Quantum Realms

Quantum Rex and Rider

A Universe Limited Only By Your Imagination

What is QUANTUM REALMS?

At Legacy Outlaws LLC, we envisioned an expansive RPG landscape, unbounded by the typical confines of most gaming systems. This vision is brought to life in QUANTUM REALMS©. Instead of prescribing a singular path or narrative, Quantum Realms offers a foundational system — a canvas upon which you can paint your wildest adventures.


For both seasoned RPG enthusiasts and newcomers alike, QUANTUM REALMS© promises a refreshing and captivating experience. Dive in, and you'll find a universe waiting to be shaped by your imagination.

Enter the Quantum Realms!


At the heart of our universe lie the Quantum Gates — mysterious dimensional portals leading to an array of magical realms stretching across time and space. The narratives you craft remain unshackled, free to venture in any direction you see fit.


Imagine blending genres, characters, and settings in ways previously thought impossible. A space elf with a laser sword in a medieval kingdom? A cosmic voyage that ends in a land of dinosaurs? With Quantum Realms, you're limited only by your own creativity.


Are you ready to embark on this unprecedented journey? Let's begin!

Read More
Quantum Realms book layout

Our Species

Quantum Realms features a rich variety of playable species — each with unique abilities, origins, and lore. Choose one, or work with your Quantum Lord (QL) to create something never seen before.
Human

Human

Earth

STR d4 · AGI d4 · FOR d4 · INT d4 · CNG d4 · INS d4

Sentient residents of Earth and the most adaptable of all species. Humans excel at rapid learning — their XP cost for new skills is half normal. At 2 stress tiers, they gain +10% on unlearned skill checks. They also improvise weapons from anything at hand.

Fast LearnerAdapt & Overcome+5 Skills
Artilect (Legion)

Artilect (Legion)

Synthetic / Future Earth

STR d10 · AGI d8 · FOR d10 · INT d4 · CNG d4-1 · INS d4

Fully robotic beings with advanced AI. The Legion Mark IV — known as Chrome Reapers — stands 7 feet tall with olive drab armor plating and a chrome skull mask. Immune to poison, disease, and fear. Require a Bot-Tech for upgrades and repairs instead of healing.

Fully SyntheticMilitary GradeAI Core
Avian

Avian

Sea of Green

STR d4-2 · AGI d8 · FOR d4-2 · INT d4 · CNG d6 · INS d6

Humanoid birds from the Sea of Green, covered in fine feathers. Wings fold along their back like a long feathered cloak. Their razor-sharp talons, 8x human eyesight, and 300mph dive attack make them deadly from altitude. They can reach 4,000 feet at 40mph.

Flight 40mphEagle Eye +15%Dive Attack
Clockwork

Clockwork

LANE (Land of Amazement Never-Ending)

STR d12 · AGI d8 · FOR d10 · INT d4 · CNG d4 · INS d4

Mechanical humanoids called Tic-Toks who require daily winding by a Key Master — they cannot wind themselves. Completely analog and impervious to EMP. Immune to fear, stress, poison, and mind control. Each carries a Key that is their most prized possession.

Daily WindingImmune: Fear/PoisonEMP Proof
Draconian

Draconian

Fellenmorne (High Fantasy)

STR d8 · AGI d6 · FOR d6 · INT d8 · CNG d4-2 · INS d4

Reptilian humanoids from Fellenmorne — lean, muscled, with a tail as long as they are tall. Not related to true Dragons. Naturally gifted in Magic from hatching. As they mature they develop wings and a devastating breath weapon. +15% bonus to all Magic skills.

Magic AptitudeShape Shift 1x/dayBreath Weapon
Dwarf

Dwarf

Fellenmorne (High Fantasy)

STR d8 · AGI d6 · FOR d8 · INT d4 · CNG d4-1 · INS d4

Short, stocky builders of Fellenmorne known for their beards, abrasive attitudes, stone masonry, and legendary alcohol tolerance — they require 3x the normal dosage of any toxin. Taught to wield a hammer from childhood. Receive +1 Attack and Defense against larger foes.

Toxin Resist 3x+1 Atk/Def vs LargerStone Sense
Fungoid

Fungoid

Sea of Green (jungle depths)

STR d4-2 · AGI d4-2 · FOR d4 · INT d10 · CNG d6 · INS d8

Living anthropomorphic mushrooms with no mouth — they communicate entirely through telepathy and have no spoken language. Absorb nutrients through contact with moist soil. Naturally resistant to all toxins (3x dosage required). Their fungus body adds +10 to both LP and SP.

Telepathy OnlyToxin Resist 3x+10 LP/SP
Gargoyle

Gargoyle

Nox Eternia

STR d8 · AGI d6 · FOR d8 · INT d4-1 · CNG d4 · INS d4

Stone guardians of Nox Eternia, born from an alchemical accident when Guard Oil transformed citadel defenders. They see perfectly in complete darkness but suffer penalties in daylight and turn to stone in sunlight. Ancient enemies of Vampires and Lycans.

