability check, attack roll, or saving throw into a successful one, unless the roll
is a 1.

6 You have +2 on all saving throws for the duration of your streak.

7 Allies within 30 feet of you gain 1d4 radiant damage to each melee weapon attack they make.

8 You have +3 to damage rolls for the duration of your streak.

Unlocked at 15th level

9 You are resistant to non-magical bludgeoning, piercing, and slashing damage.

10 You can attack 3 times, instead of twice, when you take the attack action on your turn.

11 The next time you roll a 1 on an ability check, attack roll, or saving throw, you can change it to a 20.

12 You have advantage on Charisma based ability checks.

Unlocked at 20th level

13 Roll a d8. You regain spell slots of your choice equal to that number.

14 You are immune to non-magical damage and take half damage from magical attacks.

15 You cannot have disadvantage on ability checks, attack rolls, or saving throws.

152

Colin Prime (Order #35367621)

16 You have +2 to attack rolls and +4 to damage rolls for the duration of your streak.

17 You gain +2 temporary hit points for this success and each one after (to a maximum of 20 temporary hit
points). These temporary hit points vanish if your streak is broken.

LOSING STREAK table. Rolling a failure will move your streak down
while a successful roll will move you up one step.
If you roll a 1 on any ability check, attack roll, or Rolling a 20 will reset your streak counter on this
saving throw, your Sweet Streak powers are table and push you to 1 on the Sweet Streak table.
immediately drained, and you begin following the Taking a short or long rest also resets this table to
Losing Streak table (starting at 0). Unlike the Sweet 0.
Streak table, you must work your way out of this

Streak Losing Streak Penalty
0 -
-1 You have -1 to all attack rolls
-2 Your AC is reduced by -2
-3 You cannot use your proficiency bonus on any ability checks, attack rolls, or saving throws.
-4 You lose resistance or immunity to any and all damage types.
-5 You have disadvantage on all attack rolls.
-6 You cannot cast any paladin spells.
-7 You take 1d4 psychic damage for this failure and each failure after it until you move up on this table.

CHANNEL DIVINITY the creature fails the saving throw, it is turned for 1
minute or until it takes damage. A creature that
When you take this oath at 3rd level, you gain the succeeds becomes enraged by you and will
following two Channel Divinity options. prioritize you as a target.

Turn Uncool. As an action, you present your A turned creature must spend its turns trying to
holy symbol and shout harsh words that strike the move as far away from you as it can, and it can’t
center of a creature’s ego. This Channel Divinity willingly move to a space within 30 feet of you. It
option effects creatures with a Charisma score also can’t take reactions. For its action, it can only
equal to or less than 10 + your proficiency bonus. use the Dash action or try to escape from an effect
Any of those creatures within 30 feet, that can see that prevents it from moving. If there is nowhere to
or hear you, must make a Wisdom saving throw. If move, the creature can use the dodge action.

153

Colin Prime (Order #35367621)

Wingman. As an action, you can use your RANGER: DREAM CHAMPION
Channel Divinity to impress your awesome abilities
onto an ally. Choose a willing, allied creature you There are many battlegrounds across the
can see within 30 feet. For the next minute, they multiverse, but one remains a constant through
gain the same bonuses or penalties from your them all, the Dream Plane. A realm comprised of a
Sweet Streak or Losing Streak that you have. They mixture of wild imagination, incomprehensible
cannot affect the streak and lose this benefit if logic, and unspeakable terrors; it is a constant
they move more than 30 feet away from you, fall presence wherever there are creatures dreaming.
unconscious, or roll a 1 on an ability check, attack This is your chosen battlefield, the realm to which
roll, or saving throw. you pay homage. In a multiverse of impossible
worlds, there is still nothing that compares to the
SMOOTH RECOVERY vast wilds that await you in the dreams of one
creature, much less the collective from which you
At 7th level, you can fudge a failure to make it seem draw your energy. But for all its wonder, there are
like you intended to do it that way, saving face and dark evils that claw at the edges of everything. If
your streak. If you fail a roll and would lose your you can travel from the waking world to the
streak, you can use a bonus action to reroll. If the sleeping, what other things might sneak in with
new roll would have succeeded, you keep your your shadows?
streak but are still unsuccessful in whatever you
were attempting to do. However, if the second dice MIND STRIDE
roll is a 20, you do succeed, though the success
will happen in an unconventional way. You can use At 3rd level you have begun to tap into the Plane of
this feature a number of times equal to your Dreams and can briefly move in and out of it. You
Charisma modifier (minimum of once) before can use your movement to warp between allied
finishing a long rest. creatures within 60 feet of each other. You must
first spend 1 hour presiding over the ally as they
BEAUTY SLEEP dream, memorizing their dream signals. You can
attune to a number of allied creatures equal to
At 15th level, you come back from long rests your proficiency bonus. You can willingly forget
already a shining example of success. Whenever another creature and learn another’s patterns by
you finish a long rest, you start on the Sweet the same process. The distance increases to 120
Streak table at a number equal to your Charisma feet at 7th level, 10 miles at 11th level, and anywhere
modifier. When you reach 20th level, the number is on the same plane at 15th level. You can use this
equal to your Charisma modifier and proficiency feature once before finishing a long rest.
bonus combined.
Additionally, you gain Dreams as another type
BORN WINNER of your favored terrain.

By 20th level, you have forgotten what failure even SUPER SLEEP
looks like. You no longer have to roll on the Losing
Streak table, even if you roll a 1. Additionally, you At 3rd level, you can try to pull others to sleep with
can add your Charisma modifier to any ability you. As an action, you can cast the Sleep spell
check, attack roll, or saving throw. You can add this without expending a spell slot. Doing so renders
modifier even if the related roll already has an you unconscious until the start of your next turn.
ability modifier attributed to it, unless it already You can choose to extend the duration of your
uses the Charisma modifier. You can add the unconsciousness when you use this feature to a
modifier a number of times equal to your Charisma number of turns equal to your Wisdom modifier
modifier (minimum of once) before finishing a long (minimum of one). The level the Sleep spell is cast
rest. at increases for each turn you choose to spend
unconscious. If awoken before this effect is
supposed to end, the spell and its effects are also
ended. You can use this feature once before
finishing a long rest.

154

Colin Prime (Order #35367621)

155

Colin Prime (Order #35367621)

DREAM ENERGY psychic damage. Creatures who die in this place are
immediately removed from the plane, drop to 0 hit
At 7th level, you can easily enter a dream state points in the outside world, and must immediately
while taking a short rest. During this time, you can begin making death saving throws. While here, you
draw on the energy of the Dream Plane to do one alone have advantage on all saving throws. Though
of the following: you and your allies behave the same way as you
would while awake, the dreamer may have more or
• Heal double the amount per hit dice less power in this realm, depending on their mental
expended. fortitude. You and your allies can not exert more
power in this realm than you can in the waking
• Recover a combined number of spell slots world, but the dreamer may be able to shift reality
equal to half your proficiency bonus to a limited degree. If the dreamer dies, you are
(rounded down). removed from the dream and the effect ends. You
can use this feature to enter your own dreams. All
• You cast Mage Armor on yourself without creatures inside the dream are unconscious in the
expending a spell slot. waking world.

• Gain a premonition about the future by You may use this feature once before finishing a
casting Augury without expending a spell long rest.
slot.
DREAMING DANCE
• Remove 1 level of exhaustion from yourself.
• Become immune to psychic damage for the At 15th level, your body does not immediately shut
down while unconscious. If you are unconscious or
next hour. sleeping, even at 0 hit points (but not outright
You can only use each ability once before finishing dead) you can still move and act. Your actions in
a long rest. this state are limited. Your movement speed is
halved, you can take a single bonus action, action,
NIGHTMARE WARRIOR or make a single attack on your turn, and are blind
for the duration. You cannot cast spells that require
At 11th level you have become so like a dream that verbal components as your speech is impossibly
you are sometimes indistinguishable from one. distorted. You can use items, so long as they do not
When making melee attack, instead of striking require magical words or the ability to see. The
physically, you can force the target to make a effect begins automatically if you fall asleep, fall
Wisdom saving throw against your Spell Save DC unconscious, or if disturbed during a long rest. It
for each use of your attack action. On a failure, you ends if you wake up (which you can do freely if not
invade their mind and attack it directly, dealing at 0 hit points), if you die, after 1 minute, or if you
psychic damage as if you had hit them with a are at 0 hit points and regain any. This effect is
melee attack. Additionally, if they fail the saving considered a short rest if you stay in this state for 1
throw, you gain insight on their next moves and any minute and are not at 0 hit points when it ends.
attacks made against you on their next turn are You must finish a long rest before using this
made with disadvantage. You can use this feature a feature again.
number of times equal to your Wisdom modifier
(minimum of once) before finishing a short or long
rest.

LUCID BATTLEGROUND

At 11th level you are so infused with dream energy
that you can extend it to others around you and
bring them into other’s dreams. Touch a sleeping
creature, they must succeed on a Wisdom saving
throw versus your spell save DC or have their
dreams opened to you (willing creatures do not
have to save). You can then touch a number of
other willing creatures equal to your Wisdom
modifier (minimum of one) to take with you into
the dreamer’s mind. The effect last for 1 hour or
until the target is awoken by something outside the
dream, though time in the Dream Plane does not
always sync with time outside it.

While in this realm, all damage is converted into

156

Colin Prime (Order #35367621)

ROGUE: ETHER VANDAL G-SIGILS

Ether Vandals are a unique type of rogue, typically The following is a list of effects the G-sigils can
drawn in by the desire for freedom of expression have. You may only have 5 G-Sigils active at a time,
and youthful rebellion. They can tap into the magic with the oldest one becoming inert if you create a
around them through their art and bombastic flair, new one. If tagging an unwilling creature, you must
giving them abilities unlike other rogues. Their make an attack roll using your Dexterity; you are
abilities are often disruptive to more orderly ideals, proficient with the attack. The G-Sigils are only
putting them at odds with most symbols of effective for 1 minute, losing any magical
authority. properties after that time. You can use your action
to create 1 G-Sigil per turn at 3rd level, 2 at 9th level,
MAGICAL GRAFFITI and 3 G-Sigils at 13th level. Some tags require a
saving throw to resist
When you choose this archetype at 3rd level, you
gain proficiency with painter’s supplies. You also G-Sigil save DC = 8 + your Dexterity modifier + your
gain the ability to magically project paint from proficiency bonus.
places like the palm of your hands, fingertips, nose,
or other extremity of your choice and can use it to E-vayd: Tag a creature to grant advantage or
create unique art. The paint can be projected up to impose disadvantage on their next saving throw.
5 feet and allows you to quickly create small
magical runes, called G-Sigils, to use in combat or Ar-mail: Tag a creature to increase or decrease
mix into your regular art. its AC by 1. There is no cumulative bonus to
multiple instances of this tag on a single creature.
GRAFFITI BURST
Re:gen: Tag a creature to boost its healing,
At 3rd level, you can weave terrible destructive healing it by 1 hit point at the start of its turn,
magic into your art. Using your action, you can unless it drops to 0 hit points. This tag can be used
create a work of art that is a max of 5 feet by 5 multiple times on the same creature, to a
feet. For the next 12 hours, you can mentally cumulative healing of 3 per turn though the effect
command the art to activate, setting off a 30-foot will end for all instances of the tag once the first
explosion centered on the art, forcing a Dexterity tag loses its effect.
save on all creatures within the area. The explosion
deals elemental damage equal to that of a Sneak Exe-plode: Tag a spot and cause a 15-foot
Attack + 2d6 on a failed save, or half as much on a explosion by shouting the command word any time
successful one. The damage types can be fire, within the duration. All creatures within range must
force, lightning, or thunder and are chosen when make a Dexterity saving throw, taking 2d4+ your
the art is created. It deals double damage to Dexterity modifier fire damage on a failed save, or
objects and structures which automatically fail the half as much on a successful one.
save. You can use this feature once before finishing
a long rest. Re:sistor: Tag a creature to cause it to become
resistant or vulnerable to any one type of damage.
If they are immune they can only become resistant.
If they are resistant, they can become immune or
lose their resistance. If they are vulnerable you can
only make them non-vulnerable.

S10w: Tag a creature to reduce its movement
speed by half.

H0ld: Cause an inanimate object, no greater
than a 5-foot cube, to become immovable for the
duration of the G-Sigil.

Can-tr0p3n3r: You can cast a single cantrip
from the Wizard spell list. You know a number of
cantrips equal to your proficiency bonus. You can
spray this sigil on a fixed surface or on a creature,
activating the spell in whatever way it is required in
this way. Tagged creatures make any saving throws
against these cantrips with disadvantage. If a spell
requires a spell attack roll, the tag can count as

157

Colin Prime (Order #35367621)

158

Colin Prime (Order #35367621)

that attack. Once you choose a spell, it cannot partially or fully, but you cannot use this ability
be changed. These sigils follow the normal casting again after expending all 6d6 of the energy until
times and limitations for spells on a single turn. you finish a short rest.

