Homebrew Animate Skeletons ‡ NOVA REV SETTING ‡ Species Details
The Race of Animate Skeletons of Nova Rev originated with the skeletons of the French Catacombs. During the First War of the Magically Animate, fascist Necromancers forcibly resurrect these bonesfolk to do their bidding to both do their bidding and also to "see if it would work because holy shit, that would be hilarious". It did work, through various new chemical and magical means, and it was, maybe, a little hilarious for the first 10 seconds, but then it became very serious. The Skeletons followed commands and were decimating the United Forces of the Good Guys (the name needed workshopping). Things seemed dark, but then things took a sudden turn. The Skeletons, being undead and also French, realized very quickly they hated being out in the bright sun, being blown to bits, and fascism. So they rioted and overpowered the little living military presence the fascist Necromancers had. They then fled to New York City, where they would then be relocated to darker, wooded areas, like the Bronx Forest, via the Cursory Organization and Relocation of Post Somatic Entities Act or CORPSE Act. These loyal though grumpy undead Frenchmen would find a new life for themselves in these forests, building dungeons to guard, developing a complex pidgin language of groaning and growling, and French. It was a lovely time and environment where they could relax in crypts and creep up on adventurers at 12 to 24 frames per second.
In their small communities, they also learned that they had the ability to procreate, and have their own little skeleton families. Yes, there is science for this, I AM SO GLAD YOU ASKED:
Skeletons were created with the intention to destroy and maraud down to their cellular structure, which creates an unusual social structure, not unlike cis men constantly negging each other. But every so often, when two (or more, we don't judge) skeletons are intimately involved, they experience love. In this situation, the new vitality the emotion conjures in one (or sometimes more) of the skeletons in the partnership creates a mutation in the ANKH gene. This creates a rapid acceleration in the osteolytic and osteoblastic processes, not unlike Paget's disease. However, the osteoblasts in this situation do not yield sarcoma, but a tiny skeleton fetus that forms over time inside of the rib cage. After a period of 6 months, the newly created baby skeleton just plonks out of the thoracic cavity and then BAM there you go, baby skel. This is REAL MAGIC SCIENCE.
Sometimes this process can get a little overzealous and instead of tiny skeletons, a skeleton will birth a katamari damacy style ball of something like skeleton arms or whatever, but it is still very much a living, feeling, happy skeleton child. Just one that is also very good at rolling and catching and high fives.
The Skeletons would go on to fight in the Second War of the Magically Animate, defending New York City from all manner of automatons, very grudgingly.
Animate Skeletons ‡ NOVA REV SETTING ‡ Traits
As an Animate Skeleton player character, you have the following traits.12 to 24 Frames Per Second
An Animate Skeleton can move as slowly or quickly as 12 to 24 Frames Per Second. As a result, they can sneak up on and startle enemies.
Enemies must make a WIS saving throw landing between the numbers 12 and 24.
Creature Type
You are an Undead Construct.
Size
You are Medium to Small. I guess you could also be huge. I'm not your supervisor. You could be a skeleton for a really huge person.
Speed
Your walking speed is 30 feet.
Made of Bones
If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
Being a Dead Guy
You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe. If you drink alcohol, you cannot get drunk.
Playing Dead
When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Your Former Life
You gain two tool proficiencies of your choice, inherited from your former life (or your parents), selected from the Player’s Handbook.