Dark VisionStone by DayFoe of Vampires
Ghix'Ax

Ghix'Ax

Mare Serenitas (Earth's moon)

STR d4-2 · AGI d8 · FOR d4 · INT d6 · CNG d4-2 · INS d4

Pronounced "Geek-zax" — omnivorous star-faring insectoids who settled in the lunar crater Mare Serenitas. A mantis-locust hybrid with compound eyes, extra limbs, and fingers that align into a deadly spike. Their lightweight wings allow short jumps and limited flight.

Impale SpikeLimited FlightArmed Neutrality
Half-Elf

Half-Elf

Fellenmorne / Earth (mixed)

STR d4 · AGI d6 · FOR d4 · INT d6 · CNG d6 · INS d4

Born of one Human and one Elven parent. Often on the fringe of both societies — not openly discriminated against, but they feel the unspoken weight of it. They start with an Animal Companion who has been with them for 90% of their life. Restricted to Spiritual Magic.

Animal CompanionRestricted to Spiritual MagicOutsider
Half-Orc

Half-Orc

Open Plains / Earth (mixed)

STR d8 · AGI d6 · FOR d8 · INT d4-2 · CNG d4-2 · INS d4

One Human parent, one Orc parent. Larger than a typical human with a tough hide granting +10 SP. Exceptional endurance gives +5 to all fortitude rolls involving stamina. Lives to fight. Not overtly discriminated against — but they hear the whispers. Low-light vision from hunting on open plains.

Iron Hide +10 SPEndurance +5 FortLow-Light Vision
High Elf

High Elf

Fellenmorne (Magic Citadels)

STR d4-2 · AGI d8 · FOR d4-2 · INT d8 · CNG d6 · INS d8

Regal beings of Fellenmorne's Magic Citadels. Superior Magic wielders with an inherent superiority complex. Born knowing Alchemy (+15%). When saved by someone, they are compelled by tradition to swear a blood oath — binding them until the debt is repaid in full.

Alchemy +15%Counter SpellBlood Oath
Prowler

Prowler

Sea of Green

STR d6 · AGI d8 · FOR d4 · INT d6 · CNG d6 · INS d8

Black Panther beast-men of the Sea of Green — powerfully built with smooth inky black fur and cat eyes that see equally in light and dark. Masters of stealth and espionage. Their vertical leap is 3x their height, and they always land safely from 30 feet or less.

Vertical Leap 3x HeightCat LandingStealth Master
Razorback

Razorback

Sea of Green

STR d8 · AGI d6 · FOR d8 · INT d4 · CNG d4-1 · INS d4-1

Boar-men (Boar humanoids) from the Sea of Green with three fingers and cloven hooves for feet. Named for the strip of coarse hair running spine to forehead. Large tusks deal 2d8+STR piercing damage. Receive +10 to both LP and SP. Can eat almost anything without ill effect.

Tusks 2d8+STRHearty +10 LP/SPIron Stomach
Rrrh'k in Environmental Suit

Rrrh'k (The Reich)

Reich Homeworld

STR d4-2 · AGI d8 · FOR d4-2 · INT d8 · CNG d4 · INS d6

Small carnivorous reptilian bipeds standing only 18 inches tall. They breathe pure hydrogen and require Environmental Armor with an integrated hydrogen generator to survive outside their homeworld. Most are hostile to Humans and seek domination — but a minority see value in coexistence.

18" Tall · 4-5 lbsEnv Armor RequiredPoison Resistant
Shellbacks (Estmon'laeryd)

Shellbacks (Estmon'laeryd)

Mirroj

STR d4 · AGI d8 · FOR d8 · INT d6 · CNG d8 · INS d4

They call themselves the Money. Hairless with white-on-white eyes and turtle-like characteristics. From Mirroj, they've had Gateway technology for two centuries. Rumored to have visited New York City in the early 1980s — a discovery subsequently buried by U.S. government agencies.

Leap 3x Height+20% Skill BonusTurtle Traits
Simian

Simian

Sea of Green

STR d6 · AGI d10 · FOR d4 · INT d4 · CNG d4 · INS d4-2

Chimpanzee-type ape-men from the Sea of Green, covered in coarse black or brown hair. Feet have opposable thumbs and function as hands. Masters of improvised tools — given random materials, they have a 60% chance to improvise any needed tool. Will fight to the death for family.

Prehensile FeetImprovised Tools 60%Family Fierce
Wood Elf

Wood Elf

Fellenmorne (Deep Forest)

STR d4 · AGI d8 · FOR d4 · INT d4 · CNG d8 · INS d6

Cousins of the High Elves but more hardy and martial. Live deep in forests, slightly more muscular, with lower Magic aptitude but far superior combat skills. They share a mystical connection with trees — receiving simple yes/no feelings from them. In wooded areas, gain +10% to all camouflage rolls.

One With TreesLowlight VisionCamouflage +10%

These are just a selection of the 18+ playable species in Quantum Realms. Additional archetypes and optional templates (Lycanthropy, Vampirism, Dhampyr, The Stitched) are detailed in the core rulebook.

Download Character Sheet
Dogfight
Draconian
SSF-10 Maurauder
Prowler
Dogfight 5
Gargoyle
Cabover Tanker
Werewolf
OPAV
High Elf
Dogfight 3
Simian
Dogfight
Draconian
SSF-10 Maurauder
Prowler
Dogfight 5
Gargoyle
Cabover Tanker
Werewolf
OPAV
High Elf
Dogfight 3
Simian