Iyz: You spray paint in the target’s eyes, blinding GRAFFITI MASTER
them. They can make a Constitution saving throw,
at the end of each of their turns, negating the At 13th level you gain the ability to create your art
effect on a success. on any surface. You can use your Magical Graffiti
skill to paint on surfaces like water, lava, and even
Sum-0n: You create a creature out of graffiti into the air. Creations made in this way last a
that springs to life and fights for you. The creature number of hours equal to your Intelligence
must be small sized and have a CR of 1 or less. It is modifier (minimum of one)..
completely flat, has 1 hit point, and can travel as
the creature normally would or along whatever If you are using this ability combined with the
surfaces it is painted on (following its normal Spark Grind ability to move in the air, you can only
movement capabilities there as well). It can only move up or down on a single turn a number of feet
follow simple orders and vanishes once the G-Sigil equal to half your base movement speed.
wears off.
ART IMITATES LIFE
See U: Tag a target to make them glow in a red
outline, even through non-magical surfaces. At 17th level you and your art have become one in
the same. As a reaction to an attack or a spell or
Port-hole: You create a circle with a 2-foot effect that requires a Dexterity or Constitution
diameter. This circle is inert until you create a saving throw, you can meld into any surface within
corresponding circle no more than 60 feet away. 5 feet of you, appearing as a stylistic art
For the duration of the G-Sigil, creatures can walk representation of yourself. You can then move up
through one circle to come out of the other. to half your movement speed in any direct along
the surface or other surfaces touching it and
SPARK GRIND through cracks at least 1 inch wide. During this
move, you can make one G-Sigil, even if you have
When you choose this archetype at 3rd level, you expended all of your previous uses. Once you have
gain the ability to grind on improbable surfaces, stopped moving, you immediately appear in the
including paint laid down by you or other artists. By nearest unoccupied space. Unless the initial attack
channeling magic through your feet, you reduce or effect has an area of effect that you are still
the friction they make on any surface, allowing you inside of, the spell or attack is negated. If you are
to grid along its edges. You can use this ability at still inside the area of effect, you make the relevant
will but can only ride along the edges of surfaces saving throw with advantage, taking half damage
(such as the edge of a roof), narrow rails (such as on a failed save and no damage on a successful
smooth guard rails), or paint laid down by you or one. You can use this feature as a reaction once
other Ether Vandals. While grinding, your base before finishing a short or long rest.
movement speed and jump length is doubled and
you cannot concentrate on spells. If you end a turn Additionally, you can use this effect as an action,
while grinding, you must succeed on a Dexterity having full use of your movement until the end of
saving throw (DC 5) or lose your concentration and your turn. If done in this way, you cannot make
fall off whatever surface you were grinding on. For attacks, cast spells, and may only create one G-Sigil
each turn you end while grinding, the DC increases on your turn. While in this form, any damage you
by +2. take from non-magical attacks is halved. When
your turn ends, or when you decide to, you appear
GRIND BURN in the nearest unoccupied space from where you
moved to. Exiting in a space that is too small for
At 9th level, you can force the energy of your grind you will deal 6d6 force damage to you and move
into an attack. If attacking an enemy while grinding, you to the nearest unoccupied space. You can use
you can add 1d6 force damage to the attack. this feature in this way a number of times equal to
Alternatively, you can store the grind energy and your Intelligence modifier (minimum of once)
release it in a single attack. For each turn you end before finishing a short or long rest.
in a continuous grind, you add 1d6 force damage to
the next attack you make, to a max of 6d6. The
energy dissipates immediately when you stop
grinding. You can choose to use the energy either

159

Colin Prime (Order #35367621)

MUSCLE SORCERER creature must succeed on a Wisdom saving throw
against your spell save DC or be unaware that they
Spells books? Unearthly pacts? Divine are loaded with the spell energy.
intervention? These things are for those who don’t
understand the arcane understanding comes from BLASTED SPELL
an understanding of your well-toned body,
understanding that true power comes from If you cast a spell that only targets one creature
understanding muscles, that mighty magic comes and doesn’t have a range of self, you can use a
from a mighty core. Magic is not a thing to be number of sorcery points equal to the level the
learned or begged for, magic is something you spell was cast at to broaden the spell into a small
bully out of the universe, no matter how the burst of magic. The spell now requires a saving
universe feels about it. As a muscle sorcerer, you throw, affecting any creature within a sphere with a
have unlocked the secret to bending nature to your 10-foot diameter. Creatures within the area take
whim from the proper flex of your immaculate, half damage on a failed save and no damage on a
rippling form. successful one, as the spell’s increased area
weakens its power. If the spell requires a saving
METAMAGIC throw to resist an effect or condition, that saving
throw is made with advantage. Healing spells can
SPELL SIPHON also be affected by this spell, healing half hit points
to all affected creatures.
When you cast a spell that deals damage, and any
of the damage dice are equal to your hit dice, you STRANGE FLEX
can use 1 sorcery point to regain hit points equal to
the lowest number rolled. You can regain hit points Unlike other sorcerers, your magic comes from
from multiple dice by using a number of sorcery physically forcing the magical ether to bend before
points equal to the number of dice you want to your might. You use your Strength, instead of
regain hit points from, starting with the lowest Charisma, whenever a spell refers to your
number rolled and moving upwards. spellcasting ability. In addition, you use your
Strength modifier when setting the saving throw
SMASHING SPELL DC for a sorcerer spell you cast and when making
an attack roll with one.
When you cast a spell, you can use 1 sorcery point
per level of the spell used to change some or all of Spell save DC = 8 + your proficiency bonus + your
the damage dice to bludgeoning, piercing, or Strength modifier
slashing damage. This damage is still considered
magical for the purposes of overcoming Spell attack modifier = your proficiency bonus +
resistances. your Strength modifier

DELAYED SPELL Additionally, whenever a Metamagic option or
spell requires you to use your Charisma, you can
When a creature is impacted by a spell, you can instead use your Strength. Your saving throw
spend 2 sorcery points per creature of your choice proficiencies are now Strength and Constitution.
to delay the effects of the spell for up to one
minute. The effect travels with them and cannot be SPELLCASTING FOCUS
broken. Anytime during that minute, you can use a
reaction to release the effect of the spell on any Your fists or feet can serve as an arcane focus,
number of affected creatures. Not every creature depending on which one you primarily strike with.
has to be affected by the initial casting and not
every delay must be released at the same time. CAST FIST
Alternatively, you can use this ability to set a
creature or object as the point of origin of a spell, When you choose this sorcerous origin, you learn
releasing the spell anytime within the duration. the Mage Hand cantrip, if you do not already have
After one minute, any delayed effects are released. it. When you use this spell, you can strike with the
If this ability is used in tandem with Subtle Spell, a hand as if it were your own hand, as part of the
spell action. If the hand makes contact with an
enemy in this way, it disappears, and the spell ends
after dealing damage. Though the spell is designed

160

Colin Prime (Order #35367621)

for a hand, any extremity you may make an save DC and spell attack modifier. You can use a
unarmed strike with can be projected, though they number of sorcery points equal to half your level
can only be used to attack if summoned in this (rounded down) with this feature before finishing a
way. short or long rest.

POWER STRIKE Additionally, if you use at least 4 sorcery points,
you can attack twice with an unarmed strike
The massive energy you command causes your instead of once for the duration of this effect.
unarmed strikes to deal 1d4+ your Strength
modifier bludgeoning damage. This increases to STRENGTH RECYCLE
1d6 at 6th level, 1d8 at 14th level, and 1d10 at 18th
level. You can spend 1 sorcery point to make the At 18th level you strike so hard, you can punch the
unarmed strike considered magical for the purpose magic energy out of your foes and steal it. Each
of overcoming resistances. time you land a successful unarmed
strike, including with the Cast Fist
Additionally, you can spend a total of 2 sorcery feature, you regain 1 sorcery
points to add a dice equal to your unarmed strike point. Critical hits regain 1d4+1
from the following damage types: acid, cold, fire, sorcery points, reflecting the
lightning, force, or thunder. somewhat unstable nature
of your power.
MIGHTY MAGIC

At 6th level you can weave spell magic into your
attacks, focusing their origin on the point of impact.
Spells with a casting time of 1 action or bonus
action, and with a range of touch or which require
you to make a spell attack roll, can be used in
tandem with an unarmed strike. In this case, make
an unarmed strike against the target. On a hit, the
target takes the damage from the unarmed strike
and is affected by the spell and the spell deals 1
additional damage dice to the primary target (if
applicable). This increases to 2 additional damage
dice at 14th level and to 3 additional damage dice at
18th level.

At 14th level, you can use spells that require a
saving throw in this way as well. On a hit, the
primary target makes the saving throw with
disadvantage and is subjected to the extra damage.
A missed attack will still release the spell but with
no additional effects. If a spell you cast would
require you to make a Dexterity saving throw due
to its area of effect, you make the saving throw
with disadvantage. At 18th level you no longer roll
against spells you cast in this way with
disadvantage and take only half damage from a
failed save or no damage on a successful one.

MUSCLE BOOST

At 14th level, you have gained the ability to weave
the magic of the universe into your muscles,
further boosting your abilities. At the start of your
turn, you can increase your Strength score by 1 (to
a maximum of 30) for each sorcery point you use
for this ability. The augmented Strength score
remains until the end of your next turn. Changes to
your Strength score are also reflected in your spell

161

Colin Prime (Order #35367621)

WARLOCK: CORPORATE PACT BOON: THE MANAGER
OVERLORD PATRON
You gain an additional spell slot. Also, whenever a
Many warlocks are known for making deals with spell you cast drops a hostile target’s hit points to
unknowable fiends and literal devils, but few tread 0, you regain a spent spell slot. You can regain a
the dark depths you dare to go. The corporate number of spell slots equal to your Charisma
overlords, leaders of industry and barons of modifier (minimum of one) this way before
resources, deal in unspeakable evils. Their massive finishing a long rest.
power trickles down to you, a pittance you receive
for your very soul. Why would anyone align with The Corporation
such vile corruption, why would one partake in
their sinful structures, why would you sign across Not all corporations are inherently evil, just most of
that dotted line? them. The pursuit of exponential growth is a
slippery slope, and many corporations can find
The corporations are often represented by a themselves at odds with their original vision. They
lovable mascot, by which the worlds know them. are highly concerned with your conduct, even in
You know the true aspects of these mascots but your off time. Discretionary leeway is rare, and
report to them all the same. Storefronts and their directives can sometimes be unclear or even
corporate headquarters are akin to churches to contradictory. When choosing your overlord,
you. Art featuring the mascot’s likeness will often consider their known objectives and exactly why
speak as an avatar for the corporation’s wishes to you would choose such a stringent path. Need for
you. Their instructions are reliably confusing or structure, desperation, or fear of a rival corporation
immoral and there is no lenience on those are all easy examples of why you might sign your
contractors who fail to fulfill these orders. life away in this way.
Obedience and peak efficiency are the qualities
your masters expect. Time is money, money is MICROMANAGE
power; you’re on the clock, get back to work.
Starting at 1st level, you can use your action to give
CORPORATE OVERLORD EXPANDED SPELLS extremely detailed and unnecessary instructions to
an ally or foe. When doing this, you must decide if
Spell Level Spells these instructions are to be used on an ability
check, attack roll, or saving throw. Then the next
1st Crank Caller, Disguise Self time the target makes an ability check, attack roll,
2nd Ether Bees, Heart Container or saving throw (based on your choice), within the
3rd Grasping Graves, Spirit Guardians next minute, they either add your proficiency bonus
4th Phantasmal Killer, Skin Krwlr (for allies) or subtract your proficiency bonus (for
5th Animate Objects, Conjure Elemental enemies) to that roll. You can use this feature a
number of times equal to your Charisma modifier
(minimum of once) before finishing a long rest.

ASSOCIATE ASSISTANCE

At 6th level, you can call on your co-workers for a
boost. After you roll an ability check, attack roll, or
saving throw, you can use your reaction to choose
an ally within 60 feet of you to make the same roll,
and then use their roll instead. The ally applies any
of their own bonuses or penalties to the roll, even
if the same changes did not apply to your initial
roll. You can use this feature a number of times
equal to your Charisma modifier (minimum of
once) before finishing a long rest.

162

Colin Prime (Order #35367621)

163

Colin Prime (Order #35367621)

TIME TO LEAN UNDERCOVER BOSS

At 6th level, you can help clean up some issues At 14th level, you can assume the body, mind, and
while you rest. During a short rest, you can cast abilities of your associates. Using your action,
Lesser Restoration without using a spell slot. At 14th touch a willing, allied creature. For the next minute
level, you can cast either Lesser Restoration or you become an exact replica of them at the
Greater Restoration without using a spell slot. You moment you touched them. You have their current
can use this feature once before finishing a long hit points, available spells, available abilities, voice,
rest. body, and a replica of their armor and weapons
(including magical items and artifacts). Your
WORKFORCE thought patterns are still your own but all your
stats, including Intelligence, Wisdom, and Charisma
At 10th level, you can begin forcefully recruiting are replaced by theirs. If your new form’s hit points
creatures for employment by your patron. When a are reduced to 0, this feature ends. Once this
creature is killed, you can copy their essence in a feature ends, your copied body and equipment
gem worth a minimum of 50 gp. The creature slides off as a fine ash and you regain your
must have died within the last hour and you must previous form, as it was right before you used this
spend one uninterrupted minute performing this feature.
hiring process. The target creature must make a
Wisdom saving throw against your Spell Save DC, You must finish a long rest before using this
thwarting this feature on a successful save or feature again.
succumbing to your power on a failed one. When
the process is finished, whether successful, ELDRITCH INVOCATIONS
resisted, or from being interrupted, the body is
mummified, and you cannot attempt this feature The following are extra Eldritch Invocation options.
again on it. You can employ a number of creatures
whose CR matches your Warlock level, with PETTY CASH
creatures of a CR less than 1 counting as CR 1. Each
creature requires its own gem and the gem is Once per day, you can expend a Warlock spell slot
destroyed once the copy is released. to summon a gemstone of your choice worth no
more than 50 gp.
After the creature’s essence is copied, you can
use a bonus action to release it. They appear as a EXTRA RESOURCES
glowing, ethereal version of themselves. They are
mentally linked to you and follow your commands Once per day, you can summon any basic set of
to the best of their abilities, taking their action on tools from a pocket dimension. The tools last 10
your initiative. They have access to any abilities minutes and then disappear.
they knew in life but cannot speak or cast spells. If
not given instructions, they will only defend LAY OFF
themselves, taking the dash, disengage, or dodge
actions based on the situation. They can use any Prerequisite: 9th level
magical items they were attuned to but cannot You can cast Banishment once without expending a
share the weapons with others. They fall to ash spell slot.
after 1 minute or all their hit points are depleted.
You may only have one creature’s essence active at BOSS AROUND
a time.
Prerequisite: 5th level, Pact of Management’s Bonus
For example: At 12th level, you could copy one CR You can cast Command, without expending a spell
12 creature, twelve CR 1 creatures, three CR 4 slot, a number of times equal to your Charisma
creatures, or some mix equal to your Warlock modifier per day.
level.
OVERTIME

For each level of exhaustion your character is
suffering from you gain +5 to Warlock spell
damage rolls.

