Otherworlds Core Rulebook [Digital]
Otherworlds Core Rulebook [Digital]
Hex, Guns, and Hack & Slash!
Welcome to Otherworlds, the future fantasy RPG where you’re an Otherworlder—armed with an ancient relic that lets you leap between worlds! Ever since The Awakening, these powerful artifacts (and plenty of other strange wonders) have reawakened, stirring up untold adventure across every world you visit.
A Game With Benefits
Custom Fit: Build your own class in Otherworlds by forming a Skill Tree; using three Skill Branches for over 1,000 combinations!— Providing you with direction and purpose, but on your terms, custom suited for you!
Double Your Pleasure: Roll 2d6 for quick, high-stakes action with explosive results—fast, fierce, and always fun.
No Dirty Dancin’: Combat isn’t a grind— it’s a Cha-Cha of carnage! We leave the boring step-by-step tango to other games. Here, every fight’s a chance to mix brains with bullets, brains with brawn, and explosions with...well, bigger explosions. With just the right blend of tactical spice, you’ll keep the action blazing and the choices snappy—no stale back-and-forth.
“—High heroics, over the top results, and where the rule of cool is directly tied to the mechanics—” -Abraham of Talking About Games
The Otherworlds Core Rulebook (PDF):
All the rules you need to play the Otherworlds Tabletop Roleplaying Game!
Includes:
In The Otherworlds Core Rulebook... there is everything you need to play, 12 races, 12 classes, 12 sub-classes, options to create your own hybrid classes, 24 themes (which include backgrounds), equipment, items, 85 friends & enemies, 34 enemy variants, 12 worlds, 10 vehicles (with additional transportation options), over 150 spells, story tables, and more to not only to create an adventure, but inspired to.
Otherworlds is a game written over 10 years, and over 2,400+ hours of playtesting among over a hundred people, to ensure it’s all killer and no filler.