As the
name implies, Otherworlds takes place on Other Worlds. In this seemingly futuristic
setting, the galaxy shares a time of unrest between planets. Hired mercenaries
for underground work is common practice. Gun trading, technology advances and
military development have all seen an increase and this order of peace that the
worlds once knew is soon coming to an end. Centuries ago, remnants of an
ancient civilization have left many artifacts to be discovered and the new
discovery of a planet named Xilos could prove fatal.
In Otherworlds, it’s all about the discovery of other planets, delving deep into their culture, backgrounds and life forms. The game system itself is meant to be fun and easy to understand, while still allowing for depth. For character creation, you’ll want to choose a Species that inhabits one of these planets and a class. In the core rulebook, there will be 10 heavily play tested and refined species and classes to choose from.
Otherworlds uses a different approach to the classic roleplaying games that you may be used to. In Otherworlds, your class doesn’t define you thanks to our skill tree system. Each class has over 30 abilities to choose from, given each player’s class progression a different emphasis on different skills. The class in itself is only a portion of making your character unique as well, as dual classes, species, traits and destiny all play a role in individualizing your character as well.
We also didn’t want to limit you in this, so the class system is highly adaptable and allows for players to easily create their own classes to play as. In fact I have concepted over a 100 classes for the game. With over 400 abilities in Otherworlds and an easy system that encourages creating more, we offer an experience that no two characters will play the same. Along with this we have a character’s Destiny. This is their meaning, their drive and their purpose. This will shape the story and the interactivity of those around you and once you’ve reached the end of your journey, you’ll come Face to Face with your Destiny for better or for worse.
The system uses the d6 die primarily and is built around the idea that any die can crit when rolled on its highest result. (so if a 6 is rolled on a d6 or an 8 is rolled on a d8) then you get another roll. Also every skill check is opposed with a roll as well. Leaving everything to have a chance to critically succeed or critically fail.
This allows for more responsive and interactive combat. The greatest thing about this however is how every roll is opposed. A conflict always feels contested. Every time the player gets a roll, the enemy gets to contest it and vice versa. This may seem like a complication, but the combat is rather streamlined and it’s possible to enjoy multiple battles against a Horde of enemies, thanks to our Horde system that allows for threatening combat vs. a large number of small enemies.
Creatures, Weapons, Armor and Characters are all extremely easy to make up on the fly. Often times only requiring just a few stats to make them playable and useable in the game. Think Magic: The Gathering, a game that’s been out for decades, allows for so much variance with just two stats and a mechanic, Otherworlds takes a similar approach to make sure that complexity is taken out, but depth is left in and driven deeper. We believe in emphasizing creation and minimizing researching the book for several minutes.
In Otherworlds you’ll discover a dozen different planets in the core rulebook. Each with their own unique identity. Players will revel in awe at the beauty of Krystos, a highly advanced planet responsible for being the first among the worlds to create high speed space travel, guards, advanced weaponry and other technologies. Or perhaps you’d prefer visisting Transel? A planet of fear and assassins. The vampire like Varothan rule over this eternally dark world. These are just some brief examples of what to expect, but Otherworlds also have Dinosaurs, Machine Gun Mounted Dragons, Tanks and elemental weaponry.
Speaking of weaponry, I need to say this. Otherworld’s is a loot heavy game. Equipment, such as melee weapons, guns and armor and guards have all been streamlined to appear very simple but allow for millions of different options of variance. Guards harness the unique properties of a material known as Ethereal, to produce Astral Energy. This energy can be manifested into devastatingly awesome proportions and is commonly used as the key component of a Guard, which is an item that produces a thin transparent coating around the wearer to keep them protected.
The game is influenced by many games and as such offers a unique Objectives mode that allows for the World Master (or Game Master as it’s usually called) to set out additional objectives for players to meet in order to gather extra experience. There is also a variant of this called, Team Objectives that are perfect in groups of disorderly players, as it encourages them to work together more for extra experience.