164

Colin Prime (Order #35367621)

WIZARD: SCHOOL OF ENERGY BEND
LASERMANCY
At 2nd level, you learn one of the basic tricks of
As a field of magic, lasermancy has humble but modifying lasers: how to bend them. You can
somewhat convoluted roots. The creation of modify any spells that produce light, either
lasemancy began as a small competition between doubling or halving the range of the light cast,
scientists and magicians, to see which could bend, though this does not change any damage output
compress, or otherwise alter light better. Students the light may possess.
of Lasermancy understand that it is a mix of both
fields that makes a true lasermancer master. Additionally, any line spells you cast ignore all
However, magic has the added benefit of not but full cover. Targets gain no benefit to AC so long
requiring actual light to create what could be as you know where they are. Targets with full cover
considered a “laser.” Nearly every type of energy can be targeted but spell attack rolls are made
can be compressed into a fine, atom thin line, and with disadvantage.
expressed with devastating force and accuracy this
way. This discovery is what began the school of PUNCH THROUGH
lasermancy and proved that magic will always be
cooler than science, at least in the minds of At 6th level, you can cause one of your modified line
lasermancers. spells to blast through an opponent to another
one. If two creatures are in the path of and range of
LASER COMPRESSION one of your beam spells, and you hit the closest
one with the spell, you can use your reaction to
When you choose this school at 2nd level you have push the beam through them, onto another target
learned how to control the wilder aspects of within range. Make an attack roll against the
damaging spells, refining their power into a beam. second target, on a hit they are subjected to the
You can choose 2 spells you know to alter in this spell, taking the same damage as the initial target,
way and can choose 2 more at 6th, 10th, and 14th and the initial target takes an additional damage
level. Spells you choose to alter in this way can be dice from the spell. You can use this feature once
cast as a beam or in their normal form each time before finishing a short or long rest.
you cast the spell. A spell must meet the following
criteria to be altered into a beam: At 14th level, you can choose to activate the
Reflection ability after hitting the second target.
• The spell must be a damaging spell, though
it may have additional effects as well. REFLECTION SHIELD

• The spell must have a saving throw to At 6th level you can pull a small bit of elemental
resist some or all of the damage. energy from any spell you cast and weave it into a
thin magical ward around yourself. When you cast
• The spell must be some type of energy or a spell, you can use your bonus action to become
element. It cannot be things akin to a resistant to the type of damage that spell deals. If
swarm or cloud. a spell deals multiple damage types, choose one to
gain this benefit from. You are resistant to that
• It cannot be a spell with a range of touch. damage type and take no damage from it if you
When a spell is compressed in this way, you treat it succeed on a saving throw that would normally
as a line spell. It travels in a line up to its original result in half damage. The ward is destroyed if you
casting range. You must succeed on a ranged spell are hit with that damage type, choose a new
attack, though any additional effects of the spell damage type to ward against, or after 1 minute. At
(such as moving a creature or a status effect) must 14th level you become immune to the damage type.
be resisted by the original saves of the spell. Only
one target can be targeted by a spell in this way,
even if the original spell attacked multiple. On a hit,
the spell deals its full damage, even if it originally
had a saving throw to resist the damage and all
saving throws to resist additional effects are made
with disadvantage.

165

Colin Prime (Order #35367621)

LINE OVERDRIVE REFLECTION

At 10th level you have learned how to power up At 14th level your lasers have become so strong
your Lazermancy spells. When casting a spell that they can ricochet of multiple targets. When casting
travels as a line, either naturally or through the a spell that travels as a line, you can bounce the
Laser Compression feature, you can spin more beam against a number of additional targets equal
energy into it than would normally be possible. Roll to your Intelligence modifier (minimum of one).
a d4-1. The result is the additional damage dice you Each additional target must be within 15 feet of the
can add to the spell. At 14th level you can roll a d6-1 last target and you must make an attack roll for
instead. You can use this feature a number of times each one. A spell cannot exceed its natural range
equal to your Intelligence (minimum of once) when using this feature. If you miss any target, you
modifier before finishing a long rest. cannot ricochet that spell anymore on that turn.
Each target hit after the initial target takes half
damage from the spell, before applying
vulnerability or resistance. You roll damage once
for all targets, though their individual resistance or
vulnerabilities still apply. You can use this feature a
number of times equal to your Intelligence
(minimum of once) modifier before finishing a long
rest.

166

Colin Prime (Order #35367621)

167

Colin Prime (Order #35367621)

Creatures in the Retroverse come from many detailed aerial view. More advanced features may
backgrounds. Some are more common, typical be able to zoom into a specific area to get a count
soldiers, wanderers, or criminals that you find in of foes, record a few seconds of video, scan a few
every world. Some are a bit more unique; feet into the ground, or even correctly identify a
dimensional travelers, star orphans, unhinged target within a crowd. Though it is often reliable, it
creators. Choose the background that best suits can sometimes make grave errors that jeopardize
your play style and don’t feel constrained to the your entire mission.
ones provided.
SUGGESTED CHARACTERISTICS
ALIEN INVADER
Alien invaders tend to be constantly out of their
You are not of this world; you are an alien from element. Though you may be competent and
beyond the stars or even another reality. Sent as highly regarded of on your own world, you likely
the first preparations to expand your empire’s hold have trouble adapting to this one. Simple tasks and
on the universe, you’ve been physically modified to objects may simultaneously confound, infuriate,
mix well with the inhabitants of this primitive place. and fascinate you. Your bizarre actions are
It’s your job to discover as much as you can about regularly noticed by those around you, sometimes
this land and to report your findings back to your drawing unwanted attention and sometimes
leaders. Additional instructions are to weaken putting your entire mission and life at risk. And
defenses, stir uprisings, and even conquer the after too much time on this world, you may begin
planet yourself if possible. Be careful though, the to forget your original home and start adapting
locals probably would not take kindly to your some of the more interesting customs of those
machinations if they discovered who you really you’ve been sent to investigate.
were.
Though you are an alien, your body has been
Why were you chosen to lead this dangerous modified to fit in with the local population. You
mission? What does your species true form look, have the physical characteristics of any species you
sound, and smell like? How do the societies of this choose, including special abilities and ability score
world differ from how your world works? Are you improvements. Alternatively, any species can be
sure you’re the only aliens trying to take over this “alien” to a given world and you may take all of
world? their abilities, even if your outward appearance is
that of a completely different species. Though you
may look like a species and have been trained to
act like them, you do not think like them and it may
take years to fit in unnoticed.

Skill Proficiencies: Deception, Performance d8 Personality Trait
Tool Proficiencies: Disguise kit
Languages: One of your choice 1 I am the best invader my world had to offer, and I
Equipment: A disguise kit, a log of outdated am going to live up to that standard.
information about your target world, out of style
traveler’s clothes, a broken communication device 2 I really don’t agree with the way my leaders run
linked to your home world, a satellite link, an alien our society.
device the behaves strangely similar to a common
magical item (work with your GM to determine 3 I must meticulously catalogue all I can before we
which common magic item this device replicates) destroy this world.

FEATURE: SATELLITE SURVEILLANCE 4 This is just an extended vacation for me.

Cloaked in orbit there is an alien satellite that can 5 I’m pretty sure this assignment is fake but I’m
be used to gather information on the world around going to give it my best anyway.
you. It is usually only within range about half of the
day and can only use more advanced features a 6 Everything here makes me sick. This planet needs
few moments of each day. Typically, it can get you to be expunged.
a general lay of the land or even a moderately
7 What are these “emotions” everyone here seems
so obsessed with?

8 Kill all humanoids!

168

Colin Prime (Order #35367621)

d6 Ideal HEEL

1 Sampler. Have you tried this food!? (Any) Evil never really suited you. You watched the
heroes from afar and always wanted to be like one
2 Renegade. My empire is evil, and I will help this of them. But because of a few bad choices or a bad
world prepare against the coming invasion. (Good) lot, you remained the villain for quite some time.
Well enough is enough! Time to change your fate
3 Conqueror. I will stoke the fires of war and burn and double down on being the face for a change.
this planet to ashes. (Evil) You’ve burned a lot of bridges, literally and
figuratively, and have quite a road ahead of you.
4 Alpha Directive. It is my job only to oversee and But a heel-turn is within your grasp, if only you’re
observe, not to interfere in any way. (Law) willing to go the distance and prove you’re one of
the good guys.
5 New Life. I can live how I want, when I want.
(Chaos) What drew you make such a drastic change in
your life? Was there someone important who
6 Magic? The technology here seems to surpass our showed you a better way? Were you tired of
own by centuries. I must discover how they are always ending on the losing side? Did you realize
able to seemingly cast magic. (Neutral) you’d been tricked into doing evil and want to make
amends? Think about the dastardly deeds you had
d6 Bond previously been a part of and how that may affect
your future encounters and personality.
1 I’ve fallen in love with a local, but they can never
know my true identity. Skill Proficiencies: Intimidation, Performance
Tool Proficiencies: Disguise kit, one type of artisan’s
2 It’s all about me and everyone else can kiss my tools
metaphorical alien behind. Equipment: A set of travelling clothes, 1 well-
crafted alter-ego costume, disguise kit, an
3 My allegiance is to my commanders and no one instrument you don’t know how to play, one evil
else. keepsake from your past, a self-help book, 100 gp.

4 This world is beautiful. Maybe I can convince my FEATURE: EVIL MACHINATIONS
dying planet to slowly colonize instead of
conquering? Due to your countless years as the villain, you’ve
seen many evil plans be built and fall apart. Your
5 I have taken a special interest in a particular knowledge of thwarted plans, through experience
bloodline and have been working for centuries to or otherwise, give you special insight into the
see them rise to power. designs of others. This is not precognition; this is
pattern recognition and insight from a world few
6 I will befriend every animal, or dye trying. ever experience. If dealing with seemingly
unrelated events or a convoluted evil scheme, you
d6 Flaw can usually get a hunch on what the next move or
stage of the plan is. You may not be able to figure
1 I’ve been here so long I can’t remember if I really out the entire scheme, but you’re often one step
am an alien or if I just imagined that. ahead of those around you.

2 My life, and by extension everyone else’s, is SUGGESTED CHARACTERISTICS
worthless.
Heels used to be the villain of someone else’s story.
3 I was never supposed to be in charge of this They could have been the big bad, waiting for the
mission and have no idea what I am doing. heroes at the end of a long quest. They could have
been a simple soldier, fighting in an army against
4 I can’t help but tell everyone about my secret the forces of good. They could just as easily have
mission, but nobody ever seems to believe me! been a bully or even simply an actor portraying a
villain. Whatever their origin, they have had a
5 I fall so easily for the cheap vices of this world change of heart and want to be the hero of the
and seem to adopt a new one weekly.

6 It’s not technically cannibalism if I’m not really
one of them.

169

Colin Prime (Order #35367621)

story now. d6 Bond
Heels can find the transition difficult and make
1 I am on the run from a former master who seeks
many mistakes along the way, some going into to destroy me.
deep depressions when they slip into evil habits.
Others consider it all a learning experience and 2 I always looked up to the heroes and style my
keep moving on. Still others are unrepentantly and actions after my favorite one.
blatantly evil; having trouble understanding why
they’re always so reviled. 3 I am greatly indebted to a family member who
never lost faith in me.
d8 Personality Trait
4 My otherworldly patron keeps tempting me to go
1 We should probably hear out our enemies, who back to my old ways. I do everything I can to
knows what they’re going through. silence them.

2 I’m confused about my place in the world and am 5 I left my bad life behind to try and impress
looking for guidance. someone I am infatuated with.

3 I apologize to everyone I meet, even those who 6 My terrible actions caused the death of someone
have no idea of my shady past. close to me.

4 I am extremely literal and have trouble d6 Flaw
understanding anything beyond cold logic.
1 I’m still very, very evil.
5 A little light thievery never hurt anybody.
2 Even when I try to do good, my sinister
6 After being an evil henchman for so long, I’m not appearance and mannerisms make me hard to
certain how to make decisions for myself. trust.

7 I am constantly looking over my shoulder for 3 I’ve held my true past a secret and I will do
enemies from my past. anything to keep it that way.

8 I need someone to acknowledge all these good 4 A little murder never hurt anybody.
deeds I keep doing, otherwise I might stop.
5 I am intensely jealous of heroes more popular
d6 Ideal than me.

1 Tommy. My dark side faded away when I gave up 6 I refuse to give others a second chance, despite
my past life. (Good) my own background.

2 Darhk. Do not underestimate the power of the
dark arts! (Evil)

3 Ko-zu. Evil and good are always at war within me,
true power comes from the balance of both.
(Neutral)

4 Zena. I have a past filled with bloodshed and
misery. I must atone for it. (Any)

5 Wade. Everyone balked when I killed people
before; now that I’m a hero, they cheer! (Chaos)

6 T-DCCC. I cannot disobey my orderly
programming, but I can change my prime
objective. (Law)

170

Colin Prime (Order #35367621)

MAD SCIENTIST FEATURE: EFFICACY ENHANCER

Fools! They could never understand the grand Your extensive time spent researching in the
nature of your work! And you’re the greatest fool scientific and arcane fields have given you insight
for ever trusting anyone else with such important into the exact workings of potions and poisons. You
work! You’re just a few steps away from unlocking have the ability to augment the properties of both
the keys to life, or reality, or death, or magic, or any magical and mundane potions and poisons. You
number of other improbable concepts. Your life’s can delay their effects, make the effects subtler,
work has led up to this point and if you could just subdue the effects without changing the
make one more breakthrough, then you will have appearance, change the color or consistency, or
finished your research and can stop. But you know even sometimes increase the effectiveness (to a
it won’t end there, you’ll never be satisfied with maximum of one corresponding dice). Changing a
completing your work. There is so much more potion requires at least one hour of concentrated
research to be done, so much more for you to work and uses a great deal of your alchemist’s
discover, so many more rules for you to break. So, supplies. More powerful potions or poisons may
let the fools think you’re insane, let the ignorant require more time or more expense. Work with
enjoy their small lives and small minds; it’s not as your GM to determine the limits of your ability and
though you could ever be content with that what it will take for you to be able to work on
anyway. Ignorance is bliss and you’re downright stronger potions or poisons.
mad.
SUGGESTED CHARACTERISTICS
Skill Proficiencies: Insight and either Arcana or
Nature Mad scientists are typically outcasts of society.
Tool Proficiencies: Alchemist’s Supplies and either They have delved too deep into areas of research
(a) poisoner’s kit or (b) herbalism kit considered taboo or outright forbidden. This has
Languages: Two of your choice given them insights into concepts and desires far
Equipment: A set of common clothes, a lab coat beyond those that would even be considered by
and basic chemical protective equipment, typical citizens. It’s not that they have lost touch
alchemist’s supplies, 10 empty bottles, a book of with reality, it’s that they can no longer partake in
your research notes, a the shared illusions that comprise that “reality.”
warrant for your Because of this disconnect, they may be socially
arrest, and 5 gp. awkward and have trouble understanding how to
communicate on even a basic level. They are
obsessed with their work and will be overjoyed to
speak with researchers in the same field; though
they often believe themselves more enlightened
than even the experts. They can seem distant, lost
in their own worlds, but are amazingly intelligent
and a boon to teams that struggle with puzzles.

d8 Personality Trait

1 I was tricked into servitude in my younger years.
Now, I bow to no master, not even the laws of
reality.

2 I have seen the cracks in what we perceive as
truth. I want to expand those cracks by any
means.

3 I love the rush I get from discovering something
new. It’s an addiction.

4 I am tired of being caught in the tangle of other’s
lives. I want to break free of their mental
weakness.

5 In the grand scheme of things, nothing we do
matters. Let’s make our own meanings.

6 I crave power above all else and I will take my

171

Colin Prime (Order #35367621)

research to terrible lengths to get it. MERCENARY
7 If we don’t teach the future generation everything
You hold no particular allegiance to a nation, king,
we know; they will suffer the same as we do. or god. You might serve in a large military force for
8 Magic is silly and fake; I can prove it too. hire, or you might work alone. Either way, you have
spent a great deal of your life in combat. The
d6 Ideal battles have blurred together in a miasma of blood
1 Powers. I will use my vast intellect to rule the and salt. You have lost many friends, made new
ones, and lost them as well. It has been a hard life,
world! (Evil) but one filled with glory and riches as well. You
2 Light. I will make the world a better place, no have made a name for yourself as a capable
warrior and your type of work is always almost
matter how many times it is ruined by evil. (Good) always in demand.
3 Strange. Magic is the only true constant. I will
Why have you taken and continued this lifestyle
become the greatest magician in the omni-verse. that can bring you so much pain? Do you enjoy the
(Any) thrill of combat? Do you have a secret past that
4 Manhattan. We’re all puppets, I’m just one that disallows you from more civilized work? Do you
can see the strings. (Neutral) need money to pay off an old debt, or take care of
5 Doom. I do not wish for godhood, for the gods are a hungry family? Are you stuck with no real idea
beneath me. (Law) on how to get out? Is the promise of gold and
6 Seuss. What better way to learn about the world adoration too much for you to resist?
than by breaking all the rules? (Chaos)
Skill Proficiencies: Athletics, Survival
d6 Bond Tool Proficiencies: One type of gaming set and
1 I’ve seen the future and I will stop at nothing to either (a) one type of musical instrument or (b)
herbalism kit
prevent it. Equipment: An heirloom weapon of good or even
2 Each of my creations are sacred to me and I magical quality (not necessarily from your own
family), a note from someone dear to you, a set of
abhor anyone who would destroy them. worn traveling clothes, a bedroll, a gaming set, and
3 I’ve always craved the comfort of a family, but no a pouch containing 100 gp.

one seems to understand me.
4 A mentor showed me I could be more than I was.

I’ll never forget their lessons and want to help
others in the same way.
5 Animals are my only true companions. At least
the ones I don’t experiment on.
6 Who needs to win friends when you can simply
make them from raw components?

d6 Flaw
1 I’ve done more than my share of humanoid

experimentation and I plan to do far more.
2 I’m the smartest person in the room but I don’t

understand why people take offense to me saying
that.
3 You’re wrong, I’m right. End of discussion.
4 I’ve left behind everything I cared for so many
times, I don’t know if I can be connected to
anything anymore.
5 My plans always seem to be ruined by someone
who is clearly inferior to me. It enrages me.
6 I have no respect for any type of law. Mortal,
religious, moral, ritual, physical, or intangible.

172

Colin Prime (Order #35367621)

FEATURE: TOUGH JOBS d6 Ideal

When you are in a populated area you have little 1 Enforcer. I enforce the laws of those who pay me,
trouble finding work. People who have heard of you regardless if I agree upon them or not. (Lawful)
want your help with problems they find unsavory.
Those who don't know you can see the skill written 2 Lust. I love the feel of three things: gold, flesh, and
on your body and will regularly hire you for steel. The more you combine the three, the better.
enforcement or bodyguard work. You may find (Chaos)
another group of mercenaries that will let you take
a cut of their contract, if you can pull you own 3 Protection. I selflessly protect those that cannot
weight. Whatever the situation, you are never out protect themselves. (Good)
of work and are always paid reasonably for the
jobs you do. 4 Reaper. Everyone must die sometime, and I want
to be the one that does it. (Evil)
SUGGESTED CHARACTERISTICS
5 Aspiration. I want to be the very best, like no one
Mercenaries rarely find solace in a quiet life. ever was. (Any)
Peaceful retirements are interrupted by vengeful
ghosts of their past, both literal and metaphorical. 6 Untouchable. I. Am. Immortal. (Chaos)
Their lives have been full of loss and anguish, so
much so that many harden their hearts to d6 Bond
everyone around them. Their inner selves can be
fraught any combination of guilt, doubt, regret, and 1 I have a family to feed and protect. It has been
pain. Some use this turmoil to drive their knives some time since I saw them.
even deeper into foes. Others use it as motivation
to do better, seeking solace in continual acts of 2 My brothers-in-arms are closer to me than any
redemption. other. I would die for them.

d8 Personality Trait 3 I was trained by a master swordsman that went
missing a few years ago.
1 I am loud, crass, and mean, and that's just the way
I like it. 4 A close friend gave me a dying wish with their last
breath. I've been working to finish it for some time
2 A sharp mind and a fast tongue is the best way to now.
stay out of danger.
5 A secret affair with a noble has me on the run.
3 I love the thrill of combat and don't think I could One day I will return to them.
live without it.
6 My god abandoned me in a crucial moment, and I
4 If I have gold in my pouch and a lover (or two) at need to know why.
my side then I am happy.
d6 Flaw
5 I am deeply political and sometimes object to the
jobs I must do. 1 The pleasures of the flesh are too great for me to
resist.
6 This is a fun gig, but what I'd really like to do is
have a farm. 2 I get a rush from watching someone else die.
Sometimes I can't stop myself.
7 I will give all to those around me suffering, even if
I caused the suffering. 3 I am very good with one weapon but cannot seem
to master any other.
8 I won't take a job without knowing every detail.
4 A chance encounter with true evil has made me
fear my own death more than anything else.

5 I believe I am the chosen one. One day all will
wonder at my glory.

6 I believe that every good thing that happens in
this world is solely due to my actions.

173

Colin Prime (Order #35367621)

MONSTEROLOGIST Skill Proficiencies: Animal Handling, Investigation
Tool Proficiencies: Nets, calligrapher’s supplies,
You’ve always been fascinated by the beasts of cartographer’s tools
your world. Dragons, goblins, slimes, cyblight, b- Languages: Common and one language you picked
ugz, undead, all of these enthrall you. As a child up from the monsters you study.
you would research and record the habits of small Equipment: A set of common clothes, a well-worn
creatures, such as bugs or birds. Now, your desire set of extra durable traveling clothes, a book
to learn all there is to know about particular containing research related to the monsters you
monsters has driven you to adventure. Your thirst have encountered, a letter describing your work in
for knowledge often sees you settled up with several different languages, a net, a pound of bait,
haphazard teams and in dangerous situations. and a small jewel worth 50 gp.
Because of this, you have learned how to defend
yourself as well as an average adventurer. FEATURE: MONSTER MIND
However, killing any of your research targets,
except to dissect them, pains you greatly. You have spent days at a time watching the habits
of monsters and have become in tune with their
What is it about these monsters that has you so general habits. The more time you spend observing
obsessed with them? Are you trying to find out the certain types of creatures, the more able you will
best way to deal with a threat? Do you want to be to intuit subtle hints about them. You may be
befriend the monsters or maybe even train them?
Are you going to become the authoritative master able to tell when a creature last ate or
on some type of beast? Why risk your slept, when it mated last or when it will
life just to study the habits of one
creature? Think about what your ultimate again, what its general state of health
goal is and work with you DM to make sure you can is, its general mood, how large its
fully realize this more passive background. family is, and any subtle
variations it may have

174

Colin Prime (Order #35367621)

from the rest of its kind. You know the general comparing civilized life to that of the monsters.
daily, weekly, and yearly patterns of animals you 8 I’m really just using this as an excuse to hunt
study. You can give this information away freely,
but good monster data does fetch a high price in down the most exotic monsters for sport.
the right circles.
d6 Ideal
VARIANT FEATURE: TRAINER 1 Beastly. To understand the monster, I must act

You are so adept with monsters that even terribly like the monster. (Chaos)
aggressive ones may hesitate to attack you. If you 2 Master. To train them is my cause. (Any)
can befriend one, through force, magic, or 3 Circle of Life. There is order to everything, even
compassion, it can eventually become a loyal ally.
When this happens, you can spend a week with the monsters. We only need to understand the
creature teaching it new tricks and abilities. This patterns. (Law)
could be focusing their latent abilities or teaching 4 Godsend. I need to know as much as I can about
them wholly new tricks that unlock power they this monster to stem the rampant death they
never knew they had. As long as the creature is cause. (Good)
under your command, it can use these specialty 5 Monstrosity. Once I understand everything about
moves as much as its power allows. Generally, a these beasts, it should be a simple matter to
monster can only be taught around four of these improve upon their design and bend them to my
new moves and will forget one if you teach it a will. (Evil)
fifth. If you set the creature free from your control, 6 Publisher. Information is the only true form of
it will lose these abilities over time. currency and power. (Any)

SUGGESTED CHARACTERISTICS d6 Bond
1 I’m making a game but need to know more about
Monsterologists are full of wonder and curiosity
about the world around them. They tend to stay these creature’s habits to make the rules more
out of direct melee with monsters and observe realistic.
their fighting from a distance. Even in a fight, they 2 I can’t stand to see my research subjects suffer,
relegate the killing to others and take a more even if it is the way of nature.
defensive or pacifist approach. They are bookish 3 My family is constantly fretting over my safety,
and clever, if sometimes a bit knuckleheaded. but I tend to forget they exist while researching.
Finishing their research often takes top priority, 4 My hometown is in danger and only I realize these
even over their own health and the health of monsters are to blame.
others. They are goal oriented and stay focused 5 I am well respected within my field but am under
when others get lost in thought. a lot of pressure to keep publishing interesting
data.
d8 Personality Trait 6 My party is the only thing keeping me alive. I do
whatever I can to make sure they’re happy and
1 I’m a pacifist at heart and hate any sort of healthy.
confrontation.
d6 Flaw
2 The best information can’t be bought. It must be 1 Lots of monsters die when I research them. More
found by exploring.
than a normal adventuring party kill.
3 I am obsessed with a specific type of monster and 2 I’ve made up half of the findings in my research.
will risk everything to just get close to them. 3 I’ve hired a lot of bodyguards for my work. Unless

4 My prestigious upbringing makes me loathe you survive a week or more, I’m not going to
getting myself dirty and I’ll complain about it bother remembering your name.
profusely. 4 My research is more important than my own life
or the lives of those around me.
5 I have no pity for the animals I study. They are 5 I tend to squander whatever gold my research
dangerous creatures and if some must die to may bring in.
understand them, so be it. 6 I’m not above torturing a creature to learn more
about them.
6 I tend to want to revisit my favorite monster dens
over and over, even if the monsters have long
since left or died.