Another exciting feature is Modes which allow for you to tamper with the games rules system and play style by adding to it. Want Otherworlds to be a survival horror instead of an action adventure? Then by all means, add the “scarcity” mode that makes players Think Twice before firing a round of their weapon. Or perhaps you want to take a sillier approach or just love plat forming games, the double jump mode will allow players to leap further distances and boost their overall agility.
In Otherworlds, it’s all about the discovery of other planets, delving deep into their culture, backgrounds and life forms. The game system itself is meant to be fun and easy to understand, while still allowing for depth. For character creation, you’ll want to choose a Species that inhabits one of these planets and a class. In the core rulebook, there will be 10 heavily play tested and refined species and classes to choose from.
Otherworlds uses a different approach to the classic roleplaying games that you may be used to. In Otherworlds, your class doesn’t define you thanks to our skill tree system. Each class has over 30 abilities to choose from, given each player’s class progression a different emphasis on different skills. The class in itself is only a portion of making your character unique as well, as dual classes, species, traits and destiny all play a role in individualizing your character as well.
We also didn’t want to limit you in this, so the class system is highly adaptable and allows for players to easily create their own classes to play as. In fact I have concepted over a 100 classes for the game. With over 400 abilities in Otherworlds and an easy system that encourages creating more, we offer an experience that no two characters will play the same. Along with this we have a character’s Destiny. This is their meaning, their drive and their purpose. This will shape the story and the interactivity of those around you and once you’ve reached the end of your journey, you’ll come Face to Face with your Destiny for better or for worse.
The system uses the d6 die primarily and is built around the idea that any die can crit when rolled on its highest result. (so if a 6 is rolled on a d6 or an 8 is rolled on a d8) then you get another roll. Also every skill check is opposed with a roll as well. Leaving everything to have a chance to critically succeed or critically fail.
This allows for more responsive and interactive combat. The greatest thing about this however is how every roll is opposed. A conflict always feels contested. Every time the player gets a roll, the enemy gets to contest it and vice versa. This may seem like a complication, but the combat is rather streamlined and it’s possible to enjoy multiple battles against a Horde of enemies, thanks to our Horde system that allows for threatening combat vs. a large number of small enemies.
Creatures, Weapons, Armor and Characters are all extremely easy to make up on the fly. Often times only requiring just a few stats to make them playable and useable in the game. Think Magic: The Gathering, a game that’s been out for decades, allows for so much variance with just two stats and a mechanic, Otherworlds takes a similar approach to make sure that complexity is taken out, but depth is left in and driven deeper. We believe in emphasizing creation and minimizing researching the book for several minutes.
In Otherworlds you’ll discover a dozen different planets in the core rulebook. Each with their own unique identity. Players will revel in awe at the beauty of Krystos, a highly advanced planet responsible for being the first among the worlds to create high speed space travel, guards, advanced weaponry and other technologies. Or perhaps you’d prefer visisting Transel? A planet of fear and assassins. The vampire like Varothan rule over this eternally dark world. These are just some brief examples of what to expect, but Otherworlds also have Dinosaurs, Machine Gun Mounted Dragons, Tanks and elemental weaponry.
Speaking of weaponry, I need to say this. Otherworld’s is a loot heavy game. Equipment, such as melee weapons, guns and armor and guards have all been streamlined to appear very simple but allow for millions of different options of variance. Guards harness the unique properties of a material known as Ethereal, to produce Astral Energy. This energy can be manifested into devastatingly awesome proportions and is commonly used as the key component of a Guard, which is an item that produces a thin transparent coating around the wearer to keep them protected.
The game is influenced by many games and as such offers a unique Objectives mode that allows for the World Master (or Game Master as it’s usually called) to set out additional objectives for players to meet in order to gather extra experience. There is also a variant of this called, Team Objectives that are perfect in groups of disorderly players, as it encourages them to work together more for extra experience.
Another exciting feature is Modes which allow for you to tamper with the games rules system and play style by adding to it. Want Otherworlds to be a survival horror instead of an action adventure? Then by all means, add the “scarcity” mode that makes players Think Twice before firing a round of their weapon. Or perhaps you want to take a sillier approach or just love plat forming games, the double jump mode will allow players to leap further distances and boost their overall agility.