7 The monsters may have it right. I am constantly

175

Colin Prime (Order #35367621)

PLAYER FEATURE: IMPOSSIBLE KNOWLEDGE

This isn't right. This is not the world you remember. You know things about the world that you have not
You had a life, family, friends, but now it’s gone. Is researched and sometimes would be impossible
this a bad dream? Are you dead? How can you get for anyone to know. The names of long dead kings,
back to everything you remember? the general location of an ancient artifact, how
some advanced dwarven machine works, what
As a player you believe that you are not of this secret the dragon hides, the time of the next
world. You woke up one day in this realm, with the eclipse, or the exact words needed to sway a
full memories of another life. You can't tell if these guard’s opinion are all examples of knowledge you
memories are real or not. They certainly feel real, my suddenly and inexplicably remember. These
but maybe it has always been this way? The people bits of knowledge come to you as memories from
around you seem real, you can touch them at least. your “previous life” and are not completely reliable.
So, does that make them real? The world seems It rarely pertains to present or future events and is
almost too perfect and you see “seams” mostly lore from the past or a prophesy of the
everywhere. One way or another, you must figure distant future, though small bits of information
this out. about the immediate world can sometimes make
themselves known. Additionally, these “memories”
Skill Proficiencies: Insight, Investigation are extremely rare, happening no more than once a
Tool Proficiencies: One type of gaming set, one type week and sometimes not for several years. Ask
of musical instrument. Both from your “previous your GM whenever you feel like this feature might
life.” come into effect.
Languages: One language of your choice
Equipment: A set of common clothes, one type of SUGGESTED CHARACTERISTICS
gaming set, a small trinket from your “previous
life”, and 10 gp. Players have trouble overcoming their memory
disparity. They may have family and friends, or
people who say they are, that they completely
abandon. The world seems less real to them,
making it difficult to form lasting relationships.
Some only wish to find out exactly what has
happened to them, while others relish this new life
they have acquired. Either way, they are more likely
to live a reckless lifestyle as little in this false world
feels real to them.

d8 Personality Trait

1 I am constantly rushing through conversations,
trying to pull all the important details so I can
keep questing.

2 I rush in, no matter the situation, context, or
consequences.

3 This is not the body I remember, and it presents
some interesting new challenges for me.

4 My lust for loot is insatiable. I'm worse than most
dragons.

5 I am careless with my equipment, using potions
flippantly and mistreating magical artifacts.

6 I am hyper competitive, pushing myself to terrible
limits to come out on top.

7 I make sound effects for my movements and
label my attacks with cool sounding names.

8 I can't help but poke my nose where it doesn't
belong.

176

Colin Prime (Order #35367621)

d6 Ideal PRODIGY
1 Lethargy. I am so utterly bored. (Neutral)
2 Respect. I am afraid of getting banned and treat From an early age it was clear that you had talent
that was a cut above those around you. You have
any authority with the utmost respect. (Law) spent you whole life being admired for your skill
3 Meh. Nothing is real, nothing matters, nobody and it is an integral part of your life, whether you
like it or not. People working in the same field as
matters. Do whatever you want. (Chaos) you look up to you or are envious of your inherent
4 Blue Dialog. I want to do the most good possible skill. You have trouble relating to their feelings as it
just seems to come naturally to you. You practice
to increase my hero score. (Good) and fail like everyone else, but even your failures
5 Two-Face. I have lived long enough to become the are looked at with admiration. Your success in your
field has pushed you away from others both
enemy. (Evil) emotionally and physically. People either adore you
6 Unique. I have not yet found another like myself. or are jealous of you, and no one seems to
understand the real “you” inside.
Maybe if I can find one, we can understand more
about what happened. (Any) Skill Proficiencies: Insight and Performance
Tool Proficiencies: One language of your choice and
d6 Bond choose (a) any set of artisan’s tools or, (b) any
1 I was a parent in my previous life. I miss my gaming set or, (c) any musical instrument or, (d)
any vehicle. The proficiency chosen must relate to
children so badly. your talent.
2 I latched onto the first person I met. They died Languages: One language of your choice
Equipment: Choose (a) any set of artisan’s tools or,
shortly after and I must find a way to fix that. (b) any gaming set or, (c) any musical instrument
3 I love being here. I can finally be the person I or, (d) any small vehicle. A degree from a school of
your talent, a set of fine clothing, a book authored
always wanted to be. or co-authored by you on the subject of your talent,
4 I am searching for the perfect waifu/husbando, a a letter from one of the first people to notice your
work, 50 gp.
quest I take more seriously than any other.
5 I have a family here, but I don't remember any of TALENT

them. I have a great fear of returning to them. Your gift may come in many different forms.
6 My religion does not exist here. Have I been Regardless of what it is, you are a step above most
people within that field. Work with your GM if you
abandoned by my god or sent here as a test? want a special talent outside of these options.

d6 Flaw d8 Talent
1 Every time I think of my previous life, I become
1 Music
enraged at the visions I see.
2 I believe I am always being watched and am 2 Writing

suspicious of everyone. 3 Fighting
3 If no one else is real then only my life is sacred.
4 I suffer from phantom pains that strike at 4 Sports

random. 5 Arcana
5 I think I am the coolest being in existence and will
6 Crafting
fight anyone who says otherwise.
6 My memories of this life and my previous life are 7 Painting

fading fast. I can barely remember the last year. 8 Mathematics

177

Colin Prime (Order #35367621)

FEATURE: FAN BASE 6 My mind is constantly wandering, making
concentrating on anything difficult.
People within your field have heard your name and
most are willing to help you in whatever project 7 I have a tendency to ramble on about the things
you are working on. Sometimes you will find rabid that interest me, even if nobody is there to ramble
fans of your work, who will go out of their way to to.
do anything for you. Just as often you will find
people jealous of you who want to sabotage your 8 I would rather do anything else than what people
work and bring you down a notch. It is nearly know me for, but I am no good at anything else.
impossible to tell the difference between these two
groups of people when you first meet them, as d6 Ideal
both are enthusiastic about working with you. With 1 Busy. I have standards to uphold and no time for
the help of a skilled fan you can finish difficult
projects or training in half the time. those who can't meet them. (Law)
2 Perfectionist. If you want something done right,
Additionally, your skill is always in high demand.
If you spend one day a week working within your do it yourself. (Neutral)
talent you can make enough to live a comfortable 3 Slob. My best performance happens while under
lifestyle.
the influence of any number of intoxicants.
VARIANT FEATURE: REVILED (Chaos)
4 Motivator. I want to inspire people to be their best
Your skill has caused you to make discoveries, possible selves. (Good)
break records, or set high bars that nobody ever 5 Suffering. My work will be remembered for
wanted. You are amazing in your talent, and that generations to come, regardless of the strain it
has caused people to universally hate you. Even puts on me. (Any)
though you find it hard to get along, you are still a 6 Stark. I don't care what those suckers like. I'm in
master in your field. Once per game session, you this for the fame and fortune and I will say
have advantage on one roll that pertains to your whatever I have to say in order to get it. (Evil)
particular talent. The GM has final say over your
use of this feature. d6 Bond
1 I believe my mentor is greater than I will ever be,
SUGGESTED CHARACTERISTICS
and I strive every day to impress them.
Prodigies can seem aloof or snobbish to those 2 My fans are my true family.
around them. They have spent their whole lives 3 I consider my work to be like a child to me. I am
being told they are better than others, and this has
likely gone to their heads. Like everyone though, closer to it than anyone else.
they crave someone that can understand and 4 I practice harder every day to impress an
appreciate them at a deeper level. Others have a
likeable outward persona but still have trouble unrequited love.
relating to those around them. It can be lonely at 5 My muse is an extra-planar being that is not
the top but even trying to explain that makes you
ever more distant from those around you. always good to me.
6 I feel empty inside and just want someone to help
d8 Personality Trait
fill that void. Anyone will do...
1 I am the best around. No one will ever keep me
down. d6 Flaw
1 I feel like a fraud. My work is terrible, and
2 I am constantly amazed that people enjoy what I
do and personally thank everyone for supporting everyone is just too polite to tell me otherwise.
me. 2 I have a lot of trouble starting anything. I plan,

3 I love teaching those around me whatever I know research, and plan some more, but I just can't
but I’m not always good at it. seem to start.
3 What do you mean you don't know my name!?
4 People are strange. I don't know what they want 4 I steal the work, plans, or ideas of others and pass
from me. Best just to work. it off as my own.
5 I have dark and terrible dreams every night. I work
5 I pour so much into my work that sometimes I to forget them.
forget to sleep or eat. 6 I hate seeing others succeed.

178

Colin Prime (Order #35367621)

REBEL SUGGESTED CHARACTERISTICS

You have never really fit in anywhere. Rebels come in many shapes and sizes. The
The life you were given was not the common thread is a dislike for the society around
one that you wanted and not one you would them. Nobles, guards, kings, bishops, or any other
choose for others. You have spent your life in and construct of authority disgusts them. They are not
out of constraints, never for any serious offense, usually an obsessively violent sort but sometimes
but enough times to earn a reputation. People do their disruptive activities can go a bit too far. Rebels
not like to associate with you for fear of catching are also not inherently evil or even wrong, they
your troublesome nature. It is not that you want to simply exist at odds with the world around them
cause trouble, it is that the world around you does and cannot or will not conform to it.
not allow for people like you to live the way they
want. Society is a prison and you're looking for any d8 Personality Trait
way to aggravate the jailers.
1 I am not accountable for my behavior; society has
What draws you to this lifestyle? Do you seek created me.
freedom from responsibility? Are you avoiding
dealing with painful memories? Are the pressures 2 If everyone saw the world the way I see it, then it
of an average life too much for you to handle? Are would be a much better place.
you afraid of what would happen if you became a
“normal” person? Are the rules around you 3 I spit in the face of any noble I encounter,
demonstrably tyrannous? What keeps you from regardless of the consequences.
leaving your home and moving somewhere more
amicable to your lifestyle? 4 I am a natural born leader and often command
small groups of people like myself.
Skill Proficiencies: Acrobatics, Stealth
Tool Proficiencies: A disguise kit and either (a) 5 I love tagging anything I can with my art or
painter's supplies or (b) 2 wheeled vehicles symbol.
Equipment: A set of dark colored clothing, a mask,
an heirloom from home worth no more than 50 6 My words never seem to come out right and it
gp, 1 “lucky” gp. often gets me into trouble.

FEATURE: SLIPPERY SCOUNDREL 7 I think I could be someone great, but I am
unwilling to put in the effort required.
You have tussled with the law enough to know how
to get away from them easily. You have an 8 I don't understand subtlety, nuance, or tact. Say
advantage in many aspects of dealing with law what you mean or don't bother saying it at all.
enforcement and guards. Any common law
enforcement that tries to grapple you does so with
disadvantage. Additionally, if you are being perused
by guards you can disappear into a crowded area
easily by hiding in plain sight. This does not apply
to monstrous guards or guards set by small
groups like bandits, cultists, etc. Only those that
work for a kingdom, established church, or other
world power.

You have also come to understand general
patrol patterns and guard layouts. After just
around an hour of time scoping out an area you
will know where their patrol routes are, what
places are more heavily guarded, and any places of
entrance or exit that would normally be
overlooked. This applies to any kind of humanoid
guard patrols.

179

Colin Prime (Order #35367621)

d6 Ideal
1 Godly. My moral code comes from a higher power.

Their laws are above your own. (Lawful)
2 Ledger. Let it all burn. (Chaos)
3 Without a Cause. I don't need to have a good

reason for anything that I do. (Neutral)
4 Dangerous. I don't care how many people die. If

we want to disrupt the system, then bloodshed is
required. (Evil)
5 Individual. I am going to pave my own path in this
world, even if it kills me. (Any)
6 Saint. True rebellion is in the love we show others.
We can't expect anyone else to be the change we
want to see. (Good)

d6 Bond
1 My family is royalty and I loathe them, even if I

miss them sometimes.
2 My partner was taken away from me by a corrupt

regime. I will avenge them.
3 I can't stand to see my beloved home fall into

such a lowly place and want to restore it to glory.
4 Not enough people care about the children. We

must fight for their future.
5 Art is the best way you can express yourself; the

more disruptive the better.
6 My faith has kept you going this long, now if it

could keep me going just a little longer...

d6 Flaw
1 My plans often take a deadly turn because I don't

plan properly.
2 I misinterpret cosmic signal every time I receive

them.
3 All lives are without true value, all that matters is

our dogma.
4 I am cowardly and run at the first sign of trouble.

5 Being unique is the most important thing in the
world to me.

6 I have a pit of anger in my stomach that no
amount of revenge will fill, but I still try anyway.

180

Colin Prime (Order #35367621)

STARTING WEALTH BY CLASS MEDIUM ARMOR

Class Funds Code Armor. A rare device that covers your vital
Apogee 3d4 x 10 gp parts with shields designed to reflect dangerous
De-Fragger 4d4 x 10 gp aspects of this world. It is more useful to those
Glitch Hunter 6d4 x 10 gp who understand all the different forms danger can
Henshin 2d4 x 10 gp take.
Holo-Knight 4d4 x 10 gp
Synth weaver 3d4 x 10 gp Plasteel Composite. A full body suit made of
several layers of plasteel plating. It covers most of
ARMOR AND SHIELDS the body but has some weak points. It is especially
effective against projectile weapons.
Armor in the Retroverse follows the same set of
rules for 5E. Like everything it the Retroverse, Raider Armor. Like Scavenger Clothing, this is a
armor can come from multiple worlds and many collection of pieces of better armor, cobbled
adventurers mix and match these items to suit together for some protection. Raider Armor is used
their needs. by elite wastelanders and offers better protection
than the Scavenger’s Armor.
LIGHT ARMOR
HEAVY ARMOR
Elastane. This thin fiber offers almost no
protection from outside forces. It takes a bold Force Field. A thin barrier of light and energy
persona to even consider wearing this armor. surrounds your body. It does not restrict normal
movement but does not allow for complete
Plasteel Fiber. Designed to integrate into normal freedom as it has trouble keeping up with
clothing in a fusion of form and function. Nearly all extremely rapid movements. Quick users may find
clothing can have plasteel fiber woven into it, themselves pushing their limbs out of the
though the process can be costly. forcefield before it can catch up with them.

Scavenger Clothing. A mishmash of scraps and Plasteel RIG. Bulky and restrictive plasteel
shreds of better armor. Not especially helpful layered on a metal frame. It offers great protection
against attacks but great for traveling wastelands from most attacks and some environmental
with a team of terrifying marauders or hiding from effects. I can also compact itself down into a thin
them. covering on your back or quickly cover your body
from that state.

Riot Gear. Old riot gear that has been adapted to
serve the discerning post-apocalyptic scavenger.
Bulky and clumsy, but nearly unstoppable.

SHIELDS

Riot Shield. A translucent, large, and lightweight
shield. This relic of different times is often found in
the Vector Wilds as it is hard to create from
scratch. It allows the user to keep their eyes on the
battlefield while also protecting themselves.

Great Shield. A large and unwieldy shield. It
requires two arms to move but can be set down to
allow the user to attack with one hand. While being
held with one or two hands, the user gains half-
cover. Users can place it on their back to gain +1 to
their AC against back attacks.

Plasteel Shield. A lightweight and small shield. It
can be strapped to a character’s wrist and used
while wielding two-handed weapons. It is not as
strong as other shields and has a tendency to
break.

181

Colin Prime (Order #35367621)

Armor Cost Armor Class (AC) Advantage Drawback Weight
Light Armor
15 gp 10 + Dex modifier No restrictions to movement. Broken after 1 week of 1 lb.
Elastane + Cha modifier use.
75 gp (max 2)
Plasteel Fiber 5 gp Mending costs double the 7 lb.
11 + Dex modifier Can use any non-magical normal price. 15 lb.
Scavenger clothing.
Clothing -2 to Stealth checks
12 + Dex modifier +2 to Intimidation checks.
Medium Armor
Code Armor 500 gp 13 + Int Modifier +1 on corruption saving throws Required 13 Int. 20 lb.
200 gp (Max 2) 30 lb.
Plasteel 25 gp
Composite 13 + Dex modifier Projectile damage reduced by -1, Disadvantage on Stealth
Raider Armor
(max 2) min of 1.
Heavy Armor
Force Field 14 + Dex modifier +2 to Intimidation and Survival Disadvantage on Stealth

Riot Gear (max 2) checks and Persuasion.

Plasteel Rig 1,000 gp 16 No special requirements -1 to Dexterity saving 1 lb.
throws 55 lb.
Shields 50 lb.
Plasteel Shield 1,200 gp 17 -1 to all melee damage, min of 1. Required Str 13, -2 to all
Dex based abilities.
Riot Shield
2,000 18 Double time spent without air Reduce movement speed
Great Shield gp or in extreme environments. by 10 feet while donned.
Don or doff as bonus action.

15 gp +1 Gain AC addition even while Shatters on receiving a 2 lb.
50 gp +2 10 lb.
20 gp +3 using both hands for weapons. critical hit. 15 lb.

Can see through shield. 1/2 Impossible to repair

cover while using Dodge action. normally.

+1 AC to back attacks if worn on Required 13 Str, must use
back, 1/2 cover if held in place. 2 arms to move or must

wear on back.

WEAPONS

Weapons in the Retroverse come from many
different realms. Laser swords, crowbars, blasters,
and many other advanced and not so advanced
weapons make their home in this universe.
Occasionally, a weaponsmith able to repair or
augment these strange weapons can be found, but
this is a rare occurrence.

WEAPON PROPERTIES

Returning. When a weapon is thrown, it will
return to you at the start of your next turn,
provided nothing stops it. If a creature or object
stops the item, through blocking or holding, it will
stay where it is until the obstacle is removed, it is
let go, or you retrieve it.

182

Colin Prime (Order #35367621)

Stunning. When a creature is hit by this weapon, damage. If you hit a target with the chainsaw and
they must make a Constitution saving throw, DC 10, then immediately attack the same enemy again on
or have their movement speed reduced by half your turn, with the chainsaw, you have advantage
until the end of their next turn. This effect cannot on the attack.
be doubled.
Also, the chainsaw uses fuel, which is
Energy. Weapons with the energy feature have represented by the Energy property. When it runs
a certain amount of shots before they must be out of fuel, it can only be used as an improvised
recharged with a new energy source. Energy cores weapon until the fuel is replaced.
may be rechargeable or may be totally expended
after one use. The number of shots an energy core Slingshot. The slingshot can use any tiny hard
can create is denoted beside the property. object as ammunition. They type of ammunition
Reloading an energy core takes an action. In can change how the damage is dealt. For example,
addition, you do not add modifiers to the damage a rock enchanted with electric energy may inflict
rolls of these weapons, only to the attack rolls. lightning damage in addition to the bludgeoning
damage. Additionally, the slingshot can be fired
SPECIAL WEAPONS twice for every use of the attack action.

Chainsaw. When you attack a creature with the
chainsaw, you do not add any modifiers to the

Name Cost Damage Weight Properties
Simple Melee Weapons
10 gp 1d4 bludgeoning + 1 2 lb. Light, stunning
Stun Baton lightning
5 gp 1d6 bludgeoning 10 lb. Versatile (1d8), heavy
Lead Pipe 5 sp 1d6 bludgeoning 2 lb. Light
Metal Knuckles 2 sp 1d4 bludgeoning 5 lb. Reach, +1 to grapple checks
Chain
30 gp 1d8 piercing 2 lb. Ammunition (range 90/180), energy (12),
Simple Ranged Weapons light
Blaster 3 lb. Ammunition (range 90/180), energy (6)
1/4 lb. Finesse, thrown (range 20/60)
Bolter 20 gp 1d12 piercing 1 lb Ammunition (range 15/30), special
Shuriken 1 sp 1d4 slashing 1 lb. Stunning, light, (range 30/60), energy (50)
Slingshot 2 sp 1 bludgeoning
Phaser 50 gp 1d4 radiant

Martial Melee Weapons 50 gp 1d6 radiant 3 lb. Finesse, light
Laser sword 50 gp 1d8 radiant 6 lb. Versatile (1d10)
Laser battleaxe 15 gp 1d6 slashing 2 lb. Finesse, light
Claw Glove 50 gp 1d12 slashing 10 lb. Energy (6), heavy, special, two-handed
Chainsaw
50 gp 1d8 radiant 2 lb. Ammunition (range 60/300), heavy, two-
Martial Ranged Weapons handed
Laser Bow 3 lb.
5 lb. Finesse, thrown, returning
Laser Disc 40 gp 1d6 radiant 5 lb
Star Glaive 40 gp 1d8 slashing Thrown, returning
Shredder 50 gp 1d10 piercing 8 lb.
Attacks all target in 15-foot cone, Energy
Blaster Rifle 100 gp 2d6 piercing 12 lb. (6), two-handed

Phaser Rifle 125 gp 2d8 radiant Ammunition (range 120/300), energy (24),
two-handed

Ammunition (range 60/150), energy (50),
heavy, stunning, two-handed

183

Colin Prime (Order #35367621)

CORRUPTION The first layer of corruption for most non-player
creatures often includes a loss of free thought and
Corruption is a breakdown of the Code (digital, increase in aggression. The creature will likely
genetic, spiritual, atomic, etc) that creates a attack whatever non-corrupted creature is nearest,
creature. It spreads like a disease, infecting life or whichever they view as the biggest threat.
whenever one creature attacks another creature. Sometimes they will work together with other
Unlike most diseases though, it can be transferred corrupted creatures, though to what extent they
at a range (including arrows and darts) and even can plan is debatable. The corrupted creature does
through magic (with ranged or melee magic). not lose any of its stats (unless the corruption
Whenever a creature is hit by a corrupted creature, specifically says so) and will use the corruption to
they must make a Corruption Saving Throw. Roll a its advantage, if it is intelligent enough to do so.
d20, 1-10 is a failure, 11-20 is a success. On success, While corrupted, any attack the creature makes
nothing happens. After 3 failures the creature can infect other creatures in the same way it was
gains one layer of corruption. When a creature corrupted. At 7 layers of corruption, a creature
gains a layer of corruption, they must roll on the becomes too unstable to exist and will dissipate,
corruption table, taking the corruption they rolled dying instantly.
for. For every layer of corruption a creature has,
their Corruption Saving Throws gain a +1 bonus, Healing from corruption starts from the highest
making it harder to gain more corruption. Not all layer and moves down, unless a spell or ability
corruption is harmful. Any less than three failures specifically says otherwise. For example, if a
are erased upon finishing a long rest. creature has two layers of corruption, the second
layer must be removed before the first layer can
be removed.

Player characters and some NPCs are immune
to the maddening effects of corruption but must
roll on the corruption table and take whatever
corruption they rolled for. Feel free to add or
remove corruption options.

184

Colin Prime (Order #35367621)

d100 Corruption Effect
1 Your natural AC is increased by 1.
2 You lose the ability to use one of your 1st Level Spell Slots.
3 Your body no longer generates its own heat. You must rely on outside heat to stay warm.
4 Your maximum hit points increase by 10%.
5 You can now speak Common, Elvish, Dwarvish, Halfling, and Draconic.
6 All of your feet (or equivalent) are left feet. You have disadvantage on all Dexterity related checks that involve your legs.
7 You can no longer speak a discernable language. This does not affect your spellcasting ability.
8 Your attacks do an additional 1d4 damage.
9 You are vulnerable to fire damage.
10 All the hair on your body glows as if under the effects of a Light spell.
11 Your alignment is changed to Chaotic. If it was already Chaotic, reroll.
12 You age 2d10 years instantly.
13 You gain the Minor Missile cantrip.
14 Your alignment is changed to Neutral. If it was already Neutral, reroll.
15 Your natural AC is reduced by 1.
16 You lose the ability to use one of your 2nd Level Spell Slots.
17 Your Dexterity is reduced by 1.
18 You can no longer lie.
19 All food now tastes like ash.
20 Clothing you don becomes errant. The patterns and designs glitching into a jumbled mess.
21 You become a high priority target for non-corrupted enemies.
22 While sleeping, you become an invisible slug.
23 You can no longer read or write any language.
24 You are soundless and invisible to every 1 out of 100 creatures you meet.
25 Your face is flipped upside down. This does not harm you directly.
26 Your maximum hit points decrease by 10%.
27 Your attacks do 1d4 less damage.
28 You are resistant to fire damage.
29 You lose the ability to use one of your 3rd Level Spell Slots
30 You have disadvantage on any Stealth checks.
31 You appear undead to any observer.
32 Your alignment is changed to Lawful. If it was already Lawful, reroll.
33 You become 2d10 years younger instantly.
34 You fall in love with the next person that calls your name.
35 You have advantage made on Deception checks against your own species.
36 Your Dexterity is increased by 1.
37 Your hunger is immense. You gain a level of exhaustion if you do not consume 5 pounds of food in a day.
38 You can no longer see faces, instead everyone has a fuzzy blur for a face.
39 You believe you are invisible.
40 You gain an additional 1st Level Spell Slot.
41 You have advantage on Stealth checks.
42 You forget who you are and what your relations to others around you are.
43 Your teeth become long and sharp. You can make a bite attack as an action. (1d8+Strength piercing dmg.)
44 You become monochrome.
45 Consuming alcohol poisons you for 24 hours.
46 Your hands are turned backwards, attack rolls are decreased by -2.
47 If you roll a 2 on an attack roll, you instead do nothing and are paralyzed until the start of your next turn.
48 Nightmares plague your rest. You must rest an additional 2 hours on a long rest.
49 Consuming meat poisons you for 24 hours.
50 You are reduced by one size category, to a minimum of tiny sized.

185

Colin Prime (Order #35367621)

51 You grow 1d4 tentacles on your body. You cannot control them, and they often knock things over.
52 Sounds you make do not travel more than 1 inch from your body. This does not directly affect spellcasting.
53 You can only consume raw meat for sustenance.
54 Every time you start combat, the only words you say in the first round are “Cowabunga" or “Geronimo.”
55 Cats hate you. Every single one that sees you will hiss and attack. Feline lycans wish great ill on you.
56 A loud narrator speaks your every action. Everyone within 30 feet can easily hear it.
57 You can only communicate with barnyard animal noises.
58 You can spin your head 360 degrees with no ill effects.
59 You leave dimly glowing footprints behind you. They glow for 1 hour before disappearing.
60 You can speak with insects.
61 You grow a third eye that allows you to see spirits.
62 You can only shout.
63 Every time you kill a living humanoid creature, it rises as a hostile undead with 1 hit point after 1 minute. .
64 Your Strength score is increased by 1
65 You produce a chicken egg from one orifice every morning. It is edible.
66 You Constitution score increases by 1.
67 Your blood is acidic. You have resistance to acid damage.
68 Your bones become heavy. Gain 1d6 x 10 pounds.
69 You appear to stop aging but still suffer the effects of age.
70 You grow large floppy ears.
71 Your Strength score is decreased by 1.
72 Your eyes are now located in the palms of your hands.
73 Your skin is covered in scales.
74 Your breath is perpetually bad.
75 Your hair is replaced by grass and grows that way from now on.
76 You develop very visible gills and can breathe underwater with them.
77 Your Wisdom score is decreased by 1.
78 You grow a large pair of tusks from your mouth.
79 When casting a spell or using a magical item, you take 1 force damage.
80 Your Intelligence score decreases by 1.
81 If there is music playing, you are slightly swaying and moving to the rhythm.
82 Any sound above a whisper is unbearably loud to you. When people shout or there is a large bang, you must make a

Constitution saving throw (DC 10) or take 1d4 psychic damage.
83 You are convinced you are another species than your actual one.
84 Light, and light only, passes through you and you no longer have a reflection.
85 Your Constitution score is decreased by 1.
86 You can only eat dirt. Eating any other food poisons you for 24 hours.
87 You crave more corruption and actively seek it out.
88 Gold burns your skin.
89 Your Intelligence score is increased by 1.
90 You are always brimming with static. You shock every person you touch.
91 You sneeze every hour, on the hour, like clockwork.
92 Your Wisdom score is increased by 1
93 You no longer understand the concept of time.
94 All screens and reflective surfaces are covered in static for you.
95 All beasts become invisible to you.
96 Your Charisma score is increased by 1.
97 The nearest rock begins begging for you to take them with you. They talk to you often.
98 Your Charisma score decreases by 1.
99 Everything is now different shades of blue to you.
100 You must take at least one short rest a day or suffer a level of exhaustion.

186

Colin Prime (Order #35367621)

CLICHÉS HELMET REVEAL

As a denizen of the Retroverse, you are well aware You slowly take off your helmet, for the first time,
of tropes and clichés. More than that, you were in front of a group of creatures and flip your hair.
bred in them, surrounded by them your whole life, For the next 10 minutes, add +2 to any Charisma
and can channel them just as well as any action checks made against the creatures.
hero or melodramatic villain.
WOUND CAUTERIZING
When your GM would grant you the use of an
inspiration die, you may instead be granted the use When you have less than half of your total hit
of a cliché. You may use a cliché as an action, points, you may use fire to heal some of your
bonus action, or reaction. You may choose any wounds. You may use any fire currently around
cliché from the list, though it must pertain to the you or any fire you make. When you seal up your
story or otherwise be feasible. You may only use a wounds, you heal 2 hit points per the level of your
cliché once before finishing a long rest. Work with character.
your GM if there is a cliché you think would be
appropriate to your game. TOO COOL FOR EXPLOSIONS

THE BUFF-SHAKE If there is an explosion, and you are required to
make a saving throw to reduce the damage, you
You shake a strong NPCs hand in a struggle of can turn away from the explosion and walk 15 feet
strength. If the NPC has a strength score of 12 or away from it. You only take half damage from the
more, you can initiate a Strength contest effect if you fail your saving throw and no damage
handshake against the NPC. If you win, the NPC will if you succeed on your saving throw.
treat you like a good friend, offering hospitality and Additionally, you have +1 on Intimidation checks
information. There is no direct ill effect for losing. made against any creatures who saw the
explosion.
SMOKER’S FLICK
NOOOOOOOOO!
You can flick the stump of a smoking roll into a pile
of flammable items or flammable oil to instantly When an ally within 120 feet of you falls to 0 hit
start a fire. If used to cause an explosion, the points and goes unconscious, you can belt out a
explosion deals an additional damage die. If used tremendous cry of anguish. All allies within 30 feet
against normal wood, such as in a house or forest, of you have advantage on their next roll, including
it is ineffective. any allies at 0 hit points.

187

Colin Prime (Order #35367621)

ONE LINER OVER NINE-THOUSAND

If you kill an enemy, you can give a quippy one liner You focus your energy into a concentrated force
as they die. If the one-liner is good enough (GM’s that makes you appear more powerful. For 1
discretion or table consensus), you recover 1 hit die minute you have +2 to Intimidation checks and
(without expending one) hit points and have +1 on creatures attacking you have -1 to their attack and
the next roll you make. damage rolls against you.

MANIACAL LAUGHTER FINAL STAND

You laugh from deep within your lungs, inspiring When you are dropped to 0 hit points, but not
those around you with bold tenacity. Any creatures killed outright, you can instead drop to 1 hit point
within 30 feet, that share your same alignment, and can take 1 action or bonus action. Once your
gain +1 to all of their rolls until the end of their next action is finished, you drop to 0 hit points.
turn.
IS THAT ALL?
TWO-HUNDRED PERCENT
When hit by a critical hit you can use your reaction
You push yourself above and beyond, reaching a to reduce the damage by half and ignore any
height of possibility that is not only implausible, it’s effects that attempt to push you back or knock you
downright silly. If you make an attack roll, saving prone.
throw, or ability check, you can add +10 to the
result. You can use this feature after you roll but COMIC RELIEF
before you know the results. You cannot use this
feature if you roll a 1. If a creature uses a fear causing spell or effect, you
can crack a witty joke, granting advantage on the
next saving throw to resist the fear to yourself and
any allied creatures within 30 feet that can hear
you.

I OBJECT

If a creature within 60 feet of you casts a spell with
a verbal component, you can weaken the
effectiveness of the spell. If the spell has a single
target, the damage it does is reduced by half. If the
spell has a saving throw, you choose a number of
creatures equal to your proficiency bonus, they
make the saving throw with advantage.

PRIZE MONEY

If you land the killing blow on a creature, you can
cause gold to spring up out of them. The amount of
gold is equal to the creature’s CR times your level.

188

Colin Prime (Order #35367621)

SHINY VARIANTS Shiny Variant Table

Sometimes you will encounter creatures that have 1 to 5 Sparkle
a unique color palette. This is an indication that
they are different than your normal monster in 6 to 10 Glitch
some key ways. This is a very rare occurrence,
having at best a 1 in 100 chance of happening. 11 to 15 Gray
Choose a new variation or roll on the table to
determine their color and special traits. If the 16 to 20 Green
primary color of a creature is the same color
variation that you roll or choose, then the creature 21 to 25 Purple
is a darker or lighter shade of that same color. The
variant creature can gain the effects of their new 26 to 30 Pink
palette even if their primary color is part of their
nature and description. For example, a Red Dragon 31 to 40 Blue
could be a Gray Red Dragon variant, gaining the
benefits of the gray palette and retaining all of the 41 to 50 Yellow
Red Dragon abilities as well.
51 to 60 Red
The color change is noticeably unnatural,
creating a flat appearance that does not always 61 to 70 White
interact with light properly. It does not change only
the flesh but the armor, weapons, equipment, and 71 to 80 Black
general aura of the creature as well. If a creature
gains new equipment, it changes to match the new 81 to 90 Brown
palette over several days. Personality alterations
are intended for NPC and creature variation and 91 to 95 Orange
can be taken or ignored if a player character
becomes shiny. 96 to 100 Wireframe

BLACK

The cunning of shadows. Black variants prefer the
night and shun the bright day. They are nocturnal
by nature and find great solace in a moonless night
or the deep dark of dungeons. A black variant gains
the following traits: Advantage on Stealth checks
made in dim light or darker. Darkvision up to 30
feet or an additional 10 feet of Blindsight. Blind in
bright light or direct sunlight. +1 to their AC while in
dim or less light.

BLUE

The icy cold of reason. Blue variants shy away from
violence but that does not make them good. They
are far more likely to be peaceable towards other
creatures and will sometimes offer help if
requested. A blue variant gains the following traits:
+2 to their Intelligence score. Can speak one
additional language, even if they speak none. They
also gain resistance to psychic damage.

BROWN

The fortitude of the earth. These variants are as
stubborn and indomitable as the dirt beneath
them. They tend to be brash but may offer loyalty
if it suits them. Brown variants gain the following
traits: +2 to their Constitution score. They gain one
additional hit die to their maximum hit points. They
have advantage on saving throws against being
knocked prone and advantage on grapple contests.

189

Colin Prime (Order #35367621)

GLITCH GREEN

The curse of code. Glitch variants have suffered a The vibrance of greenery. Green variants rarely
terrible fate, being created with errors in their suffer illness, their amazing restorative powers
makeup. They are almost always shunned by ensuring long healthy lives. They are aloof and
others of their kind, leading them to live lives of have trouble understanding the woes of other
exile. They often lash out against the world as creatures, including their own kind. Green variants
retribution for their fated misfortune. Glitch gain the following traits: Their lifespan is doubled.
variations gain the following traits: Two of their They have advantage on any saving throws against
stats drop to 1, two of their stats rise to 20 (or being poisoned and resistance to poison damage.
equal to their highest natural max stat, whichever They recover 1 hit point, in addition to any other
is higher). Their attacks are tinged with corruption, recovery, at the start of each of their turns (unless
forcing a Corruption Saving Throw against targets at 0).
they attack.
ORANGE
GRAY
The clashing of desire. Orange variants are usually
The foundation of stone. Gray variants seem shunned by their kin and harbor deep resentment
invincible to the untrained eye, in reality their gray to others of their kind. This hurt manifests itself as
pallor is a sign of their cement like resistance. They a deep seeded need for validation. They are
are typically unmoved by the plights of other constantly speaking or vying for the attention of
beings, preferring to focus only on their own wants those around them and will go to great lengths for
and needs. Gray variants gain the following traits: those that give them the attention they crave.
Resistance to all non-magical damage. Advantage Orange variants gain the following traits: They gain
on all saving throws against spells of 3rd level or the Prestidigitation cantrip which they use mostly
lower. Their movement is reduced by 10 feet, to a to amplify their voice. Once per day they can use a
minimum of 5 feet. bonus action to grant Bardic Inspiration (d8) to a
creature of their choice. They have disadvantage on
Charisma based checks and saving throws.

190

Colin Prime (Order #35367621)

PINK WHITE

The gift of love. Pink variants tend to avoid direct The blinding of light. White variants are more
combat and instead prefer to bolster their allies or concerned with victory in numbers than any sense
talk foes into truces rather than to directly attack of combat honor. They can inspire their allies to
them. They are fiercely loyal to their allies and will reach a higher potential through encouragement or
attempt to use their charisma for the benefit of intimidation. White variants gain the following
their friends. Pink variants gain the following traits. traits: +2 to their Charisma. They cannot be blinded
+2 to their Charisma score. They can cast Cure by bright light but are blind in dim light or less.
Wounds once per day. They have advantage on Once per day they can inspire any allies that can
Deception and Persuasion checks. hear them within 30 feet with a powerful shout;
the allies gain +1 to all ability checks, saving
PURPLE throws, and damage rolls until the start of the
white variant's next turn.
The falsity of ego. Purple variants often take on an
air of royalty around their kind and believe WIREFRAME
themselves to be superior to those around them.
They will push others into the dirt, stepping on The incomplete creation. Wireframe variations are
whomever they please to reach the top of nothing more than the outlines of a creature. They
whatever societal structure they are in. Purple have no personality, no desires, only impulsive
variants gain the following traits: +2 to Wisdom. instinct. They will attack on sight and cannot be
They are in possession of double the gold their kind reasoned with. They retain all the abilities of their
usually carries. Either their armor or one weapon species and will use all of them, without mercy, to
they wield is magical. kill anything that approaches them. Wireframe
variants gain the following traits: The harsh lines of
RED their construction inflict an additional 1d6 damage
for every attack they make, including spells and
The hot thrum of anger. Red variants have a short magical effects. They can use their reaction to
temper and will sometimes attack without reduce the damage they receive by half, the attack
provocation. Their rage is nearly impossible to or magic simply passing in between their lines.
quell, and they will keep their blind fury until they
are killed or have killed everyone around them. Red YELLOW
variants gain the following traits: +2 to Strength.
Advantage on Athletics checks. Once per day, when The fleetness of fear. Yellow variants prefer to
they are reduced to 0 hit points but not killed avoid direct combat, instead attacking from afar or
outright, they are instead reduced to 1 hit point. leading enemies into traps. They are surprisingly
quick and outpace all others of their kind, leaving
SPARKLE their allies to deal with stronger foes alone. Yellow
variants gain the following traits: +2 to their
The blessing of luck. Sparkle variations seem to Dexterity. When attacking with a ranged weapon
shine with an inner glimmer, their skin and eyes they can use a bonus action to make a second
sparkling from some hidden force. They are unlike ranged attack with the same weapon at
others of their kind, being regarded as demons or disadvantage. Any creatures making Intimidation
angels by those that bore them. Sparkle variants checks against these variants have advantage. They
gain the following traits: +1 to all their stats. They also gain an additional 5 feet of movement.
have the exact opposite alignment that is normal
to their species. +1 to their AC. +1 to their damage
and attack rolls. +1 to any skill they are proficient
in.

191

Colin Prime (Order #35367621)

CRITICALS AND FAILURES

Whenever a creature rolls a critical or a failure, you
can use this rule variant to encourage role play
during combat.

CRITICAL HIT

Critical hits should always be cool. As such,
whenever a critical hit lands, the attack does the
maximum possible damage. The player then rolls a
d20 again. If it is 11 or above, they can roll the
damage die again, adding it to the total damage
done. This variant rule is to avoid a situation where
a critical hit can sometimes do less damage than a
normal hit because of a bad dice roll.

CRITICAL FAILURE

Whenever a creature rolls a critical failure roll a
d100 to determine what happens. The higher the
roll, the worse it is; see the table for examples. If
the player rolled a critical failure, have them roll
the d100 and have them describe exactly what
happens to them. If they do not choose an
appropriate consequence, the GM can step in to
ensure the failure is adequate. If the GM rolls a
critical failure for an enemy or NPC, roll a d100 in
front of the players and have them collectively
decide what happens. As always, the GM has final
say in the outcome; though this method offers the
players easy agency within combat.

As a character goes up in level, it is unlikely they
will fail so badly that they put their own life in
jeopardy. At 5th level, subtract 25 from the
percentage roll and results less than 1 are simply a
miss. At 10th level, subtract 50 from the percentage
roll and results less than 1 are simply a miss.
Finally, at 15th level, subtract 75 from the
percentage roll and anything less than a 1 is a miss.

01 to 25 You lose your turn and may take a small amount of
26 to 50 damage.
51 to 75
76 to 100 You lose your turn and likely provoke opportunity
attacks for the enemies around you.

You lose your turn and take a substantial amount
of damage or a debilitating status effect.

You lose your turn, take a deadly amount of
damage, and put your team in a disadvantageous
situation.

192

Colin Prime (Order #35367621)

FEATS SHIELD SPECIALIST

AT ONE You have found an unconventional but effective
way to use your shield, throwing it at your enemies.
You have become more in tune with your body and When you take this feat, any shield that grants a
they energy that creates it. You gain 4 additional natural +2 AC bonus or less (magical bonuses not
Hack or Ki points. included), gains the following weapon properties:
Finesse, Returning, Range (30/80), Thrown. It deals
RESILIENT FRAME 1d8 bludgeoning damage on a hit and you are
proficient with it. Also, you can don or doff the
You are hardy and difficult to corrupt. shield in the same way you would sheath or
• Increase your Constitution score by 1, to a unsheathe a sword.
maximum of 20
• Add +2 to any Corruption Saving Throws PHASEWALKER
you make.
You have the ability to temporarily go out of sync
FOCUSED BOUNCE with this reality, taking the minor benefits of a
different one.
You’ve mastered the best angles for a quick return
of a thrown object. • Increase your Intelligence score by 1, to a
maximum of 20.
• When you throw a weapon with the
returning property it will either (a) come • When you fail a saving throw against a
back to you at the end of your turn or (b) spell or effect, you can use your reaction to
allow you to make an attack roll against slightly shift out of reality, reducing the
another target within 15 feet of the first. On damage you take from it by half. You may
a hit, the second target takes half the do this a number of times equal to your
damage of the first. proficiency bonus before finishing a long
rest.
• Increase your Dexterity score by 1, to a
maximum of 20.

193

Colin Prime (Order #35367621)

ROCKER DOUBLE JUMP

The glam and panache of music suits you. You’re You defy gravity in an unexplainable way.
exceptional with your voice and can use it in all • Your Dexterity score increases by 1, to a
aspects of life. maximum of 20.
• When you jump, as part of your movement,
• Increase your Charisma score by 1, to a you can jump again it the peak of your
maximum of 20. jump, effectively doubling the range of the
jump. If falling, you can use a reaction to
• You have advantage on Performance jump right above the ground, negating any
checks when the act requires you to sing. falling damage.
• If your Dexterity score is 18 or higher, you
• When dealing an attack that deals thunder can use a bonus action and a reaction both
damage add +1 to your spell save DC and to perform a triple jump, tripling your
total thunder damage. effective jumping range.

EXTREME SPEED UNLUCKY

There are few as quick as you and your first strike You have such terrible luck that you are able to
is often the last. turn it on others. You roll a critical failure on a 1 or
2.
• Increase your Dexterity score by 1, to a You have 5 unlucky points. Whenever a creature
maximum of 20 within 30 feet of you makes an attack roll, ability
check, or saving throw, you can spend an unlucky
• You have advantage on initiative rolls. point to roll an additional d20. You can do this after
• When you are the first to attack in a round, the creature rolls the die, but before the outcome
is known. You choose which d20 rolls to use for the
you gain +1 to attack and damage rolls that action. A creature can combat your unlucky dice
are Dexterity based. with their own lucky rolls, or vice versa, cancelling
each other out. When you use this feat against a
SHINY ADAPTATION creature, you bestow your bad luck onto them for 1
minute and alleviate it from yourself. You no
You have encountered some sort of glitch that has longer have critical failures on a 1 or 2 but the
changed you. target does.
You regain a single unlucky point when you roll a
• Roll on the Shiny Table, rerolling if you land critical failure and regain all expended unlucky
on grey, glitch, sparkle, or wireframe. You points when you finish a long rest.
gain the traits and palette coloration of
whatever you roll. SPLIT CONCENTRATION

WRESTLING LEGEND You have the ability to split your mind, holding onto
two spells requiring concentration at once. If you
Prerequisite: 3rd level Path of the Wrestler Fighter are concentrating on a spell you can cast another
You gain four additional Wrestling Moves of your spell requiring concentration without losing focus
choice. on the first; maintaining limited concentration on
both. Both spells must be cast at their base level
BLADED DEFLECTION and the second spell must be a lower level spell
than the first. The second spell’s duration, range,
Prerequisite: Proficiency with a sword of any size. damage or healing is halved, and saving throws
When attacked with a ranged weapon, you can use against it are made with advantage. Saving throws
your reaction to attempt to deflect the damage. made to continue concentration on the spells are
Roll a d20. If the roll is less than the total of the made with disadvantage and if you lose
attack roll of the ranged attack, you fail. If it is concentration on one, you lose concentration on
higher than the total of the ranged attack roll, you both.
take half damage from the attack. If the roll is
equal to the total of the ranged attack roll, you
split the projectile in half and take no damage. This
can only be used on non-magical attacks and
weaponry.

194

Colin Prime (Order #35367621)

NEW MUTATION EXTRA ATTUNEMENT

You can choose to gain a trait from a species or Prerequisite: an Intelligence, Wisdom, or Charisma
sub-species that is not your own, with the score of 20 or more
exception of Ability Score Improvements. You can When you take this feat, you gain an additional
take this feat as many times as you like but must magic item attunement slot. For each of the
choose a new main species each time. prerequisite stats you have at 20 or higher, you can
gain another item attunement slot, giving a total of
CLICHÉ MASTER three if your Intelligence, Wisdom, and Charisma
are all at 20 or higher. These stats must be in a
You can call upon and recreate nearly every trope state of some permanence, meaning a spell or
in existence. potion increasing them to 20 would not allow you
to take this feat or gain the extra attunement.
• Your Intelligence score increases by 1, to a However, if you are attuned to a magical item that
maximum of 20. boosts any one of these stats to that number, you
can take this feat. If the prerequisite stats are
• Once after finishing a long rest, you can use lowered under 20 for more than 1 hour, you lose
any cliché. attunement to the most recent magical item. You
can redo the attunement process to the same item
once the stat is restored to 20 or above.

PARALLEL POWER

This feat taps into the instability of the Code,
adding a little extra power to your attacks when
things line up in improbable ways. If you make an
attack or cast a spell that requires you to roll more
than one of the same type of dice for damage, any
of those dice that roll the same number as another

dice as part of that attack or spell can
be rerolled once, with the new roll
being added on top of the total

damage from the original rolls. You
can use this ability a number of times

equal to your proficiency bonus
before finishing a long rest.

195

Colin Prime (Order #35367621)

196

Colin Prime (Order #35367621)

Spells in Red Bold can be found as Open Game
Content.

DE-FRAGGER Locate Creature Death Throw Grasping Graves
Stoneskin Highlight Old Friends
1ST LEVEL Astral Attack Third Person Safeword Nikto
De-frag Aura Temporal Tub
Bless Lock Smite Wily Step Whiplash
Command Shadow Claw
Cure Wounds Vector Aura 2ND LEVEL 4TH LEVEL
Detect Poison and
Disease 5TH LEVEL Alter Self Blight
Healing Word Darkvision Confusion
Heroism Dominate Person Detect Thoughts Fabricate
Jump Greater Restoration Find Traps Fire Shield
Purify Food and Drink Legend Lore Hold Person Greater Invisibility
Shield of Faith Mass Cure Wounds Knock Locate Creature
Write Smite Raise Dead Locate Animals or Polymorph
Fore Smite Scrying Plants Stone Skin
End Smite A-Smite Locate Object Dream Weaver
Revving Smite Facsimile Smite Pass without Trace Eclipsed Heart
Regen Aura Silence Trip Wire
2ND LEVEL Silent Image Magic Whistle
6TH LEVEL Spike Growth Shadow Claw
Aid See Invisibility Skin Krwlr
Branding Smite Blade Barrier Suggestion
Lesser Restoration True Seeing Web 5TH LEVEL
Locate Object Harm Zone of Truth
Magic Weapon Heal Automatize Dominate Person
Zone of Truth Move Earth Bravado Buffer Hold Monster
Bravado Buffer Sunbeam Counter Illusion Legend Lore
Destiny Bond True Seeing Ego Boost Mass Cure Wounds
Ego Boost S-Smite Heart Container Mislead
Energy Respite Copy Smite Ether Bees Modify Memory
Heart Container Luck Aura Revval’s Drive-Thru Scrying
Wild Smite Archer's Focus
GLITCH HUNTER 3RD LEVEL Blood Tracking
3RD LEVEL Firing Squad
1ST LEVEL Daylight Revval’s Cantina
Create Food and Water Dispel Magic
Daylight Alarm Fear HOLO-KNIGHT
Dispel Magic Animal Friendship Fireball
Remove Curse Comprehend Languages Hypnotic Pattern CANTRIPS
Revivify Cure Wounds Nondetection
Mass Healing Word Detect Magic Protection from Energy Dancing Lights
Brawler's Spirit Detect Poison and Sending Light
Esuna Burst Disease Slow Minor Illusion
Flash Smite Disguise Self Speak with Plants Prestidigitation
Grasping Graves Ensnaring Strike Tongues Jazz Hands
Hertz’s Heroic Holler Hunter's Mark Water Breathing Peanut Gallery
Load Smite Identify Water Walk Quick Mask
Jump Wind Wall Translucent
4TH LEVEL Longstrider Binding Bomb
Sleep Death Throes 1ST LEVEL
Banishment Speak with Animals Exploding Fruit
Death Ward Blood Shot Color Spray
Disguise Self
Colin Prime (Order #35367621)
197

Fog Cloud MAGIC HENSHIN Warding Bond Astral Attack
Illusory Script Web
Silent Image CANTRIPS Zone of Truth Derez
Unseen Servant Destiny Bond
Bubble Vision Druidcraft Elemental Line Dream Weaver
Crank Caller Minor Illusion Ether Bees
Hilwelm’s Scream Prestidigitation Energy Respite Vector Aura
Third Person Ray of Frost Heart Container
Warped Weapons Resistance Light Blades SYNTH WEAVER
Spare the Dying Screech
2ND LEVEL Thaumaturgy CANTRIPS
Air Guitar 3RD LEVEL
Alter Self Can’t Rip Dancing Lights
Blur Cure/Cause Cuts Beacon of Hope Eldrich Blast
Darkness Laser Beam Create Food and Water Fire Bolt
Invisibility Peanut Gallery Daylight Light
Magic Mouth Wub Blast Fly Mage Hand
Mirror Image Haste Message
Misty Step 1ST LEVEL Lightning Bolt Minor Illusion
Silence Magic Circle Prestidigitation
Automatize Bless Major Image Ray of Frost
Counter Illusion Charm Person Mass Healing Word True Strike
Ether Bees Command Phantom Steed Vicious Mockery
Comprehend Languages Protection from Energy Air Guitar
3RD LEVEL Cure Wounds Remove Curse Can Trip
Expeditious Retreat Sleet Storm Cure/Cause Cuts
Blink Find Familiar Slow Jazz Hands
Fear Jump Speak with Plants Minor Missile
Hypnotic Pattern Longstrider Spirit Guardians Peanut Gallery
Major Image Sanctuary Tongues Wub Blast
Binding Bomb Shield of Faith Water Walk
Death Throes Sleep Wind Wall 1ST LEVEL
Death Throw Speak with Animals Awestruck
Illusory Armor Thunderwave Brawler’s Spirit Bane
Old Friends Blood Shot Chrome Sheen Charm Person
Death Throw Grasping Graves Comprehend Languages
4TH LEVEL Hilwhelm Scream Hertz’s Heroic Holler Cure Wounds
Swift Stars Paralyzing Wave Detect Magic
Confusion Wily Step Temporal Tub Healing Word
Greater Invisibility Heroism
Hallucinatory Terrain 2ND LEVEL 4TH LEVEL Illusory Script
Phantasmal Killer Jump
Polymorph Acid Arrow Banishment Longstrider
Dream Weaver Aid Conjure Woodland Magic Missile
Fake Trap Animal Messenger Beings Silent Image
Guilty Feet Calm Emotions Death Ward Sleep
Mind Blow Enhance Ability Freedom of Movement Speak With Animals
Invisibility Guardian of Faith Thunderwave
5TH LEVEL Lesser Restoration Hallucinatory Terrain Unseen Servant
Magic Weapon Ice Storm Blood Shot
Animate Objects Misty Step Stone Shape Bubble Vision
Conjure Elemental Scorching Ray Wall of Fire Concussive Beats
Creation Spiritual Weapon Crank Caller
Dream Suggestion Death Throw
Mislead Hilwelm’s Scream
Seeming Rise Up
Danger Zone Swift Stars
Ghost Potion
Nightmare Being 2ND LEVEL

Colin Prime (Order #35367621) Blindness/Deafness

198

Calm Emotions 4TH LEVEL Sunbeam Mind Blank
Detect Thoughts True Seeing Power Word Stun
Enhance Ability Compulsion Armor Resonator Phantasmal Orchestra
Enthrall Confusion Groundhog’s Bane
Heat Metal Dimension Door Moon’s Song 9TH LEVEL
Hold Person Freedom of Movement Wall of Sound
Knock Greater Invisibility Foresight
Lesser Restoration Polymorph 7TH LEVEL Power Word Kill
Locate Object Astral Attack True Polymorph
Magic Mouth Guilty Feet Etherealness Tape Skip
Scorching Ray Magic Whistle Forcecage Unkind Rewind
See Invisibility Mind Blow Project Image
Shatter Shadow Claw Regenerate
Silence Skin Krwlr Resurrection
Suggestion Symbol
Zone of Truth 5TH LEVEL Teleport
Bravado Buffer Air Axe
Brawlroom Blitz Animate Objects Eurythmics
Screech Awaken
Ego Boost Cone of Cold 8TH LEVEL
Elemental Line Dominate Person
Energy Respite Dream Feeble Mind
Light Blades Greater Restoration Glibness
Party Ball Hold Monster
Sharp Tones Legend Lore
Mass Cure Wounds
3RD LEVEL Mislead
Modify Memory
Bestow Curse Raise Dead
Clairvoyance Teleportation Circle
Dispel Magic Tree Stride
Fear Danger Zone
Fireball Mom's Spaghetti
Haste Nightmare Being
Hypnotic pattern
Lightning Bolt 6TH LEVEL
Major Image
Nondetection Chain Lightning
Sending Eyebite
Slow Irresistible Dance
Stinking Cloud Mass Suggestion
Tongues Programmed Illusion
Water Walk
Vampiric Touch
Binding Bomb
Chrome Sheen
Exploding Fruit
Grasping Graves
Hertz’s Heroic Holler
Paralyzing Wave
Safeword Nikto
Temporal Tub
Whiplash

199

Colin Prime (Order #35367621)


Click to View FlipBook Version